Wizards are practitioners and investigators of the Acrane phenomina, and it's catalyst, the refined Etherflora.
Being a Wizard doesn't always require you to be wealthy or a student of the Ark, but what it does require is exposure to the Ether. This is taken over time, so that slowly your body will take to being able to use the Arcane through Occult Disciplines, as direct exposure of pure refined ether is deadly, with the handful of survivors becoming known as sorcerors that become ever fused with it.
A Wizard, like alot of the rich or indulgent in the cities do, take substances to enhance their abilities and to aquire a build up of this Ether in their bodies. These substances range from Energy Drinks and Ciggarettes/Pipe smoking at the responsible end, and Chews, Pills and even Injections at the dangerous end. These substances can result in being addictive, and so alot of the underground revovles around the peddle of these subtances, with a large amount of addicts requiring their 'fix'.
It is a careful balance for a Wizard, without sleep their body cannot deal with the toxins that the Ether Substances leave in their body, and without the toxic Ether, withdrawl symptoms kick in rapidly.
A careful Wizard that manages to keep their Habits in line functions as if unaffected, a Wizard with lack of sleep starts to appear gaunt and bleed from their pores, beginning to have their hair fall out within days if their sleeplessness continues. Also a Wizard may look to 'top up' on these substances in an effort to push on with a hard challenge that they have approached, a temporary gain which will bite them later if they're not careful.
After a long rest, a wizard memorizes his spells for the coming day, at this time a Wizard also takes their full dose of high concentrated Ether, allowing them to easily browse through their books and memorise the complicated logic of their abilities.
Hit Dice. 1d6 per Wizard level
Armor. None
Weapons.
Tools. Ether Distillery
Spellcasting Ability. Intelligence
Spell save DC. 8 + Proficiency Bonus + Your Intelligence Modifier
Spell attack modifier. Your Proficiency Bonus + Your Intelligence Modifier
Spellcasting Focus. You can use an Arcane Focus as a spell casting focus for your wizard spells.
Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag, and the spell is in your spellbook. This spell doesn't need to be prepared.
You can partake of your substance to regain some use of your Occult abilities.
Once per day after finishing a short rest, you can choose expended spell slots to recover.
You may choose NOT to take a short rest, but instead must become effected by Eldritch Exhaustion
The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots may be 6th level or higher.
I.E. If you were a 10th level wizard, you could top up your high, and get 5 level 1 spell slots again, or a level 3 slot along side a level 2 slot.
If a Wizard fails to sleep, and would take a level of exhaustion, they must making a saving throw, or become infected by Eldright Sight Rot.
After topping up, if the creature is already effected by Eldright Sight Rot, they take another level of Exhaustion.
Eldright Sight Rot. If you are not already effected by Elritch Sight Rot, upon taking Eldritch Exhaustion you must succeed at DC 15 Constitution Saving Throw, else suffer the condition of the sight rot and become exhausted.
A creature that becomes infected by Eldritch Sight Rot makes the creature's vision blurred and thoughts clouded.
You take a -1 to all Saving Throws and Attack Rolls, and have disadvantage on Ability checks that require sight. This effect is based on each level of exhaustion the creature has e.g:
At -5 (Level 5 Exhaustion) creatures effected by Eldritch Sight Rot become permenantly blind.
A rare flower called Eyebright grows in some swamps is the only known cure for this Etherbased disease.
A character that has proficiency with a Herbalism Kit can spend an hour turning the flower into one dose of ointment, which is then applied before a long rest.
One dose used before a long rest that is completed clears this permenant Blindness, but the rot will continue to be the level of current exhaustion.
Once a character is no longer Exhausted, the character is no longer infected by Eldritch Sight Rot.
The the power of the lifeforce you are given by the Ether is overwhelming, so much so you realise you it has the power to bend the rules of life and death. You focus you studies on this and ralise you can manipulate this energy that animates all living things.
You have achieved mastery over certain spells, and may cast these spells at will.
Choose a 1st Level Wizard Spell, and a 2nd Level Wizard spell that are in your spellbook.
You may cast these spells at thier lowest level without expending a spell slot when you have them prepared.And you can cast each of these spells once at a third level, without extending a spell slot. When you do, you can't do so again until you complete a short or long rest.
If you wish to cast these at higher levels, do so as per normally.
You gain mastery over two powerful spells and can cast them as if reciting your own name.
Choose two Level 3 Wizard Spells from your spell book as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared.
You can cast each of these once at 3rd level without expending a spell slot, when you do so for free, you can't so again until you complete a short or long rest, and will use spell sots again.
If you wish to cast these at higher levels, do so as per normally.