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Wizard Mage

Wizard Mages are esteemed scholars and warriors, versed deeply in magical arts. Originating from the Capital City's grand academies, they wield legendary Signature Spells and command Elemental Guardians, influencing Alavir’s history and politics. These mages decipher ancient prophecies and are pivotal in battles, their powers shaping the land’s destiny.


Wizard Mages are vital to Alavir’s communities. They link academies, arcane libraries, and guilds, enriching them with diverse magical knowledge. Their versatility in spellcasting makes them invaluable allies across various magical traditions. Moreover, their guardians are more than mere summoned beings; they are companions and extensions of the mages’ will, integral to their existence.


Aspiring players should consider the Wizard Mage subclass not only for its powerful combat abilities but also for its profound role in society as advisors and seers. Their strategic use of Scrying Orbs and ability to jam enemy incantations make them indispensable in both defense and espionage. Thus, playing a Wizard Mage offers a chance to explore complex ethical questions and engage in a richly woven tapestry of alliances and magical research.

Wizard Mage Features By Level

Signature Spell

At 1st level, you gain expertise in Memory checks. You know one cantrip and one first level spell from any spell list. When you cast a signature spell you deal (SM) additional damage.


You gain a (PM) bonus to your Spellcasting DC while using a Spellbook as your arcane focus. You can also read any book as an action provided it's in a language you understand.


With this feature, you learn an extra spell when you reach 5th level (2nd level), 9th level (3rd level), 13th level (4th level), and 17th level (5th level).

Elemental Guardian

At 3rd level, As an action, you can summon an Elemental Guardian to a point you can see within 120 feet of you dealing (PM)d8 + SM Elemental damage to all creatures within 10 feet of it. The elemental has the following stats:

Attacks: 30 Range (PM)d6 + SM Elemental damage.
Armor Class: 10 + (PM) + SM
Saving Throw Bonus: (PM)
Hit Points: 8 x SM


If the elemental dies, you can resummon it by expending 8 spell points. Typical Mounted Combat rules apply, you can mount the elemental if you are at least one size smaller, but you do not have to make Balance check to maintain balance on your elemental. Your elemental takes its turn before or after yours in and out of combat. You move when your elemental moves if you are riding it. You can use a bonus action to mount or dismount.

Spell Versatility

At 6th level, (Recharge 6) You can swap a non signature spell from your spell book for a new one from the arcane spell list as a bonus action.

In addition, you can add spell scrolls to your Spellbook. They count as Wizard spells for you.

Aetherwing Bond

At 8th level, you and all allies within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier.


Choose an ally to bond with when you finish a long rest. You and the chosen ally gain +1 to all rolls and armor class if you are within 10 feet of each other.

Incantation Jammer

At 11th level, (Recharge 6) You can attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell or 2nd tier or lower, its spell fails and has no effect. If it is casting a spell of 3rd tier or higher, make an Divination skill check using your spellcasting ability. The DC equals 16 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Extraordinary Speed

At 13th level, your walking speed increases by 15 feet.


As a bonus action, you or a creature you touch have a flying speed equal to your walking speed and can use the dash, dodge, or disengage action as a bonus action for 3 rounds. Falling gracefully to the ground when the flight ends.

Battle Maiden

At 16th level, you and all allies within 10 feet of you have advantage on saving throws against spells and monster effects. Attacks on you have disadvantage.

Scrying Orb

At 18th level, You can see and hear a particular creature you choose that is on the same plane of existence as you.


If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears invisible at that location and doesn’t move. If a creature makes a DC18 Concentration check they can see the scrying eye and attack it instantly killing it.


Scrying lasts for 8 hours and ends if you take a long rest. You can only use this feature once per long rest.๏ปฟ

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