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===Wizard Arcane Traditions=== For whatever reason, Midgard is ''full'' of variant Wizards. The Deep Magic hardcover book even presents option rules to let a Wizard advance in ''two'' subclasses simultaneously. Now, they pay the price for this of not being able to get the full assortment of features from either, they basically mix and match them, but still... Most of these subclasses are found in both the Midgard Heroes Handbook and in Deep Magic; where this happens, in the former, they are often simply named as their magical school, whilst Deep Magic gives them a "practitioner based" rename. For example, Entropy Wizard in MHH and Entropist in DM. '''Alkemancer:''' A wizard devoted to uniting the principles of [[magic]] and [[alchemy]] into a single greater whole, with a focus on spiritual transmutation. Whilst similar to [[transmuter]]s, alkemancers regard those wizards as too reliant on brute force, as opposed to unlocking the deeper mysteries of the six fundamental essences, which are kind of the alchemical version of the [[element]]s: brimstone, lead, quicksilver, quintessence, salt, and void salt. As a result, Alkhemancy spells resemble a blending of transmutation, necromancy and conjuration. Mechanically, alkemancers gain increased aptitude with alchemy, including the ability to make common alchemical items, the ability to supercharge specific spells by using the specific fundamental essence as a material component (brimstone makes fire spells poisonous, for example), and the ability to create elixirs, oils philters, and potions, culminating in their ability to make six legendary magical tonics. Found in Deep Magic. '''Angelic Scribe:''' These wizards are a kind of variant [[conjurer]] who fashion sigils that allow them to draw the power of [[archangel]]s to imbue themselves. The core of the class is a system of selectable level-gated "Seals", which represent the specific sigils of specific archangels, with other class features largely enhancing these seals or otherwise drawing on the "invoke angelic power" theme, such as being able to create warding seals. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Blood Mage:''' Simple and self-explanatory; wizards who mess around with blood. They gain resistance to poison and disease, can scry on creatures by consuming their blood, can absorb poison and diseases into the body to later weaponize against others, and ultimately can throw around free slows and hastes by manipulating peoples' blood-flow. Can be found in the Midgard Worldbook, and also in Deep Magic. '''Clockwork:''' The last of the three clockwork magic archetypes. These [[clockpunk]] technomancers are naturally better at using the Animate Construct spell, can shape metal with their touch, temporarily transform into a living golem, and ultimately can charm constructs. This can be found in the Midgard Heroes Handbook... which is strange, considering that clockwork magic shows up in the Deep Magic compilation. '''Doom Croaker:''' Invented by the [[ravenfolk]] of Midgard's northlands, this is a variant [[Diviner]] focused on more "Nordic" flavor of magic; they retain the Divination Savant feature, but can sketch Alarm as a rune, gain Glyph of Warding for free and can cast it without a spell slot 1/day, gain Clairvoyance as a bonus spell and can do the same thing, can force the target of their spells to reroll their save 1/encounter, gain Legend Lore for free, can reroll their first failed death saving throw, and their first death results in them reincarnating as a ravenloft 1 week later. This can be found in the Midgard Heroes Handbook. '''Doomsayer:''' Despite the similarity in names, this is actually an entirely separate thing to the Doom Croaker. Doomsayers are basically the [[edgelord]] [[evoker]] archetype, totally focused on using their magic to destroy things. As a result, all of their features revolve around augmenting their ability to kill shit with spells. Found in Deep Magic. '''Dragon Masks:''' Walking a path between the draconic sorcerer and an elementalist wizard, wizards on this tradition focus on the ability to invoke spiritual aspects of dragons, granting them access to a specific set of boons. The default aspect is a draconic "mask", which manifests as a ghostly dragon's head overlapping the wizard's own head. This is then followed by the Dragon's Heart, Wings and finally its Tail - you can only have one aspect manifested at once, unless you take a feat. This can be found in the Midgard Heroes Handbook, and also in Deep Magic, where it's renamed the '''Dragon Mage'''. '''[[Elementalist]]:''' Simple and self-explanatory. You have to pick which of the four elements you are attuned to, and gain increased buffs with that element. Also, similar to the Warlock's Invocations system, you can choose a number of bonus subclass features called "Elemental Masteries" as you level up. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Elven High Magic:''' As the name suggests, this is an elf-created subclass that focuses on how their longevity and indifference to sleep gives them a greater affinity for ritual magic. The features of this subclass are all about the rituals; you can learn ritual spells more easily, you can learn ritual spells that aren't normally Wizard spells, your ritual spells are more powerful, and you can even make rituals become permanent. This can be found in the Midgard Heroes Handbook - weirdly, despite a section on Elven High Magic in the Deep Magic book, the subclass isn't there. '''Entropist:''' The wizardly version of the [[Wild Mage]] archetype, and sharing the same "Chaos Surge" table as the College of Entropy Bard. Most of its abilities have a "high risk, high reward" theme, offering you power (gain advantage or reroll some spell damage dice) at the cost of having to roll on the Chaos Surge table. You also gain random damage resistances when you cast a Chaos spell (you can try to gain control over the result, but this causes a Chaos Surge), and finally your ultimate ability lets you refresh an expended Entropist subclalss feature whenever you experience a CHaos Surge. This can be found in the Midgard Heroes Handbook. '''Geomancer:''' No, despite the name, this isn't an Earth Elementalist. Rather, this is a wizard who focuses on tapping into and drawing power from the ley lines, which are currents of magical energy that run all over Midgard. Naturally, its subclass features are all about squeezing the most benefit out of linking to a leyline, and you get no use from them if you aren't within reach of a leyline. This can be found in the Midgard Heroes Handbook. '''Illuminator:''' A wizard who studies light, darkness and the interplay between, most readily expressed through studying the stars themselves. Sometimes likened to an elementalist who simultaneously wields light and darkness, though their spells have much in common with divination, illusion and necromancy. You can study the night sky for omens, your spells are more powerful when cast in dim or no light, illusions linger even after you stop concentrating them, and finally you can study the night sky to gain a specific boon you can tap based on which of four celestial events - a comet, a conjunction, an eclipse or a nova - that you focus on. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Master of Fiends:''' This [[Conjurer]] variant focuses exclusively on binding and summoning [[fiend]]s, either [[devil]]s or [[demon]]s. They gain a number of bonus spells based on this specialization, can trade spell slots for spell damage boosts, gain increased defenses against fiends and angels, have increased proficiency with the Magic Circle spell, and their summoned fiends are hardier. The downside is that their souls are forfeit to their dark allies, which makes them much harder to raise from the dead. Found in Deep Magic. '''Necrophage:''' A variant necromancer who studies and masters the unique ways that necromantic energies can be harvested and utilized through committing cannibalism. They can summon an undead familiar and gain a number of different unique bonuses whenever they commit an act of cannibalism. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Ring Warden:''' Developed by Midgard's dwarves, the Ring Warden is a wizard who focuses on mastering the way rings can be used to shape and control magic. Their iconic feature is a ring-staff; a staff banded and otherwise adorned with as many rings as possible. This staff augments the ring warden's spellcasting damage, and can eventually allow the warden to benefit from a third magical ring at one time. The ring warden also gains a unique affinity for crafting rings, both in terms of tool proficiencies and the ability to make a number of different magical rings, and can also store a spell in a ring taken from their ring-staff before giving that ring to somebody else, so they can use the spell when they need it. This can be found in the Midgard Heroes Handbook, and also in Deep Magic. '''Time Keeper:''' It's a [[Chronomancer]]. What is it to say? They get their own unique mana system, called "Temporal Points", which can be spent to buff the wizard in various ways and cast the Extend Spell metamagic. They also gain a heightened affinity for the Haste spell. Found in Deep Magic. '''Void Speaker:''' A practitioner of Void Magic, Midgard's equivalent to [[Cthulhu Mythos]] magic based around the sinister darkness of outer space and the mind-blasting creatures that dwell there. The Void Speaker basically gains access to a unique and extra-nasty set of verbal components as they level up, letting them do shit like impose disadvantage to saves against their spells, curse somebody out so hard they take necrotic damage, whammy two foes for the price of one spell, and create areas of soul-sapping darkness. Can be found in the Midgard Worldbook. '''White Necromancer:''' Hearkening back to old, long-forgotten D&D lore about necromancy being divided into White, Gray and Black, this is a non-evil counterpart to the necromancer focused on protection and healing. As in, most of its features buff or heal allies in some way, though it also gains the "White Necromancer" feature that turns normally mindless undead mooks into sapient creatures that ''choose'' to serve you, and so might linger for prolonged periods if you can convince them the need is great. Found in Deep Magic.
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