MAGE — WIZARD

Mage — Wizard

Salorras Path: Mage · 5e 2024 base class: Wizard The mage is Salorras’s scholar of the arcane — the studied spellcaster who learns to read and pull the Threads of the Fabric that underlie all magic. In 5e 2024 terms the mage is built on the Wizard class. The elite traditions a mage may rise into (the Entropist, and the other Thread-masteries) are this class’s subclasses — its Arcane Traditions — chosen at 3rd level.

This file is a self-contained 5e 2024 reference. Mechanics follow the 2024 Player’s Handbook Wizard; only the framing is Salorras-specific. Old 3.5e entry prerequisites (caster levels, required spells, mentor study) become roleplay flavor in 5e.

No schools of magic — the Fabric and its Threads. Salorras has no “schools” of magic. All magic is drawn from the Fabric and its five Threads; a mage’s Arcane Tradition is a mastery of one Thread (see the table below). Where 5e printed subclasses are named for schools, treat each as the Thread it most resembles.

Core Traits

Primary AbilityIntelligence
Hit Point Died6 per Wizard level
Saving Throw ProficienciesIntelligence and Wisdom
Skill ProficienciesChoose 2: Arcana, History, Insight, Investigation, Medicine, Nature, Religion
Weapon ProficienciesSimple weapons (daggers, darts, slings, quarterstaffs, light crossbows)
Armor TrainingNone
Spellcasting FocusAn Arcane Focus or your spellbook
Starting Equipment2 daggers, arcane focus (quarterstaff), robe, spellbook, scholar’s pack, 5 GP — or 55 GP

Hit Points: Start with 6 + Con modifier; gain 1d6 (or 4) + Con modifier per level after 1st.

Spellcasting

The Wizard is a full prepared spellcaster drawing on Intelligence, casting from a spellbook.

  • Spell save DC = 8 + Proficiency Bonus + Intelligence modifier · Spell attack bonus = Proficiency Bonus + Intelligence modifier.
  • Cantrips: know 3 at 1st level, 4 at 4th, 5 at 10th.
  • Spellbook: begins with 6 1st-level wizard spells; add 2 spells to it each Wizard level, and copy more spells you find.
  • Prepared spells: prepare a number of spells from your spellbook (4 at 1st level, increasing each Wizard level); change them on a Long Rest.
  • Spell slots follow the standard full-caster progression (up to 9th-level spells at Wizard level 17+).

Class Features by Level

LvlProfFeatures
1+2Spellcasting, Ritual Adept, Arcane Recovery
2+2Scholar
3+2Wizard Subclass (Arcane Tradition / Thread)
4+2Ability Score Improvement
5+3Memorize Spell
6+3Subclass feature
7+3
8+3Ability Score Improvement
9+4
10+4Subclass feature
11+4
12+4Ability Score Improvement
13+5
14+5Subclass feature
15+5
16+5Ability Score Improvement
17+6
18+6Spell Mastery
19+6Epic Boon
20+6Signature Spells

Level 1 — Ritual Adept & Arcane Recovery

Ritual Adept. You can cast any spell in your spellbook that has the Ritual tag as a Ritual without preparing it. Arcane Recovery. Once per day on a Short Rest, recover expended spell slots totaling up to half your Wizard level (rounded up), none above 5th level.

Level 2 — Scholar

Gain Expertise in one of these skills you’re proficient with: Arcana, History, Investigation, Medicine, Nature, or Religion.

Level 5 — Memorize Spell

Whenever you finish a Short Rest, you can swap one prepared wizard spell for another from your spellbook.

Level 18 — Spell Mastery

Choose a 1st- and a 2nd-level spell in your spellbook with a casting time of an action; you can cast them at their lowest level without expending a slot.

Level 20 — Signature Spells

Choose two 3rd-level spells; they’re always prepared and you can cast each once without a slot, regaining the ability on a Short or Long Rest.

The Five Threads of the Fabric

Every magical effect is a facet of one Thread; a mage’s tradition is the Thread they master. Use this to reskin any 5e arcane subclass to Salorras canon.

ThreadGoverns (Salorras canon)Resembles (5e school)
Ironforce, war, raw blasting, warding/protectionEvocation / Abjuration
Paledimensional transit, summoning, dream, entropy (the dead-and-unmade)Conjuration / Necromancy
Crimsonblood, living nature, reshaping matter and fleshTransmutation
Goldenknowledge, oath, foreknowledge/prophecyDivination
Obsidianmind, charm, illusion, the unseen, fate/fortuneEnchantment / Illusion

The Pale Thread was derailed by the eolmes in prehistoric eras and has acted wildly ever since — so its strand of entropy magic is forbidden to all but masters. The Entropist below is the Pale-Thread tradition.

Paragon Subclasses — Arcane Traditions (choose one at Level 3)

  • Entropist — master of the Pale Thread: entropic and necromantic magic, the wild and forbidden art of the dead-and-unmade, controllable only by the few (compare the apostle Magewraith, who reaches the same power through divine Kaith’otl).

(Mages of the other four Threads — Iron, Crimson, Golden, Obsidian — use the corresponding 5e arcane subclass reskinned per the table above, until dedicated Salorras traditions are authored.)

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 5e/5e-paths/5e-mage-wizard.md

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