Wizard
Base Class: Wizard

Focused on molding out their spells, wizards of Old Magic are ones to retame and remake the spells in their arsenal to best fit their needs, just as the first mages and wizards did. You will learn and study old spells lost to time and mold your spells as if they were wet clay in the hands of a craftsman.

Branching out

At second level you choose a school of magic, from this point onwards the gold and time you must spend to copy that school of spell into your spellbook is halved. You cannot change this at later at any point in time.

Bygone Spells

Beginning at 2nd level, you gain the ability to alter your spells with the wisdom of old, at the end of a long rest you can choose a spell to change it's damage type, additionally you can move a damage die from a different spell of the same level to another spell. These bonuses last until the beginning of your next long rest.

Untamed Magic

Starting at 6th level, you gain the ability to cause the magic in the air to manifest in dangerous ways, you can give a friendly creature within 45ft. a spark of wild magic causing their next attack to deal an extra d8 of damage, the damage type is chosen by you. You may use this feature an amount of times equal to your proficiency bonus.

Ancient Power

Beginning at 10th level, you learn how to appropriately make use of old magic into newer spells, you may choose one of the spells that you changed at the end of your long rest and add your intelligence modifier to it.

Power Flux

Starting at 14th level, you have near mastered the ways of old. When you modify a spells typing or move a damage die you may do so additionally at the cost of hp.

After using this feature you will take 1d12 psychic damage that ignores immunities and resistances as the old ways begin to take a toll on your mind. You can only use this feature once per long rest.

School Of Old Magic Image

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