Base Class: Wizard
For centuries, people have known about, and tried to control fire. But there is a subset of people who understand fire's key trait: it does not want to be controlled. These mages allow their fire to flow in the most pure sense.
You have focused your studies on bringing fire into the world without restriction. Bathing in it's warmth, most people think you are dangerous, but you know as long as you respect the flame there is nothing to fear.
Student of Chaos
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. If it deals fire damage, it is halved again.
The Reach of Chaos
Beginning at 2nd level, you gain the confidence to let the flames expand. Every time you cast a spell with an area effect that deals fire damage, you may choose to lower the damage by one damage die to double the area. This may also be used in reverse to cut the area in half and deal an extra damage die.
Also, a fire spell without an area may be reduced in damage to add a 5 ft radius.
Lingering Chaos
Starting at 6th level, you allow flames to linger on this plane. Every time you cast a fire spell, it leaves a small pool of liquid fire for one round. The size of the pool is equal to it's area of effect. If there is no area of effect, the pool is five feet wide. Anyone who starts their turn in the pool or moves through it takes 1d6 fire damage.
Chaotic Flux
Beginning at 10th level, you can add double your Intelligence modifier to one damage roll of any wizard evocation spell that deals fire damage you cast.
Reign of Chaos
(INCOMPLETE - Evocation level 14 ability as a placeholder)
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals fire damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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