Base Class: Wizard
School of Arcane Foundations embodies the raw and untamed arcane power that thrives in the world. Wizards delve deep into the bedrock of magic itself, uncovering the building blocks that form the very core of spells and supernatural abilities. This Wizard are able to convert divine or nature power into formulas and words so everything can be casted with arcane methods. Through their mastery of spell theft, alteration, and fusion, these adept scholars shape and reshape the fundamental elements of arcane power.
The School of Arcane Foundations stands as a bastion of arcane wisdom, where wizards unlock the secrets of spells, breathe new life into their incantations, and weave together the strands of magic into extraordinary tapestries. As architects of the arcane, they forge unbreakable bonds with the very underpinnings of magic, shaping destiny and defying convention with each stolen spell, altered formula, and fused enchantment.
Deep Understanding
2nd-level School of Arcane Foundations feature
As you begin to understand the basics of the arcane you realize every font of magic can be translated into a understandable languaje of the Arcane. As a result you can try to emulate any spell you see and convert them into spells you can cast.
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Decipher Spells: Your exposure to a variety of magical practices and deep understanding of magic has allowed you to emulate spells from others. You have a number of decipher spells equal to your proficiency bonus. These Decipher spells do not count against the number of spells you can prepare.
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Deciphering a Spell: When you witness a spell being cast, you can attempt to Decipher it. As a reaction, make an Arcana check against a DC equal to 10 + the spell's level. The stolen spell must be of a level that you can cast.
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Recalling Decipher Spells: You can recall a Decipher spell a number of days equal to your Intelligence modifier.
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Adding Decipher Spells: To permanently add a Decipher spell to your spellbook, you must spend double the usual time and monetary cost required to transcribe the spell.
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Basic Knowledge
2nd-level School of Arcane Foundations feature.
Your studies in the "Arcane Foundations have granted you a deep understanding of the flow of magical energy. You gain proficiency in the Arcana skill, reflecting your expertise in deciphering the intricate patterns of spells and enchantments. In addition, you gain proficiency in one of the following skills: Investigation, Insight, or History. This dual expertise reflects your dedication to unraveling the mysteries of the arcane and understanding its influence throughout history and society.
Spell Alteration
6th-level School of Arcane Foundations feature
Through relentless study and experimentation, your mastery of deciphering spells extends to altering their very essence. At 6th level, you gain the ability to manipulate the fundamental aspects of your prepared and deciphed spells. You gain one Altered Spell slot.
Choose a Spell that you can cast. You can perform a ritual of the same duration as the level of the spell you are altering. This ritual requires a monetary offering equal to 10 times the level of the spell in gold pieces and a number of hours equal to double the spell level. After completing the ritual, you can modify a prepared or deciphed spell in one of the following ways:
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Change Damage Type: You can change the damage type of the spell to any other damage type.
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Healing Transformation: You can transform the spell's damage into healing. When doing so, the spell only heals half the amount of its original damage dice.
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Ritual Empowerment: You can grant the spell the ritual tag, allowing it to be cast as a ritual if it normally cannot be cast in that manner.
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Component Mastery: You can remove one non-material component from the spell's requirements. However, you cannot remove a component that is consumed by the spell, such as material components with a cost.
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Enhanced Concentration: You can empower the concentration required for the spell, granting advantage on concentration saving throws made to maintain concentration on that spell.
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Temporal Modification: You can alter the casting time of the spell, changing it from an action to a bonus action.
Any changes made through Spell Alteration must be approved by the Dungeon Master to ensure balance and compatibility with the game world. You can only have one Altered Spell slot at a time, and the Altered spell can only be casted once every long rest. To permanently add an altered spell to your spellbook, you must spend double the usual time and monetary cost required to transcribe the spell
Beyond the Arcane
10th-level School of Arcane Foundations feature
As your mastery over magic deepens, you develop an innate connection to the very essence of spells and supernatural abilities. At 10th level, you gain the ability to harness the power of incoming spells and monster abilities, transforming them into raw arcane energy that bolsters your resilience and augments your spell-stealing prowess. As a reaction when you become the target of any spell or monster ability, you can tap into the arcane currents surrounding you. You can use any spell slot to reduce the incoming damdage by 2d8 + 1d8 for each level of the spell slot used above 1st level.
Spell Seizure: If you successfully reduce the damage to 0 you can channel the absorbed energy into a new spell of your own.
- If the origin was a spell: Automatically try to add the spell that targeted you to your list of deciphed spells. The spell must be of a level you can cast and follow the normal conditions for spell stealing.
- If the origin was a monster ability: Transform a monster ability into a new spell. Make an Arcana Check with the DC shown in the Challenge Rating of the Monster to Spell Level. The specifics of the new spell, including its details and mechanics, will be determined by your Dungeon Master. As a general rule, the ability will stay the same but the DC would be the wizard magic DC and the level of the new spell would be traslated as shown in the Challenge Rating of the Monster to Spell Level.
You can employ the Beyond the Arcane feature a number of times equal to your proficiency bonus. After expending all uses, you regain the ability upon completing a long rest.
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Challenge Rating of the Monster to Spell Level |
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Challenge |
Spell Level |
DC to Learn |
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<1 |
0th |
12 |
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1 – 2 |
1st |
12 |
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3 – 4 |
2nd |
12 |
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5 – 6 |
3rd |
13 |
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7 – 8 |
4th |
14 |
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9 – 10 |
5th |
15 |
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11 – 12 |
6th |
16 |
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13 – 14 |
7th |
17 |
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15 – 16 |
8th |
18 |
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17 – 20 |
9th |
19 |
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21 – 24 |
9th |
20 |
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25 – 28 |
9th |
21 |
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29 – 30 |
9th |
22 |
For example:
Fire Breath from a Young Red Dragon. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
The area of effect would be the same, the DC would be the wizard spell DC and the Spell level for this new spell would be a 5th level. In order to add this monster ability as a Deciphed spell you will need to succeded in a DC 15.
Spell Fusion
14th-level School of Arcane Foundations feature
As your command over the intricacies of magic continues to evolve, you reach a pinnacle of spell manipulation that allows you to fuse spells into a harmonious symphony of arcane power. At 14th level, you gain the ability to perform an advanced form of spell alteration known as Arcane Fusion.
Arcane Fusion Ritual: When performing the Spell Alteration ritual, you can attempt an Arcana check to weave together two spells in a synergistic blend of magic. Choose the spell you wish to alter and a second spell to be chained to it. The second spell must be of a level equal to or lower than the spell you are altering. Make an Arcana check with a DC equal to 10 + the combined levels of the two spells. If you succeed, the spells become fused in a profound manner.
Arcane Symmetry: Once the Arcane Fusion ritual is successful, the two spells are intricately linked. Whenever you cast the altered spell, the chained spell is automatically cast as well, using the same action. The chained spell's casting time is considered to be part of the casting time for the altered spell, and its effects occur immediately after the effects of the altered spell. Both spells use the same targets, range, and area of effect, but their individual saving throws and attack rolls are resolved separately.
Previous Versions
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