Wizard of the Phoenix Tower

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In lonely Liminal stands the Phoenix Tower, a tall wonder of occult creation. Once it was the center for what was likely the largest active academy of wizardly sciences in Liminal and Rinhony alike. The Phoenix Tower's liminaries went on to join the Order of the Rose, a cabal of planar explorers, and the Keepers of the Accord, the elite wizards responsible for tending to the protective magics that kept Liminal safe from planar dangers. While the Phoenix Tower is no more, its traditions are still some of the most widely-taught of any tradition of wizardry.

As a wizard of the Phoenix Tower (usually referred to as "phoenixes" or "phoenix mages" by other wizards), you study protective magics and planar secrets in abundance. As a phoenix mage, you see the planes as overlapping sources of tremendous power waiting for you to tap - although with respect and caution, for they will eat alive those who try to master them with hubris.

Graduates of the Phoenix Tower were not marked in any way, and never adopted specific iconography to identify them.

Phoenix's Sacrifice

Beginning when you select this school at 2nd level, your magics more readily affect planar creatures (celestial, elemental, fey, or fiend) through the sacrifice of some of your own vitality. When a planar creature would take damage from one of your spells, you may spend one of your wizard hit dice. Roll the die and add this amount to the damage inflicted.

The Burning Eye

Starting at 2nd level when you choose this school, add detect magic to your spellbook if you do not already have it. When casting detect magic you also detect the signature energy emanations of the many planes, sensing extraplanar creatures and objects as well as places where the planes have touched.

Personal Shift

Beginning at 6th level, you learn to find and navigate the folds in the space of the world around you. You can teleport up to 30 feet as a bonus action. You must take a short or a long rest before using this ability again.

Master of Gates

Starting at 10th level, add the spell teleportation circle to your spellbook. When you learn this spell, you automatically gain knowledge of five (rather than two) sigil-sequences. Additionally, when creating a permanent circle with this spell, you need only cast it every day for six months.

Planeswalker

Starting at 14th level, add the spell plane shift to your spellbook. You also gain resistance to all damaging effects that are natural environmental effects from myriad planar landscapes.