Alternate Wizard Class v1.1.0
Alternate Wizard Class v1.1.0
The Wizard
A tiny halfling lowered the
hood of his azure robe as he
drew his gem-encrusted wand
from his sleeve. Focusing on the
charging bandit leader, he muttered a
spell in Elvish, and an iridescent blast
of light burst from his wand. The bandit
captain fell to the ground, clawing at his
eyes that had been blinded by the spell.
Drawing out the final runes on a magic
circle on the ground, an elvish sage prepared
to recite the incantation that would bind the
ancient fey spirit to her service. In a flash of
light and burst of cold, a Lord of the Unseelie
Court appeared before her, bound to the circle.
The elven summoner unfurled another ancient
scroll and began the incantation which would
would bind the faerie to her service.
A stark white owl flew in front of the full moon and
came to rest on the outstretched arm of an impossibly
old man. The owl, his familiar, rested weightless on the
sage's arm as he expertly transcribed the arcane runes
from the ancient tablet into his grimoire of spells. After
he finished, he slowly stood, grasped his staff, and began
to cast the spell he had just transcribed.
All three of the magicians described here are Wizards,
sages who through careful study learn to manipulate the
forces of the multiverse to perform spells and rituals.
Scholars of the Arcane
Wizards use their incredible genius to decode the laws of the Creating
multiverse, then manipulate the same laws to produce spells.
Traditional scholars divide the types of magic into eight Spell Your Wizard
Schools: Abjuration, Conjuration, Divination, Enchantment, When creating a Wizard, consider what drives their pursuit of
Evocation, Illusion, Necromancy, and Transmutation. Each of arcane knowledge. Are they the eldest child of a noble house
these schools with its own unique theorems, esoteric rules, who was molded from birth to become a powerful wielder of
and magical abilities, and the Wizards who master them. the arcane arts? Are they a self-taught magician who found a
While all Wizards have a basic knowledge and know some Spellbook and decoded the esoteric theorems within? Or, are
spells from each school of magic, they always choose a single they simply an average student at a wizarding academy?
school as their focus. In pursuit of mastery over their chosen Also, consider the visual aesthetics of your spells. As magic
magical specialty, Wizards will search the multiverse for any is an expression of its channeler, it varies by the Wizard. Do
knowledge that could aid in advancing their arcane research. your spells appear as crimson flashes of ruthlessly efficient
light? Are they luminescent manifestations of beauty and art?
Independent Magicians
Unlike all other practitioners of the arcane arts, Wizards earn
their magical abilities through sheer dedication and research. Multiclassing and the Wizard
While other channelers of occult and divine magic are gifted If your group uses multiclassing, here's what you
with, inherit, or bargain for their power, Wizards unlock their need to know if you take a level in the Wizard class.
spellcasting with no supernatural help. Often apprenticed to Ability Score Minimum. As a multiclass character,
an elder of the same arcane tradition or studying in a formal you must have at least an Intelligence score of 13
school of magic, a Wizard will learn all they can before they to take a level in the Wizard class, or to take a level
can before striking out to advance their knowledge alone. in another class if you are already a Wizard.
The call of undiscovered knowledge, potential power, and Proficiencies Gained. If Wizard is not your initial
forgotten secrets eventually draws a Wizard from the safety class, you gain no proficiencies of any kind when
of their university or tower, and out into the world. Wizards you take your first level as a Wizard.
Spellcasting. Add all of your levels in the Wizard
take up adventuring as part of their quest to understand the class to the appropriate levels from other classes
multiverse, and the magical knowledge that is only found in to determine available spell slots.
the ancient tombs of arcane sages and the forgotten ruins of
empires whose knowledge eclipses that of modern sages.
The Wizard
Cantrips
Level PB Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcanist, Spellcasting 3 2 — — — — — — — —
2nd +2 Studious Recovery 3 3 — — — — — — — —
3rd +2 Arcane Tradition 3 4 2 — — — — — — —
4th +2 Ability Score Increase 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Tradition Feature 4 4 3 3 — — — — — —
7th +3 Signature Spell (1) 4 4 3 3 1 — — — — —
8th +3 Ability Score Increase 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 New Focus School, Tradition Feature 5 4 3 3 3 2 — — — —
11th +4 Signature Spell (2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Increase 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Tradition Feature 5 4 3 3 3 2 1 1 — —
15th +5 Signature Spell (3) 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Archmage, New Focus School 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Arcane Mastery 5 4 3 3 3 3 2 2 1 1
Arcanist
Class Features You understand the arcane and esoteric as well as any mortal
Hit Points being can. At 1st level, you gain proficiency in Arcana. If you
Hit Dice: 1d6 per Wizard level are already proficient in Arcana, you instead add double your
Hit Points at 1st Level: 6 + your Constitution modifier. proficiency bonus to your Intelligence (Arcana) checks.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per Wizard level after 1st Spellcasting
Proficiencies Through your research, study, and practice you have learned
Armor: None to manipulate the forces of reality to cast spells. At 1st level,
Weapons: Daggers, quarterstaffs you gain the features below and create your own Spellbook:
Tools: calligrapher's supplies
Focus Schools
Saving Throws: Intelligence, Wisdom Arcane magic is divided into eight traditional Spell Schools:
Skills: Choose two of the following: Arcana, History, Insight, Abjuration, Conjuration, Divination, Enchantment, Evocation,
Investigation, Medicine, Nature, and Religion Illusion, Necromancy, and Transmutation; each with its own
Starting Equipment unique theorems, esoteric rules, and magical abilities.
As a Wizard, you start with the following equipment, along At 1st level, you gain unique insights into one Spell School
with the equipment granted to you by your background: of your choice from the list above, your Focus School. Certain
(a) a quarterstaff or (b) a dagger Wizard features only apply to spells from Focus Schools.
(a) a component pouch or (b) an arcane focus You gain an additional Focus School of your choice at 10th
(a) a scholar's pack or (b) an explorer’s pack and 18th level. Whenever you gain a Focus School after your
A Spellbook with 100 pages, a quill, and a robe first, you can forgo the new School to add three new Wizard
spells to your Spellbook (see below), all from Focus Schools.
Quick Build Cantrips
You can make a Wizard quickly by using these suggestions: At 1st level, you know three Cantrips from the Wizard spell
First, make Intelligence your highest ability score, followed list, one of which must be from your Focus School. You learn
by Dexterity. Second, choose the Sage background. Finally, another Wizard Cantrip of your choice from any Spell School
choose to learn the firebolt and prestidigitation Cantrips. at 4th level, and again at 10th level in this class.
Wizard's
Spellbook
You have compiled yourself an Arcane Spellbook,
a tome of arcane lore with its own secret notation unique
to you. It can only be read by you, or another Wizard if they Preparing &
are able to decipher your notation. You determine what your Casting Spells
Spellbook looks like, but it must be a Tiny object capable of
storing written information. The Wizard table above shows how many spell slots you have
At 1st level, your Spellbook contains six 1st-level Wizard to cast spells. To cast a Wizard spell of 1st-level or higher, you
spells of your choice, two must be from your Focus School. must expend a slot of the spell's level or higher. You regain all
of your expended spell slots when you finish a long rest.
Copying Additional Spells During each long rest, you prepare the list of Wizard spells
As you adventure, you may discover additional Wizard spells that are available for you to cast by studying your Spellbook.
recorded in ancient scrolls or hidden away in esoteric tomes. When you do, you choose a number of Wizard spells from
When you discover such a spell of 1st-level or higher, you your Spellbook equal to your Wizard level + your Intelligence
can copy it into your Spellbook if the spell is a level for which modifier (a minimum of 1). This process of memorization and
you have spell slots as shown on the Wizard class table. To do study takes 1 minute per each level of the spells you prepare.
so, it takes you 2 hours per level of the spell. This represents Learning Spells of 1st-level & Higher
all of the experimentation, deciphering, and arcane notations
that are necessary for you to understand this new spell. When you gain a Wizard level, you add two Wizard spells of
When you copy a new Wizard spell from one of your Focus your choice to your Spellbook at no cost, one of which must
Schools, the time required to copy that spell is halved. be from your Focus School. Both the spells must be of a level
for which you have spell slots, as shown on the Wizard table.
Replacing your Spellbook Spells added to your Spellbook this way reflect the arcane
You can copy Wizard spells from your Spellbook into another research you conduct, as well as intellectual breakthroughs
Spellbook only needing to spend 1 hour per level of the spell, you have had about the nature of magic and the multiverse.
as your own notation is easier to decipher. This time is halved Ritual Casting
to 30 minutes per level for spells from Focus Schools. Your understanding of the arcane arts allows you to perform
If your Spellbook is lost, you can use this same procedure ritual magic. You can cast any Wizard spell in your Spellbook
to transcribe the Wizard spells you currently have prepared as a ritual, so long as it has the ritual tag, even if not prepared.
into a new Spellbook. The knowledge of all other spells from
your Spellbook is lost. For this reason, many Wizards create Spellcasting Ability
multiple well-hidden copies of their Spellbook. As you learned your magic through research and study, your
Spellcasting Focus Intelligence is the spellcasting ability for your Wizard spells.
You can use either an Arcane Focus or your Spellbook as the Use Intelligence if one of your Wizard spells refers to your
spellcasting focus for the Wizard spells you have prepared. spellcasting ability, Spell save DC, or Spell attack modifier.
Spellcasting Restrictions Spell save DC = 8 + your proficiency bonus
Because of the delicate and precise gestures required to cast + your Intelligence modifier
spells, you cannot cast Wizard spells while you are wearing Spell attack modifier = your proficiency bonus
armor or wielding a shield, unless a feature says otherwise. + your Intelligence modifier
Signature Spell
Your research has led you to the discovery of a spell that
is known only to you, a Signature Spell. At 7th level,
choose one spell in your Spellbook of 2nd-level or
lower to become your Signature Spell. It must be
chosen from one of your Focus Schools.
You can modify this spell in any number of the ways below,
but you cannot modify it so that its spell level is greater then
the level for which you have spell slots on the Wizard table.
If the spell gains benefits from being cast at a higher level,
the level of these benefits also increase with the spell's level.
Once discovered, your Signature Spell is added as a new
spell in your Spellbook. You also rename your new spell to
reference you as its creator and its modified power. Another
Wizard can copy your Signature Spell into their Spellbook
following the normal rules for copying spells.
At certain Wizard levels, your study results in additional
Signature Spells, following these guidelines: at 11th-level
you create a new Signature Spell of 3rd-level or lower, and
at 15th-level you gain a Signature Spell of 5th-level or lower.
Alternatively, whenever you create a new Signature Spell,
you can select a previous Signature Spell and modify it again.
Casting Time
If the spell has a casting time of one action, it becomes one
bonus action, but the spell level of this spell increases by 1.
Components
You remove components from the spell. It must have at least
one remaining component. You cannot remove components
that are consumed or have a gold cost. For each component
you remove, the level of this spell increases by 1.
Concentration
The level of this spell increases by 1, but if you fail a saving
throw to maintain your concentration on this spell you can
use your reaction to automatically succeed instead.
Damage
You replace all the damage dealt by the spell with the type of
damage dealt by another spell contained in your Spellbook.
Studious Recovery Ritual
Starting at 2nd level, you can study your Spellbook to regain If the spell lacks the Ritual tag, it has a casting time of one
some of your potential. During the course of a short rest, you action or one bonus action, and it does not have a material
can regain a single expended spell slot of a level equal to half component with a gold cost, it becomes a ritual spell for you.
your Wizard level (rounded down), or lower. Shape
Arcane Tradition You modify the shape of a spell that normally targets a cone,
cube, cylinder, line, or sphere to target an area of equivalent
At 3rd level, you choose the Arcane Tradition that represents size (the same number of 5-foot cubes) but a new shape.
your magical knowledge from the list here: Abjurer, Conjurer,
Diviner, Evoker, Illusionist, or Transmuter, all of which are
detailed at the end of this class description. Custom Signature Spells
Your Arcane Tradition grants you features at 3rd level, and At the discretion of your DM, a Wizard can modify
again when you reach 6th, 10th, and 14th level in this class. a Signature Spell in ways not detailed here, or even
create a completely new original Signature Spell!
Ability Score Improvement When using this optional rule, be attentive to the
When you reach 4th level, and again at 8th, 12th, 16th, and effects of spells of the same level and Spell School.
19th level, you can increase one ability score of your choice Spells that are questionably powerful should have
their level increased to match its newfound effect.
by 2, or two ability scores by 1. As normal, you can't increase
one of your ability scores above 20 using this feature.
Archmage
You have mastered the lofty heights of arcane knowledge.
At 18th level, choose two spells of 1st or 2nd-level that you
have in your Spellbook. These spells must be from one of
your Focus Schools and have a casting time of one action.
You always have these spells prepared, though they don't
count against your prepared spells. You can cast these
spells at their lowest level without spending a spell slot.
You can replace one of these spells following the same
guidelines by spending 8 hours studying your Spellbook.
Arcane Mastery
You are an unparalleled master of arcane arts who bends
reality itself their will. At 20th level, you are considered to
always have every spell in your Spellbook prepared.
Wizard Spell List
Below are the spells available to the Wizard, organized by
spell level. They are in the Player's Handbook, Xanathar's
Guide to Everything *, Tasha's Cauldron of Everything **,
and the laserllama Spell Compendium LL, a tome of
both new and alternate versions of official spells.
All spells have their School listed in abbreviated form:
Abj Abjuration Evo Evocation
Con Conjuration Ilu Illusion
Div Divination Nec Necromancy
Enc Enchantment Tra Transmutation
1st-level Spells
School Spell School Spell School Spell School Spell
LL
Abj absorb elements * Con ice knife * Evo arcane lance Ilu silent image
Abj alarm (r) Con unseen servant (r) Evo burning hands Nec cause fear *
Abj mage armor Div comprehend lang. Evo caustic brew ** Nec false life
Abj prot. evil & good Div detect magic (r) Evo chromatic orb * Nec inflict wounds
LL
Abj shield Div identify (r) Evo thunderwave Nec ray of sickness
LL
Abj snare * Div magic missile Evo torrent Tra earth tremor *
LL
Con find familiar (r) Enc catapult * Evo witch bolt Tra expeditious retreat
Con floating disk (r) Enc charm person Ilu color spray Tra feather fall
Con fog cloud Enc hideous laughter Ilu disguise self Tra jump LL
Con grease Enc sleep Ilu illusory script (r) Tra longstrider
2nd-level Spells
School Spell School Spell School Spell School Spell
LL
Abj earthbind * Div locate creature Evo pyrotechnics Ilu skywrite (r)
LL
Abj lock/unlock Div locate object Evo scorching ray Nec blindness/deafness
Abj rope trick Div mind spike * Evo shatter Nec gentle repose (r)
Con cloud of daggers Div see invisibility Evo snowball swarm * Nec ray of enfeeblement
Con continual flame Enc crown of madness Evo warding wind * Nec shadow blade *
Con dust devil * Enc hold person Ilu blur Tra alter self
Con flaming sphere Enc levitate Ilu darkness Tra dragon's breath *
Con misty step Enc mind whip ** Ilu invisibility Tra earthen grasp *
Con web Enc suggestion Ilu magic aura Tra enhance ability
Div augury (r) Evo acid arrow Ilu magic mouth (r) Tra enlarge/reduce
Div darkvision Evo arcane scorcher * Ilu mirror image Tra magic weapon LL
Div detect thoughts Evo gust of wind Ilu phantasmal force Tra spider climb
3rd-level Spells
School Spell School Spell School Spell School Spell
LL
Abj counterspell Con thunder step * Evo lightning bolt Nec summon undead **
Abj dispel magic Con wall of sand * Evo minute meteors * Nec vampiric touch
Abj prot. from energy Con wall of water * Evo stinking cloud Tra blink
Abj glyph of warding Div clairvoyance Evo tidal wave * Tra erupting earth *
Abj magic circle Div nondetection Ilu feign death (r) Tra fly
LL
Abj remove curse Div sending Ilu hypnotic pattern Tra gaseous form
Abj tiny hut (r) LL Div speak with dead Ilu major image Tra haste
Con sleet storm Enc enemies abound * Ilu phantom steed (r) Tra slow
Con summon fey ** Enc fear Nec animate dead Tra tiny servant *
Con summon shadow ** Enc intellect fortress ** Nec bestow curse Tra water breathing (r)
Evo fireball Nec life transference *
4th-level Spells
School Spell School Spell School Spell School Spell
Abj banishment Con sum. construct ** Evo ice storm Ilu phantasmal killer
Abj private sanctum Con sum. elemental ** Evo sickening radiance Nec blight
Abj resilient sphere Con wall of fire Evo storm sphere Tra control water *
Abj secret chest Div arcane eye Evo vitriolic sphere * Tra elemental bane *
Abj stoneskin Div divination (r) Evo watery sphere * Tra fabricate
Con dimension door Enc charm monster Ilu faithful hound Tra polymorph LL
Con sum. aberration ** Enc confusion Ilu greater invisibility Tra stone shape
Evo fire shield Ilu hallucinatory terrain
5th-level Spells
School Spell School Spell School Spell School Spell
Abj planar binding Div legend lore Evo cloudkill Nec enervation
LL
Abj wall of force Div scrying Evo cone of cold Nec neg. energy flood *
Con arcane hand Enc dominate person Evo dawn Tra animate objects
Con conjure elemental Enc geas Evo immolation * Tra control winds *
Con far step Enc hold monster Ilu creation Tra passwall
Con infernal calling Enc modify memory Ilu dream Tra skill empowerment*
Con teleportation circle Enc synaptic static * Ilu mislead Tra transmute rock
Div cont. other plane (r) Enc telekinesis Ilu seeming Tra wall of stone
Enc telepathic bond (r) Nec danse macabre *
6th-level Spells
School Spell School Spell School Spell School Spell
Abj contingency Con wall of ice Ilu eyebite Tra create homunculus *
Abj globe of invul. Div true seeing Ilu mental prison Tra flesh to stone
Abj guards and wards Enc mass suggestion Ilu programmed illusion Tra investiture of flame *
Con arcane gate Evo chain lighting Nec circle of death Tra investiture of ice *
Con instant summons Evo disintegrate Nec create undead Tra investiture of stone *
Con scatter Evo freezing sphere Nec magic jar Tra investiture of wind *
Con summon fiend ** Evo sunbeam Nec soul cage * Tra move earth
7th-level Spells
School Spell School Spell School Spell School Spell
Abj magnificent mansion Con teleport Evo prismatic spray Tra etherealness
Abj symbol Enc power word: pain Ilu mirage arcane Tra reverse gravity
LL
Con forcecage Evo arcane sword Ilu project image Tra sequester
Con plane shift Evo crown of stars * Ilu simulacrum Tra whirlwind
Evo delayed blast fireball Nec finger of death
8th-level Spells
School Spell School Spell School Spell School Spell
Abj antimagic field Con mighty fortress Enc power word: stun Nec clone
Abj mind blank Div telepathy Evo incendiary cloud Nec horrid wilting *
Con demiplane Enc antipathy/sympathy Evo sunburst Tra control weather
Con maze Enc dominate monster Ilu illusory dragon * Tra mass polymorph LL
Enc feeblemind Ilu maddening dark *
9th-level Spells
School Spell School Spell School Spell School Spell
Abj imprisonment Div foresight Evo prismatic wall Nec power word: kill
Abj invulnerability * Div time stop Ilu shapechange Tra true polymorph
LL
Con blade of disaster ** Enc psychic scream * Ilu weird — wish
Con gate Evo meteor swarm Nec astral projection
Scholar of Abjuration
Arcane Traditions 3rd-level Abjurer Tradition feature
Choose the Arcane Tradition from the options below that best You are a dedicated student of Abjuration magic. Abjuration
represents your Wizard's arcane knowledge and spellcraft: is now one of your Focus Schools of magic. If Abjuration was
already one of your Focus Schools, you gain another Focus
Abjurer Evoker
School of your choice.
Conjurer Illusionist You also choose two Abjuration spells of 2nd-level or lower
Diviner Transmuter from the Wizard spell list to add to your Spellbook.
Projected Ward
Abjurer 6th-level Abjurer Tradition feature
Abjurers are masters of magic that safeguards, banishes, and You can use the power of your Arcane Ward to defend others.
thwarts hostile magical creatures, spells, and effects. Known When a creature that you can see within 30 feet of you takes
for their ability to reverse potent enchantments and combat damage, you can use a reaction to cause your Arcane Ward to
extraplanar entities, Abjurers are sought out to reverse alien absorb that damage. If this damage reduces your Ward to 0
incursions into the material plane and banish evil creatures. hit points, the original target takes any residual damage.
Arcane Ward Empowered Abjuration
3rd-level Abjurer Tradition feature 10th-level Abjurer Tradition feature
You can siphon residual abjuration magic to create an Arcane Your knowledge of Abjuration magic allows you to utilize it
Ward around yourself. When you spend a spell slot to cast an better than most. You add counterspell LL and dispel magic to
Abjuration spell, you can siphon some of its residual power to your Spellbook if they were not already there. If you already
cloak yourself in an Arcane Ward, which persists until the end had them in your Spellbook, you add one Abjuration spell of
of your next long rest. your choice to your Spellbook for each that was there.
On creation, your Arcane Ward has a number of hit points Whenever you make an ability check as part of either spell
equal to twice your Wizard level + your Intelligence modifier. you can add your proficiency bonus to your roll.
Whenever you take damage, your Arcane Ward takes it in Your Arcane Ward also gains resistance to all non-magical
your place. If your Ward is reduced to 0 hit points, you take bludgeoning, piercing, and slashing damage.
any residual damage. While at 0 hit points, the magic of the Master of Abjuration
Arcane Ward remains, but it cannot absorb any damage. 14th-level Abjurer Tradition feature
Whenever you expend a spell slot to cast an Abjuration Your mastery over Abjuration magic has infused your mortal
spell, your Arcane Ward regains hit points equal to twice the form with an innate magical ward. You have advantage on all
level of the spell slot expended. You can also use your bonus saving throws against spells, and resistance
action to expend a spell slot and cause your Ward to regain to all damage dealt by spells.
hit points equal to twice the level of the slot expended.
Once you create your Arcane Ward, you
cannot create another until
you finish a long rest.
Conjurer
As a student of Conjuration, you specialize in spellcraft
that conjure creatures, objects, and energy from other
planes. As your powers as a Conjurer grow, you learn to
create things from nothing, call powerful extraplanar
creatures to your aid, and teleport yourself and your
allies across vast distances in an instant.
Scholar of Conjuration
3rd-level Conjurer Tradition feature
You are a student of Conjuration magic. Conjuration
is now one of your Focus Schools. If Conjuration was
already one of your Focus Schools, you gain another
another Focus School of your choice.
You also add two Conjuration spells of your choice,
of 2nd-level or lower from the Wizard spell list, to your
Spellbook when you adopt this Arcane Tradition.
Minor Conjuration
3rd-level Conjurer Tradition feature
You can draw on your knowledge of Conjuration magic
to conjure temporary objects from nothing. As an action,
you can instantly conjure a single Tiny inanimate object
in your hand, or in an unoccupied space on the ground
that you can see within 10 feet of you.
To conjure an object you must have seen the object
before, and be familiar with its makeup. To conjure an
object that would special require expertise to craft, you
must be proficient in the corresponding artisan's tools.
You cannot conjure copies of magic items.
Any object you conjure is visibly magical, and radiates
dim light in a 5-foot radius. It has a number of hit points
equal to your Wizard level, and its Armor Class is equal
to your Intelligence score. The object disappears after
1 hour, or when it is reduced to 0 hit points, or if you
use this feature to conjure another object.
When you use this feature you can expend a spell
slot to conjure a larger object, determined by the level
of the spell slot you expend as shown below:
Spell Slot Size Spell Slot Size
None Tiny 5th Large
1st Small 7th Huge
3rd Medium 9th Gargantuan
Artist Credits:
Covers - Hugh Pinder - MTG: Hard Cover
Page 1 - Victor Adame Minguez - Teller of Tales
Page 3 - Magali Villeneuve - Intrude on the Mind
Page 4 - Magali Villeneuve - Temporal Pilgrim
Page 5 - Dominik Mayer - Time Stretch
Page 6 - Dominik Mayer - Inverse Sun
Page 8 - Chris Rahn - Starlit Mantle
Page 9 - Kieran Yanner - Architect of Law
Page 10 - Dominik Mayer - Negate
Page 11 - Marta Nael - Lightning Strike
Page 12 - Dmitry Burmak - Wily Illusionist
Page 13 - Josua Raphael - Urza, Prince of Kroog