Wizard
Base Class: Wizard

Usually found among, as difficult to pinpoint the location of, and often mistaken for, monasteries, the School of Ancient Sorcery teaches mental discipline and the harnessing of the body and soul's full potential through the use of spiritual enlightenment and bodily chakras.  It teaches that nothing is as it seems, that in order to unlock the abilities of the body one must compose the mind, and that this world is but one of many thousands which work, live and breathe together.  They also teach that they are the caretakers and guardians of these living dimensions, the sole, few, and true barricades against the ravenous aberrant threats who would dare lay waste to the world(s).

It is no secret that the School of Ancient Sorcery only takes in those who are broken and left with nowhere else to turn; physically, mentally, emotionally, or spiritually.  They teach these downtrodden individuals that there is more to life, for they know that these people are the ones most likely to absorb, learn and comprehend these teachings.  Admittedly, this School is a strange and mysterious one, led by a sole caretaker often regarded as the greatest of their ranks.  Many rumors circle about this School, but none are able to guess as to what happens within these Schools' closed doors.

Sorcery Savant

The School of Ancient Sorcery teaches its students a little differently from other schools of magic.  Unlike other wizards who rely upon a spellbook to keep their spells in to reference at a later time, the School of Ancient Sorcery teaches its adepts to memorize their spells and solidify their memories of said spells by constant practice and persistent casting.

When you join this school at 2nd level, you no longer require a spellbook to prepare your spells with.  Instead, if you have access to a spell scroll or your spell book, you may spend [1 + 1/2 the spell level] day's worth of downtime to 'memorize' a spell and prepare it after every long rest without use of your spellbook.  You may still possess a spellbook to add or transcribe additional wizard spells to 'memorize' them for later.

In addition, the time and cost it takes to copy a 'Sorcery' spell into your spellbook or to memorize the spell is halved.  (Follow this link [still being made] to view the Sorcery spell list.)

Enrichment of Body

Also at 2nd level, you are taught to improve your mental combat by training the body in sparring sessions.

While not wearing armor or bearing a shield, your armor class equals 10 + your dexterity modifier + 1/2 your intelligence modifier (rounded up).  In addition, you may use dexterity as your attack ability while wielding a quarterstaff.

Mandalic Incantations

By 6th level, you have learned to infuse your magic not only into the action of casting, but directly into the essences which the spells create.  These essences help to bind your arcane weavings and allow you to concentrate on another act of spellcrafting.  You gain the following two Mandalic Incantation abilities which may be utilized immediately after casting a spell which requires concentration.

  • Sustaining Mandala: This intricate disc of orange captures the arcane energy of a single spell, maintaining it for you.  You may cast two concentration spells at once, choosing which spell you are more focused upon (which follows regular concentration rules).  If one of the spells are dispelled or ends early, you resume concentration on the spell which remains as the mandala dispels itself.
  • Translating Mandala: A sparkling web of scarlet energy tethers itself to a creature, affecting it with the remnants of your arcane channeling.  If a spell you had been concentrating on is dispelled or ends early, you may use a reaction to redirect the spell towards another target and affect it for the remainder of the spell's duration without requiring your concentration, affecting only that target.

Your spells may only benefit from one Mandalic Incantation at a time, and they cannot stack.  You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses after completing a long rest.

The Mirror Dimension

In response to a threat which may not only harm many, but also cause irreversible harm to the world, you bring into existence around you the shadowing world which reflects the desires of those who possess the most mental prowess over it:  The Mirror Dimension.

As an Action, you can expend a spell slot of at least 3rd level to cause yourself and up to 1 + your Intelligence modifier other creatures to enter the Mirror Dimension.  Unwilling creatures can choose to make a Wisdom saving throw to resist this effect.  While in the Mirror Dimension, you and all others are unable to affect the real world, but may interact with the non-real objects in the Mirror Dimension or with one another.  It takes an Action to maintain the Dimension on subsequent turns, but as a Bonus Action on subsequent turns, you may alter the Mirror Dimension's environment in one of the following ways.

  • You cause the Mirror Dimension to twist and buckle in mind-bending ways which disorient and hinder movement.  At the start of every creature's turn, it must make an Intelligence saving throw.  On a failure, its speed is halved until the start of its next turn.  You may choose a number of creatures equal to your Intelligence modifier to automatically save against this effect.
  • Drawing shadows of the Dimension into a collected place, you defend yourself or another within 30 feet with shimmering fragments, granting temporary hit points equal to your wizard level.  These temporary hit points last until they are lost, you use this effect again, or if you unsummon the Mirror Dimension.
  • Tightening the boundaries of the Mirror Dimension, you ensure that none can leave this place.  Until the next effect is instated, nothing short of a Wish spell can allow a creature to leave the Mirror Dimension.

The Dimension may be closed with an Action, placing all creatures into their original location previous to the Dimension's opening.  Effects can only be used again after all are utilized, and upon closing the Mirror Dimension after using effects, you suffer a level of Exhaustion and cannot use the Mirror Dimension in this way again until completing a long rest.

Creatures with an Intelligence score over 10 may have the ability to wrest control from you and bend the Mirror Dimension to their own ends.  In this case, as an Action, an Intelligence competition takes place.  Whoever wins the contest wins control of the Dimension and inherits the need to use an Action to maintain the Dimension, use its effects (using its CR if an effect mentions Wizard level), and the gaining of an Exhaustion level upon closing it.  If you are not in control of the dimension, you may use your Action as normal, or may initiate a competition to regain control.

When using the Dimension for recreational purposes or for sparring without damaging the real world, you may ritual summon the Dimension instead of expending  a spell slot.  Within the Dimension, you may alter the environment as you see fit and do not need to concentrate on its sustainment with your action.  However, you cannot cause statistical or environmental benefits to manifest, and cannot have a short or long rest in it, as the Mirror Dimension is not a replacement for the real world.

Perfected Chakra

At 14th level, your mind and body have been honed to perfection, and total tranquility fills you.  When you roll a 1 on an attack roll, ability check, or saving throw, you may reroll the die until you do not roll a 1.

In addition, you gain a bonus to all non-proficient saving throws equal to half your proficiency bonus, and if you begin combat without a use of your Mandalic Incantation, you gain one use of it.

School Of Ancient Sorcery (Doctor Strange) Image

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