Sunday, December 28, 2025

d20 OSR Shadowdark feats, Part 4: Wizards

Inspired by the number of potential feats across DnD- and OSR-dom, I came up with "badass normal", OSR-compatible feats for Shadowdark.  Part 1 of this series banged out 30 Fighter feats, Part 2 snuck in 30 Thief feats, and Part 3 extolled 20 priest feats. Today we dare to disturb Wizards.

This completes a full set of feats for the four base classes; see the beginning of part 3 for some background on how these feats are intended to be used with Shadowdark.

If you like these feats, consider buying me a coffee in the new year as I launch my first RPG publication, a Shadowdark supplement with all these 100 feats gathered, plus another 30 general feats to share, and 100+ fun Quirks to further customize your characters. If you want to be notified on launch, email thorn at dreamshrike.com or subscribe to this blog.

Now, to ring in 2026, I bring you 20 magical feats for Wizards. Happy New Year!


Feats followed by a * may be taken more than once. Any class restrictions on feats are included in the Feat name, with [Brackets].


Wizard Feats

1- Arcane Blink: Once per day, teleport 30 feet instantly as a reaction.

2- Armor Mage [Wizard]*: Cast spells in 1-slot armor (e.g., leather). Take again to increase armor slot proficiency by 1.

3- Combat Caster*: +1 to your spell rolls in combat. This feat can be taken twice.

4- Counterspell [Wizard]: Once per day, you may cancel a spell being cast NEAR you. Roll INT vs DC 12 + spell level.  If you know the spell yourself, and succeed on the roll, you may do this 2x/day.

5- Dark Bargain: Select one spell you do not know, at a tier you can cast.  You may cast this spell once per day. When you do, roll on the magical mishap table.

6- Dodgy: +1 AC while wearing light (1-slot) armor (or no armor).

7- Echo Spell: If a spell fails but misses by 1 or 2, it is forgotten but still casts with halved effect or duration.  GM will decide on the lesser effect.  

8- Elemental Endurance*: Pick one element (e.g., fire). Rolls to resist it are at Advantage.

9- Extended Spell*: Add one target to a single-target spell (e.g., twinning Magic Missile), but your spell check DC is +2 higher.

10- Focused Caster [Priest, Wizard]: For each spell, the first time your spell focus is tested by damage or distraction, roll with Advantage.

11- Grimoire Bound*: You have a spellbook that can hold 1 spell you know.  If you forget the spell, you can study the spellbook for 30 minutes and regain the spell.  If the spellbook is destroyed, the spell is lost until the book is replaced.  Each time you take this feat, select another spell.

12- Hidden Lore: INT rolls to study, recall, or read ancient history are Easy (DC 9). This includes lore on historically famous monsters. 
 
13- Magic Initiate*: Learn a 1st-level spell from either the Priest or Wizard list. Cast it once per Rest.

14- Maximize Spell: When casting a spell, choose to maximize the damage dice roll (for the first damage die: 2d6 becomes 6 + 1d6), but your spell check DC is +3.

15- Polyglot*: Learn one extra language.  In addition for wizards: as you were studying, you practiced the language of inanimate objects.  You may ask and receive an honest answer from an object once per day.  Retake: +1 language, +1 question/day.

16- Power Spell*: When casting a spell, choose to do +1 spell damage in round one, but your spell check DC is +1.

17- Runed Staff [Wizard]: Your staff is bound to you, and may be called to you from afar. It deals 1d4 damage (1 point of damage is magical).  You may bind a new staff to you after a long rest.  

18- Scholar*: INT checks to recall information on a chosen topic are Easy (DC 9)--you must choose a specialty. During downtime, you can research any given topic and ask a question of the GM.  They must answer truthfully, although they may withhold some information.  

19- Transmuted Spell*: Change the elemental damage type of a selected spell you know: add “Transmuted” to the name, creating a new spell option with a +1 DC to cast. If you fail the spell check for either spell option, both spell options fail.

20- Wizard’s Tongue [Wizard]*: Each day, you can tell one lie that is believed (without question) by anyone less than half your level/HD (round up).  Taking this again means you can tell an additional lie each day.


These feats have not all been playtested.  If you playtest them and/or have feedback, please email thorn@dreamshrike.com or comment below, and thank you!

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