Wizard
Base Class: Wizard

With a deep knowledge of Calculus and Physics, School of Calculation wizards can utilize mathematical equations and formulas to manipulate the real world, forming spells from calculation.

Calculus Savant

Beginning when you select this school at 2nd level, the gold you must spend to copy any spell into your spellbook is reduced by 75%, but the time you must spend is doubled.

Approximate Arcana

Beginning at 2nd level, you can use Taylor series to approximate spells. You may cast one of your prepared spells of any level without using up a spell slot a number of times equal to your Intelligence modifer (minimum of 1) per long rest.

Stochastic Spell

Starting at 6th level, you may choose to play with stochastic processes. To cast a Stochastic Spell, roll 2d8. The first number will determine which offensive spell will be cast, and the second will determine how much damage is done. Casting a Stochastic Spell does not use up any spell slots, and you may do it once per long rest.

Roll one (levels 6-11):

  1. Burning Hands
  2. Chromatic Orb
  3. Color Spray
  4. Magic Missile
  5. Ray of Sickness
  6. Thunderwave
  7. Witch Bolt
  8. Poison Spray

Roll two:

  • 1-2 = The damage is the same as orginally described.
  • 3-4 = The damage is halved.
  • 5-7 = the damage is doubled.
  • 8 = the damage is triped.

Beginning at 12th level, the first role table is changed to the following:

  1. Evard's Black Tentacles
  2. Ice Storm
  3. Phantasmal Killer
  4. Sickening Radiance (XGE)
  5. Vitriolic Sphere (XGE)
  6. Cloudkill
  7. Immolation (XGE)
  8. Steel Wind Strike (XGE)

Advanced Analysis

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any spell you cast.

Limit to Infinity

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2023 3:41:06 PM
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