Base Class: Wizard
While devoting one's time and talents to mastering one of the eight schools of magic and thus becoming savants of their chosen field is a fine thing. One should recognize the value of the forces knit throughout the Weave. How complex and volatile the strands of power can truly be. Any singular school as much to offer a young wizard and yet. Wizardry is as much an art as a craft. As a Omnimancer discovering not just how magic works but the why falls to you. Drawn by the challenge of understanding the mechanism at play and crafting new theories. This often leads Omnimander to set down long term projects and research involving dusty tomes aside in favor of adventure. Rather than settle for the study of a single school of magic you seek out to truly master its source.
Arcane Prodigy
Beginning when you select this school at 2nd level, You gain 2 new tool profiencys to aid in the studdy the arcane and creation of magical Items.
Reckless Casting
Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:
- Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
- Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.
If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.
Reckless Casting
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Cantrip |
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Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. |
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Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. |
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2nd-Level Spell |
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Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. |
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3rd-Level Spell |
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Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. |
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4th-Level Spell |
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Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. |
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5th-Level Spell |
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Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. |
Arcane wit
At 6th level, you learn to channel magic to augment spells in a variety of ways. When you cast a spell, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.
A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.
A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn.
Magicians Inspiration
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.
Chaos Mastery
At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.
Previous Versions
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4/11/2019 1:35:11 PM
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