Choose any 1 per level starting at level 1.
Wizard chooses any 1 unique Level-Up Bonuses Abilities at each level (1–9). These show arcane mastery, weird insight, and subtle magical tricks.
Ghost Eye
Once per day, you may open your sight to the unseen. For 1 minute you perceive invisible or ethereal beings. Your pupils glow faintly when this power is active, betraying your altered vision.
Witchmarks
You can sense and recognize fellow spellcasters by subtle marks in their aura, mannerisms, or bearing. This is not infallible, but you gain instinctive insight whenever such beings are within sight.
Mnemonic Focus
Once per day, you may recall with supernatural clarity something you have witnessed, read, or heard, even if it was in a language unknown to you. You can repeat it word-for-word or recreate it exactly, up to 20 seconds of content. At 6th level 1 minute of content.
Wizard's Whim
Once per day, you may conjure harmless alterations to your surroundings - smoke puffs, glowing eyes, a voice that echoes, a shift in robe color, a change in food flavor, the scent of incense or rot, sparks, floating quills, self-turning pages, candles that light or snuff, drifting shadow-shapes, or the sound of distant chimes. These illusions last 1 minute and cannot cause harm. And once per day, you can concentrate to manipulate small objects at a distance, up to 30 feet away, as if using an invisible hand. You can push, pull, open, or carry up to 2 pounds. Actions must be simple and visible to you, and the DN may require a roll for delicate or risky work. Lasts up to 1 minute.
Ley Step
Once per day, you can shift your position a short distance by stepping through ambient magic. Instantly teleport up to 10 feet to an unoccupied space you can see. This counts as your action for the turn. At 4th level you can teleport 30 feet. At 8th level you can teleport 60 feet.
Arcane Veil
Once per day, when you are struck by an attack, you may instantly shroud yourself in a veil of flickering wards. All damage is reduced by half, and you become blurred for 1 minute. While blurred, attacks against you suffer -2 to hit. At 4th level, you may use this power twice per day, and attacks against you suffer -3 to hit while blurred.
Exile Ward
Once per day, when a creature moves within 15 feet of you, you may instantly banish them to another spot. Roll 3d20 to determine the distance (3-60 feet). The creature is teleported to a random unoccupied space at that distance, or the nearest unoccupied space if the rolled destination is blocked. No Save Roll if less than 80 Hit Points, otherwise, the creature may attempt a Tough Save Roll not to be affected. At 6th level, you may use Exile Ward twice per day. At 8th level, you may target up to two creatures at once when they enter range.
Familiar
Once per day, you can target a small, low-intelligence animal (squirrel, raven, cat, rat, lizard, etc.) within 30 feet and forge a temporary magical bond. The animal does not make a Save Roll and becomes your familiar for 3 hours. While bonded, it understands your simple commands and shares basic emotions with you through an empathic link. The familiar can perform simple tasks but retains its natural instincts and limitations. If frightened you will feel it, and the bond immediately breaks. When the effect ends, the animal returns to its normal behavior with no memory of the bonding. At 4th level, the duration increases to 4 hours. At 8th level, the duration increases to 6 hours.