Wizards use magic to conjure and animate tools and objects. They are largely responsible for the whimsical reputation magicians enjoy in many realms - a wizard’s magic is helpful and exciting to the meek people of the world.
Example Backgrounds: Arcanist of the Tome-Vault, Magical Toy-Maker, Court Wizard of Whiterun, Hermitage Mage, Collector of Big Hats.
Level 1 Talent
Tricks up your sleeve: Wizards are capable of magnificent and whimsical feats, and you are no exception. You may perform great deeds of object conjuration, for example, conjuring a rope bridge to cross a chasm, or conjuring a hut to shelter yourself from the elements. Ordinarily objects conjured by this ritual means last only until the next time you refresh. Additionally, you may at-will conjure an object that is no more than 5kg and can fit into 1m cube. You may only have one object conjured at-will at a time, and because it glows faintly it is obviously magical. This at-will conjured object disappears in a puff of smoke when you conjure another or when it would become damaged in some way. When the use of this power requires you to make a skill check the relevant attribute will ordinarily be learning and you may add your proficiency bonus as though you had a relevant background.
Level 2 Talents
Wild Magic: The magic you study is somewhat less dependable than other wizards, but you are often pleasantly surprised by the chaos you create. When you make a skill check and roll doubles (the two dice which you count as part of the total for your roll have the same number on their face), something magical happens. If you have double 1s, your magic blows up in your face and you face mortal peril. If you roll double 2s, you are magically altered for the next hour in a mostly harmless but perhaps annoying way determined by your GM (perhaps you turn gold and shine brightly, or are swarmed and followed by by dozens of butterflies, or sneeze every ten seconds). If you roll double 3s, for you time jumps backwards a little bit to just before you rolled your skill check, and you may change course or may re-roll your skill check if you wish. If you roll double 4s, an item determined by your GM appears in your right hand which is highly useful in your situation and disappears the next time you refresh. If you roll double 5s, you regain an adventure point, and if you roll double 6s, some sort of astounding magical intervention gives you a +5 bonus on the skill check you are currently engaged in.
Animate Object: You may spend 1 adventure point to animate an object no larger than armoire into a companion. It moves under its own power (through a method determined by the game master), obeys your commands, and will avoid moving more than 250m away from you if it can. You can only have one animated object companion at a time. If your animated object would make a skill check, it has a 2 in fitness or a 2 in dexterity depending on the nature of the object (and a 0 in all other attributes) and can add your proficiency bonus to checks where that attribute is the relevant attribute.
Magic Shield: You’ve learned to protect yourself with prepared magical wards against harm. When you would be injured, you may choose to instead mark this talent as injured instead. It cannot be used until the injury is cleared. Immediately after this talent becomes injured, flip a coin. On heads your magic causes the ward to regenerate instantly and you may immediately clear the injury.
Level 6 Talents
Hero’s feast: You may spend 1-5 adventure points to conjure a delicious feast, composed as you like. This feast is capable of feeding 30 people for a day. Those player characters who share in the feast regain 1-5 adventure points (the same number of creatures as you spent adventure points to use this ability) split between them as you like (so for example, if you spent 5 adventure points, you could have one companion regain five adventure points, or five companions regain 1 adventure point)
Conjure Servants: You may spend 1 adventure point to conjure 20 magic servants. Per your choice, the servants are 20 small objects animated from your immediate environment, or 20 invisible and intangible humanoids. They last for 1 hour or until they are destroyed (it does not take much violence to disrupt them). They must stay within 500m of you, and obey your commands for the hour. They can perform the sorts of tasks an ordinary human servant could, and if they would have to perform a skill check they are considered to have a 0 in all attributes and cannot add a proficiency bonus to their check.
Level 10 Talent
Mighty Fortress: You may spend 3 adventure points to conjure a mighty fortress in an unoccupied 50m by 50m space. Your mighty fortress is a fortified building three stories tall the layout of which is determined by you. It persists until you conjure another mighty fortress, at which point it disappears. The fortress is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 10 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of twenty conjured invisible servants obeys any command given to them to the best of their ability by creatures you designate inside the fortress.