Eberron Wizard
The secrets and means of shaping the forces of creation are embedded within the principles of arcana magic, thought to be a gift from Siberys himself, and a true wizard seeks to master these principles with every waking hour. Even early on, the talents and versatility of a wizard are remarkable. A magewright could spend years mastering a single cantrip, while those who focus their efforts on dissecting a spell down to the repeatable arcane principles simply by studying scrolls and schematics, and who can reliably duplicate the effects, earn the moniker of wizard.
As a wizard, you’re an arcane scientist and, like any scientist, you could be diligent, eccentric, or even stark-raving mad. Among the other magically inclined, you have every reason to be proud of your talents. Bards? Stage magicians obsessed with fame. Sorcerers? Freaks who won the genetic lottery. Warlocks? Cheaters who bought their magic from someone else. You earned your power. You’re a bona fide genius and it’s unlikely that anyone will soon forget how bright your brilliance burned, especially if you go out in a fireball of glory. Morgrave Miscellany, page 84, gives examples of what playing a Wizard in Eberron might look like.
In addition to the subclass options presented on dndbeyond, the following Arcane Traditions are also available:
Academic Lore
Aundair is well known for the image of the famed floating towers of Arcanix, Khorvaire's most prestigious academy of magic. The headquarters of Aundair's Arcane Congress, this extraordinary school attracts many aspiring wizards and magewrights to the village of Arcanix below. From these soaring edifices, members of the Arcane Congress advise the Aundarian crown. They also scheme against a powerful rival institution, the Tower of the Twelve.
You attended one of these schools, or another academy such as Morgrave University, the Library of Korranberg, or the University of Wynarn - or you studied with a teacher who passed on their organized, pedagogical approach to magic. Such training focuses more on the theory and study of magic than its practical use. Rather than specializing in a particular school of spells, you concentrate on the mechanics underlying all forms of wizardry, learning to adjust them at will.
Spellcasters of your tradition refer to themselves as loremasters, savants, or academicians, though more self-taught wizards may refer to your colleagues by other, more mocking nicknames. Some members of your arcane tradition reciprocate by looking down upon non-academic arcane casters as provincial bumpkins, often referring to them as "hedge wizards." Yet more often, loremasters are eager to learn from and teach any wizard they meet, overwhelming such prejudices with their sheer enthusiasm for magical study.
- Source: Eberron Archetypes, page 51
Psionic Wizard
Some casters are able to use the innate powers of their minds to produce magical effects. The wizards of the School of Psionics emphasize the power of the mind, granting its practitioners the ability to use weapons with their mind, read minds and move objects and creatures with their psionic abilities. Known as psions, members of this school are rare and usually are focusing their studies and research on the power of the mind so they can use it as a tool and as a weapon if needed.
- Source: School of Psionic pdf
Sanguimancer
Whether or not they are initiated into the truth behind the Blood of Vol, Seekers of the Divinity Within value blood as a source of power. Its central place in ritual and worship among sects of Seekers has led to new magical disciplines that incorporate a sanguine element.
Blood magic is both extremely powerful and dangerous, as it invokes dark powers. Using their own life force, a wizard can amplify their magic and even summon minions of blood — powerful creatures from the depths of hell. Many who wield blood magic get addicted to the feeling of unlimited power and strive for even more, so much so that using their own life force is not enough for them anymore.
You may use the Sanguimancer or the Blood Mage subclasses found in either of these sources:
- Source: Ishavar's Guide to Curses, page 20
- Source: Faithful of Eberron, page 47
School of Antiquities
True seekers of knowledge, wizards of the School of Antiquities learn the civics, ethics, and philosophies of a bygone era, and how best to prevent such follies. Heralded as cataclysm mages by many, these scholars focus their studies on the fall of ancient civilizations from varied sources across the multiverse, and specifically, the events that culminated their demise. Perhaps by design, they often find the parallel weaknesses of those antiquated societies, learning to use their studies against those who might cause such a cataclysm to befall the world once more.
Usually the choice of anthropologists, archaeologists, and linguists, their magical studies parallel what they learn through etymology, ancient ruin dig sites, or in the field among the tribal remnants of once dominant societies plagued by disaster that lay an age to rest, self-inflicted or otherwise.
- Source: Morgrave Miscellany, page 89
Sky Magic
Sharn, the City of Towers, stands in a manifest zone linked to the plane of Syrania, the Azure Sky, enhancing magics tied to levitation and flight. You have made a special study of these extraplanar energies, which have allowed the city to become the major metropolis it is. By becoming an expert on the properties of this manifest zone, learning its intricacies and the methods for manipulating it, you have become one of the famed skymages of Sharn.
- Source: Eberron Archetypes, page 50