Wizard
Base Class: Wizard

Rather than learning a specific school of magic, you dive into the core theory of magic.

Taking this as a field opens up unseen potential with the world of magic. You will be able to break magic spells and items to their core components and then change them to you will.

Knowing spells in this form will give you power over all other Wizard types provided you are dedicated.

Cantrip Double Tap

Mastery over the magic of cantrip attacks allows you to cast pure magical energy as a bonus action along side the cantrip attack. The attack must be directed at the same creature or object.

The attack type is force  damage. You do not need to roll an attack as long as your cantrip hit, this attack will hit.

Arcane Knowledge

At 2nd level, the knowledge from theories about magic provides a better understanding of what makes a magic object magical. You gain advantage on any arcana ability checks on a magical item. 
Additionally, any investigation on an item that is magical will instantly tell you that it is magical provided you are within 5 foot of the object and can clearly see it.

Master of Casting

Beginning at 6th level, you may, using up your bonus action, cast 1 high level spell using the spell slot of 1 level lower (a 1st level spell is casted without using a spell slot). A long rest is needed in order to preform this ability again. 

Your understanding of magic and the spells with it reaches a new level where spells are not bound by their level.

Example. As an action, you can cast the 4th level Polymorph using a third level spell slot. This uses up your bonus action.

At higher levels. At 8th level you can cast 2 per long rest. At 12th level you can cast 3 per long rest. At 15th level you can cast 4 per long rest. At 18th level you can cast 5 per long rest. Finally and 20th level you can cast 6 per long rest.

Will for Casting

Your ability to cast spells beyond your allotted amount per day is extended... however it requires a sacrifice.

You must have a max hit point modifier greater than or equal to 0.

You can either sacrifice some of your health points and max hit points for some of your spell slots or sacrifice a willing creature of intelligence 10 or higher (if the creature is unwilling, you only gain one 1st level spell slot and if the intelligence score is not high enough, you don't recover any spell slots). Note, by sacrificing a willing creature, you absorb their life force and therefore spells like Revivify will not work.

The health points taken (which also lower your max hit points by this amount) are as follows:

  • 1d4 necrotic damage per 1st level spell slot
  • 1d6 necrotic damage per 2nd level spell slot
  • 2d4 necrotic damage per 3rd level spell slot
  • 2d6 necrotic damage per 4th level spell slot
  • 2d8 necrotic damage per 5th level spell slot
  • 2d10 necrotic damage per 6th level spell slot
  • 3d10 necrotic damage per 7th level spell slot
  • 3d12 necrotic damage per 8th level spell slot
  • 4d12 necrotic damage per 9th level spell slot

You must decide on all spell slots you wish to recover before rolling any necrotic damage. Upon rolling that amount, take that much damage and lower your max hit modifier by the same amount.

Knowledge of Spells and Casters

The knowledge of how spells are preferred by their casters give you advantage on saving throws as long as you have seen/heard the spell being cast or are are seeing/hearing the spell being casted. (Note. Hearing the spell only works for verbal spells).

Magic Everywhere

You know the basics of magic and how it can be used, manipulated and created. As such you learn the spells that come along with it.

The spells you know and always have prepared are:

  • Formulate Magic Items
  • True Seeing
  • Identify
  • Counterspell
  • Learn Spell
  • Forget Spells
  • Dispel Magic
  • Detect Magic

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2022 8:21:10 AM
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