Wizard School of Magitech

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School of Magitech

Wizards are among the most innovative sorts of people, constantly pushing the limits of magic to achieve new feats and unlock new abilities. Those that study the informal School of Magitech have developed ways to infuse items with magical power in a way unique from the normal enchanting process, creating objects imbued with animation or complexity.

Magitech Invention

At 2nd level, choose a Magitech Invention to construct. This item becomes a Unique magical item that requires Attunement by you, and you may use any Magitech Invention as a Spellcasting Focus. You are proficient in any Magitech Invention that you create. Channel Gauntlet, Magipistol, and Runescribed Weapon all count as magic weapons. If your Magitech Invention is lost or destroyed, you can create a new one by spending one week and 300 gold worth of arcane components and reagents, which are infused into the material of the Invention as you craft it.


  • Arcane Armor. You create a set of Light armor that projects a minor barrier of magical force that offers an AC of 11 + your Intelligence modifier. The armor weighs 10 pounds. In addition, if you have the Shield spell in your spellbook, while wearing this armor, you are always treated as though that spell is preparaed, and it does not count towards the number of spells you can prepare.
  • Arcane De-Resonator. You create a handheld device that can store magical energy and produce a frequency in a disruptive phase with that energy. As a bonus action, you can cast one spell into the De-Resonator. For the next minute, or until you deactivate the device as a bonus action, the De-Resonator emits disruptive energies in a 30-foot radius. Any attempt to cast a spell of the same name and level (or lower) of the one in the De-Resonator is automatically countered. In addition, any attempt to cast a spell of the same level (or lower) and same school as the spell in the device requires a Concentration Save with a DC equal to your Spell Save DC. Any Concentration Save made to maintain a spell of the same school as the spell in the De-Resonator, except for the Save caused by the device, is made with disadvantage.
  • Channel Gauntlet. You craft an arcane-conductive gauntlet that channels your magical energies into powerful attacks. While wearing it, you can use an action to make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 Acid, Cold, Fire, Lightning, Poison, or Thunder damage (chosen when the device is created), and must succeed on a Strength Save against your Spell Save DC or be pushed 10 feet away from you. This attack's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Magipistol. You craft a one-handed firearm that uses magical power rather than black powder and bullets. Any ranged spell that requires an attack roll that you cast while using the Magipistol a focus has a range of 120/300. In addition, you can fire bolts of pure magical energy from the weapon by making a spell attack roll against one creature you can see within the gun's range. On a hit, the target suffers 1d8 Force damage. This attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Runescribed Weapon. You craft one martial weapon that is covered in etched arcane sigils. When you hit a creature with this weapon, you can expend a Wizard spell slot, doing an additional 2d8 Force damage per level of spell slot expended this way. In addition, a number of times equal to your Intelligence modifier, when you cast a spell that requires an attack roll, you may substitute the spell attack for that spell with a weapon attack using your Runescribed Weapon. If you hit, the target suffers the normal effects of the spell, as well as the weapon's normal damage. When cast this way, the spell only effects one target, rather than its normal targets. For example, if your Runescribed Weapon is a Longbow and you cast Scorching Ray, you make a ranged weapon attack against one creature. On a hit, the target takes normal Longbow damage as well as the 2d6 Fire damage of a single Scorching Ray attack. You cannot expend spell slots to do additional damage on attacks used to cast spells. You regain all uses of this ability when you complete a Long Rest.

Inventive Tools

At 2nd level, you become proficient with one set of Artisan's Tools of your choice, or with a Poisoner's Kit.

Innovative Casting

Beginning at 6th level, when you prepare your Wizard spells, you may choose to alter certain spells by tweaking their arcane formulae. You can alter a number of spells equal to half of your Intelligence modifier (rounded up), and can make one of the following alterations to each spells:


  • Range. If the spell has a range of Touch, that range becomes 30 feet. If the spell has a range higher than Touch, that range is doubled. If the spell has a range of Self, it becomes Touch, but you cannot cast it on yourself.
  • Area. For each dimension of the spell listed (such as radius, height, or length), you can increase or decreases that dimension by up to 5 feet. For example, if you alter Ice Storm, it can have a radius of 25 feet and a height of 45 feet.
  • Type. For each damage type of the spell, you can choose a new damage type from Acid, Cold, Fire, Lightning, Poison, or Thunder. If the spell requires a Save, it now requires a Dexterity Save for Acid, Fire, and Lightning damage, or a Constitution Save for Cold, Poison, or Thunder damage.
  • Echoing. On the same turn after casting the spell, you can use a bonus action to regain one spent Wizard spell slot of a lower level, up to a maximum of 2nd level. No matter how many Echoing spells you have prepared, you can only use this bonus action a number of times equal to your Intelligence modifier, and regain all uses upon completing a Long rest. If you cast an Echoing Spell with no remaining uses left, you do not have to make the Concentration save.
  • Forceful. Each creature affected by the spell must also succeed on a Strength save against your Spell Save DC or be pushed 10 feet away from the spell's origin. For example, if you alter Fireball, creatures will be pushed away from the point you choose when casting the spell. If you alter Lightning Bolt, creatures are pushed away from you. Likewise, if you cast a Forceful spell such a Vampiric Touch, the target of each attack you make with the spell are pushed away from you.

Innovative spells are more volatile than normal spells. When you cast a spell altered with this feature, you must succeed on a DC 10 Concentration Save. If you fail, choose either for the spell to be lost, or for the spell to be cast successfully but you take 1d8 Force damage per level of the spell cast.

Arcane Analysis

At 10th level, you gain proficiency with the Arcana skill. If you are already proficient with it, your proficiency bonus is doubled for any Arcana check you make. In addition, you gain proficiency in checks made to Counter or Dispel magic. Finally, you can automatically identify any spell you see being cast.

Arcane Armoury

At 14th level, you can choose to create a new Magitech Invention, or to upgrade one you already have. If you choose to upgrade a Magitech Invention, it gains one of the following properties, in addition to the ones it had before:

  • Arcane Armor. Immediately after you prepare spells, you may imbue your Arcane Armor with one spell of 2nd level or lower that you've prepared and has a range of Self, without spending a spell slot. Anytime afterward, you can cast the spell in the armor, using its normal casting time, expending the spell. In effect, the armor is a limited Ring of Spell Storing. The armor can only have one spell stored in it at a time. If you attempt to imbue a spell when your armor already has one, the new spell replaces the old.
  • Arcane De-Resonator. The De-Resonator now automatically counters all spells of the same school and level (or lower) as the spell in it.
  • Channel Gauntlet. The Gauntlet can now emit the magical energy held in it in a ray of magical power. When you use an Action to use the Gauntlet, instead of making an attack roll, you can force all creatures in a 15-foot line centered on you to succeed on a Dexterity Saving Throw, taking full damage on a failure, or half damage on a success. Creatures that fail their save are pushed as normal.
  • Magipistol. Your Magipistol is now a +1 weapon, and when you prepare your Wizard Spells, choose two damage types from Acid, Cold, Fire, Lightning, Poison, or Thunder. Whenever you attack with the Magipistol (but not casting a spell), you can choose for the attack to do one of the chosen damage types, or Force damage.
  • Magipistol. You modify the Magipistol into a Magirifle. Doing so increases its range to 180/450, but it requires two hand to use, and attacks made with it suffer disadvantage against targets within 60 feet.
  • Runescribed Weapon. Your weapon now projects a barrier of magical force; you gain +1 to your AC while wielding it. In addition, the weapon does an additional amount of Force damage equal to your Intelligence modifier. Finally, if you have the spell Dispel Magic Prepared, when you hit with the Runescribed Weapon, you can choose to cast Dispel Magic (using spell slots as normal) as part of the attack, targeting the creature hit.
 

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