Lost Citadel Magic: Wizard and Sorcerer Archetypes

Green Ronin is holding a talent search for their new setting. Dark fantasy settings are something that have always intrigued me and I found myself coming up with these before reading the fine print. And so, I share what would have been part of my submission with you.

This also marks a change on the blog, as I am going to try to write more for other rulesets. It is reflective of the kind of gaming I have been doing, as I have been running and playing more Pathfinder and D&D 5E lately.

Candlemancy (Wizard)

The world can be a very dark place, full of fear and superstition. Candlemancers are typically scholars, reading ancient parchments by candlelight in the seclusion of their libraries or forgotten dungeon vaults. While some use this knowledge to better themselves, others desire to illuminate the world around them.

Candle Casting: Starting at 2nd level, you gain proficiency with candlemaker’s supplies. You can imbue your magic into any candle you create to amplify and store your magic. When lit as part of casting a spell, these candles can replace a spellcasting focus or the material components for a spell of up to 5 gold pieces in value. When casting a spell that has the duration of 1 minute or longer with a candle, you can extend its duration until the candle is extinguished or you take damage. To keep a candle lit while taking damage, you must make a Dexterity saving throw (DC 10 + half the damage you take), unless it is otherwise snuffed out or doused.

Improved Light: When you choose this school at 2nd level, you learn the light cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast light, you can have a number of active lights equal to your level and can cast it as a bonus action. You can also use the light spell to ignite candles, but nothing else.

Focus of the Flame: Starting at 6th level, the focus required for maintaining a spell is tied to a lit candle, allowing you to potentially concentrate on another spell. This candle must have been lit as part of casting the spell requiring concentration and the spell ends if the candle is extinguished.

Light of Knowledge: Starting at 10th level, you regain one additional spell with Arcane Recovery feature while taking a short rest in the light of a lit candle.

Contingency Candle: Starting at 14th level, you can store a spell into a candle. The spell stored in this candle must be two spell levels lower than your max spell slot and is activated once lit. The spell’s effect is centered on the candle or the person lighting it if the spell has a range of touch or personal. You can only have one contingency candle active at a time.

Osteomagus (Sorcerer)

Many sorcerers claim the bloodline of some fantastic beast or vastly powerful progenitor as the source of their magic. For you, magic is not just in your blood but in your bones. You came to discover the nature of this as your magic began to manifest, warping your form with new ossifications and marring your flesh with protruding bones every time you cast a spell. A blessing or a curse, there is no denying the power within you and the cost you pay to wield it.

Horrifying: Starting at 1st level, you gain proficiency with the Intimidate skill. If you are already proficient with the Intimidate skill, your proficiency bonus is doubled when intimidating other humanoids. You also have advantage on saving throws against becoming frightened.

Bone Armor: Starting at 1st level, you can use your reaction immediately before taking damage to gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 round as bony plates burst forth from your skin to protect you from further harm. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Blood and Bone: Starting at 6th level, you can sacrifice your own vitality to channel your magic. As a bonus action, you can spend two hit dice to regain 1d4-1 sorcery points (minimum 1). Doing so causes blood to spill from your eyes, mouth, and fingertips.

Bone Wand: Starting at 14th level, you can craft a wand made of bone that holds some of your power and vitality. This wand is typically made from a powerful creature you have slain or from one of your own bone protrusions. This bone wand holds 6 extra hit dice. You can use these hit dice as you normally would during a short or long rest, or with the Blood and Bone feature.

Bone Warp Spell: Starting at 18th level, you can spend 3 sorcery points when you cast a 1st level spell or higher on a living creature. If your spell succeeds, the creature is restrained for 1 round as its bones stiffen. This has no effect on creatures that do not have a skeleton and the creature can make a Constitution saving throw on its turn to end this effect earlier. You also are immune to becoming petrified.

2 thoughts on “Lost Citadel Magic: Wizard and Sorcerer Archetypes

  1. Osteomancy sounds awesome. Very reminiscent of the old Bone-spec Necromancer from Diablo II.

    I do hope you’ll still publish F/AGE content from time to time! I play both 5E D&D and F/AGE, and your blog has become an invaluable resource for the latter.


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