Wizard
Base Class: Wizard

The school of Thaumaturgy focuses on the recreation of miracles, that is, to recreate the effects of sorcerer who can bend and manipulate magic to their will and warlocks who are able to draw upon eldritch power to continuously produce their magics. 

High Magic

You have awakened spell slots that you can use for your high magics. They work like warlock spell slots in that they are always at their strongest level (maximum of level 5 slots) but you regain them on a long rest. you gain one at 2nd level, 6th level, 10th level and 14th level for a total of four. Spells of 6th level or higher cannot be used with these slots.

 

Magic crest

2nd-level School of Thaumaturgy feature

Using special rituals you no longer use a spell book, instead you inscribe your spells into your astral body in the form of a magic crest.

You no longer need to copy spells into a spell book, you gain these following benefits:

  • Your magic crest is a spellcasting focus for your wizard spells (your hands can be free).
  • It takes you two hours to inscribe a spell into your crest and 50 GP worth of ingredients.
  • Your crest glows dimly whenever you cast a spell

Adept spells

6th-level School of Thaumaturgy feature

You can add effects to your spells when cast with the warlock spell slots. Choose the effects up to your intelligence modifier (ex: you have an intelligence modifier of 3 you can only add 3 effects) and what spells you want to add them to from the table below. You may add more than one effect to one spell but cannot add the same one twice to the same spell. Once added they cannot be removed and these effects are only activated when the spell is cast from the High magic spell slots:

-you add your intelligence modifier to the spells total damage roll
-you can reroll the attack die once and use the new roll
-the duration of the spell is doubled
-if the spell has the ritual tag, you don't have to add the 10 minutes to the cast time.
-you change the damage type of the spell to thunder, lightning, cold, fire, force, poison or acid.

Master spells

10th-level School of Thaumaturgy feature

You can modify your spells the same way and with the same rules as level 6 but you have an expanded list of effects, these new ones are added to any old effects places by the 6th level feature:

-you add your intelligence modifier to the spells total damage roll
-you can reroll the attack die once and use the new roll
-the duration of the spell is doubled
-if the spell has the ritual tag, you don't have to add the 10 minutes to the cast time.
-you change the damage type of the spell to, thunder, lightning, cold, fire, force, poison, acid.
-choose a number of creatures up to your intelligence modifier, they are immune to the spells effects
-spell is cast without somatic or verbal components
-reroll one of the damage dice and take the larger number

True magic

14th-level School of Thaumaturgy feature

You've fully molded your spells to your liking. One last time you may choose from an even more expanded list to add effects to your spells, same rules as before:

-you add your intelligence modifier to the spells total damage roll
-you can reroll the attack die once and use the new roll
-the duration of the spell is doubled
-if the spell has the ritual tag, you don't have to add the 10 minutes to the cast time.
-you change the damage type of the spell to, thunder, lightning, cold, fire, force, poison, acid.
-choose a number of creatures up to your intelligence modifier, they are immune to the spells effects
-spell is cast without somatic or verbal components
-reroll one of the damage dice and take the larger number
-the spell has a casting time of a bonus action
-the spell does not require concentration

Previous Versions

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