Base Class: Wizard
School of innation is one of the most forgotten schools of magic, and also most "boring" School (as other wizards like to call it), but it is also one of the strangest schools. this school focuses to use weave for anything. defence, attack, illusions- weave is head of all of this, thus knowing how to manipulate weave means knowing how to manipulate all of the schools. this magic is used like a waves, a wind, a fire- it is used like a nature. this school is one of the easiest to learn, but lacks damage spells, making it good for beginers and mages that don't lack imagination to use other spells with advantage. this subclass also gets its own spells, some simmilar to normal wizarding spells, but most are very diffrent.
innation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an innation spell into your spellbook is halved.
supreme control
Starting at 6th level, you can command the weave around you to take shape of any object you remember the shape of. it can be clone of creature, a sword, a water vial, ext. created object keeps its former statistics and (if weapon) gains +1 modifier. you cannot make magic items this way (so, you can't make sword+3 to get sword+4 this way, it will always be sword+0 and then become sword+1). created object always deals force damage type.
caster can use bonus action to change shape, move, dissolve, ext.
the weave manipulator
you studied weave enough to make you able to see weave, and control it by a little. you always detect how potent weave is around you, can see pockets of pressured weave. when anohter spellcaster casts a spell, you can use your reaction and take arcana check with DC of 20-spellcasting modifier. if you pass, you successfully detect where is spells point of origin, and you can order weave to leave that area, rendering spell unable to cast (this expends user's spell slot). you can also use this to add more weave to your spell's point of origin, giving +2 to spellcasting modifier and spell safe DC.
weave sight
you learned a weave so long that even a little spell casted starts to catch your attention.when spell is casted 300ft or closer distance, you feel this. you can see which spell was casted, and you can determine which spell is going to be casted, if caster is 120ft from you.. you can use your reaction to foil your enemies spells: roll d20. if you roll 15 or higher, spell gets foiled, otherwise it is casted as normal.
weave drain
when you activate this ability, whole weave leaves the battlefield (300ft radius from you), rendering all magic useless inside. for a bonus action, action or reaction, you can make weave appear for 1 turn anywhere as long as your character knows where weave should return. palces where weave appears spells take their effects and magic weapons and items reactivate. you can cast this once per long rest, and you gain 1 points of exhaustion once used. using this ability second time before long rest will give you 3 points of exhaustion, and using this ability third time will kill you instantly.
weave travel point
you can design one point which you can see. 60ft around it, weave will focus on that point. if point is inside a portal, weave teleports too and hops back and forth until dismissed. then, choose second point. all weave that got focused on first point will travel to second point (points can be existed on different planes, as long as first point is inside a portal that leads to said plane) and spreads 60ft around it. you can also focus weave on moving targets, following it. effect lasts for 1 month or until dismissed.
Previous Versions
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5/4/2022 3:03:44 PM
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5
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1
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5e
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Coming Soon
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