Base Class: Wizard
You have begun the path to unlocking its true power and the mysteries behind it, though great power often comes at a great price.
Magicyte Focus
At 2nd level you've gained a basic understanding of magicyte and have created an arcane focus that contains magicyte. You have 2 + half your wizard level of magicyte charges, which return on a long rest. You can activate a magicyte ability as a bonus action, and then roll on the Arcane Feedback table below, adding any modifiers the ability has to the result.
Magicyte Shielding: When you cast Shield, you gain 1d4+1 to your saving throws until the start of your next turn. Charge Cost 1, Feedback: +1.
Magicyte Armor: You can cast Mage Armor without using a spell slot, and gain 1d4+1 temporary hitpoints. Charge Cost 1, Feedback +1.
Magicyte Missile: When you cast Magic Missile, you can generate one additional magic dart that deals 1d4+1 damage. Charge Cost 1, Feedback +1.
Arcane Feedback: Whenever you activate a magicyte ability that has feedback, roll a 1d8 and add that amount of feedback to the result. The damage dealt and temporary hitpoints gained from feedback effects scales with cantrips, increasing by 1d4 at levels 5, 11, and 17. Sorcery points that are gained from Wild Magic are converted into magicyte charges.
- Roll a 1d8. On a roll of 2 or below, roll on the Wild Magic table and add 20 to the result.
- You have +1d4 to your next attack, ability check, or saving throw until a short or long rest.
- The next spell you cast grants you or a target within 30 feet of you 1d4 temporary hitpoints.
- The next spell you cast that deals damage deals an additional 1d4 force damage to a target.
- The next spell you cast that deals damage grants one of the targets 1d4 temporary hitpoints.
- The next spell you cast deals 1d4 force damage to you which can't be prevented by Shield.
- You have -1d4 to your next attack, ability check, or saving throw until a short or long rest.
- Roll a 1d8. On a roll of 6 or higher, roll on the Wild Magic table and reduce 20 from the result.
- You gain the effects of 5 and 6 from the Arcane Feedback table as if you had rolled them.
- You gain the effects of 2 and 7 from the Arcane Feedback table as if you had rolled them.
Eldritch Experience
Your past wealth of experience studying magicyte is especially useful. You have expertise in any Arcana ability checks that involves magicyte.
Magicyte Magic
At 6th level, you've reached a higher understanding of magicyte. From this you now possess the ability to effect feedback and focus your arcane powers.
Manipulate Magicyte: Using a magicyte charge, your damage spells have their damage type changed to force until a long rest. Charge Cost: 2, Feedback +2.
Focus Feedback: When you roll on the Arcane Feedback table, you can roll a 1d4 and subtract it from the result. You can do this twice per long rest.
Magicyte Control
You can enhance your original magicyte abilities by using an additional charge and adding +1 to your feedback roll.
Protective Shielding: When you use Magicyte Shield, you gain +1 to your saving throws until the start of your next turn. Charge Cost 2, Feedback +2.
Enforced Armor: When you use Magicyte Armor, you gain an additional 1d4+1 temporary hitpoints. Charge Cost 2, Feedback +2.
Missile Storm: When you use Magicyte Missile, you generate an additional dart that deals 1d4+1 force damage. Charge Cost 2, Feedback +2.
Magicyte Mastery
At 14th level, your studies of magicyte have been completed to much fruition.
Feedback Focus: When you roll on the Arcane Feedback table, you may redirect the effect to target within 60ft receive the effect. Charge Cost 2.
Feedback Loop: Your feedback now goes from 1 to 10 and back again. You can add 1d4 instead of subtracting it when you use Focus Feedback.
Previous Versions
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11/15/2021 11:01:45 AM
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12/1/2021 12:26:44 AM
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12/8/2021 8:39:27 AM
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1/6/2022 12:34:40 AM
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4/17/2023 10:54:03 AM
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