Base Class: Wizard
Unlike the more common arcane traditions based around the schools of magic, the tradition of Sci-Cogmancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Sci-Cogmancy concern themselves with how their spells are created, explaining them through arcane formulas, as one would with physics, chamestry or mathematics.
Sci-Cogmancers can make use of their formulas as both a conduit and a storage space for magic. Sci-Cogmancers use their superior intelligence to better understand how a spell works, and are able to deduce each part of a spell and interchange aspects of spells. With the use of their arcane formulas, Sci-Cogmancers improve spells, and mutate them, in order to better serve them at any moment in time.
History of Sci-Cogmancy
At the beginning of the New Age, many magic users started to see the world through new eyes, with the rise of the sciences and industry, they saw that the world is more than just nature and magic, there were other forces at work. As the most educated and astute scholars, the Wizards of Arkham started to study magic using the practices of modern scientists, rather than learning runes or words in arcane languages, they started to understand and develop spells using formulas and experiments, akin to the scientific methods of today. By doing so, Sci-Cogmancers became leaders in industry, making Arkham into the seat of magic and science. This golden age of technology soon came to an end, as the wizards started to adopt a tyrannical and dictatorial attitude, leading to the Great War of 1738, which eventually lead to the fall of Arkham and the ban of magic across the whole of Nodenherađ.
Personality
Sci-Cogmancers are usually very arrogant and alert, always aware of their surroundings and ready to respond. Unlike other wizards Sci-Cogmancers enjoy working in teams and competing with eachother, creating new and improved spells, items and potions along the way. In the peak of Sci-Cogmancy, they ruled with an iron fist, but alas their hubris became their downfall. Today Sci-Cogmancers are few and far between, they live secluded lives as most people look down upon them, for their magic was the reason for the Great War, and numerous lives being lost. This makes today's sci-cogmancers hermits and recluses, most never achieving more than a job as mechanics or repare-men for the common service automatons.
Thought Bubble
2nd-level Sci-Cogmancy feature
When a creature you can see within 30ft. of you makes a successful Charisma, Inteligence or Wisdom saving throw, you may use your reaction too send them on a theoretical tangent; deep in thought, rendering them useless, trapped in a web of their own thoughts. While in this thought bubble, the affected creature becomes incapacitated for 1 minute, the creature may make a WIS saving throw at the end of each of their turns, on a successful save they are able to rationalize their thoughts and may use their reaction to make a melee attack against you with advantage.
You may use this feature twice, and you regain expended uses when you finish a long rest.
*a creature may be shaken out of their thought bubble by an ally or by being damaged, if they are freed in this way they do not get the advantage of rationalizing through the tangent.
Cognizance
2nd-level Sci-Cogmancy feature
Due to your great observational and researching skills, you gain the ability to add your Intelligence modifier to your initiative rolls and your perception. A Sci-Cogmancer may never let themselves get caught off-guard.
Ameliorate
6th-level Sci-Cogmancy feature
With your superior ability of deduction and induction, you are able to deduce each cantrip you know into a sequence complex and simplified formulas that explain every aspect of the spell. As a bonus action, you may improve one of your cantrips by altering one aspect of it with a corisponding attribut from another cantrip you know. The attributes you may improve include:
- Casting Time
- Range/Area
- Components
- Damage Type
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), once per turn. You regain all expended uses when you finish a long rest.
Arcane Formula
10th-level Sci-Cogmancy feature
At the end of your long rest, when preparing your spells for the day, you may spend 1 hour to interpret a spell into a mathematical formula. As an action on your turn, you may cast the spell from the formula without spending a spell slot, if you are concentrating on a spell and the spell you cast in this way also requires your concentration, you may choose to end your concentration on the first spell or take one level of exhaustion immediately. If you use this feature again before taking a long rest, you will gain another point of exhaustion and will forget the formula for that spell.
Once you create a formula with this feature, you can’t do so again until you finish long rest.
Magnum Opus
14th-level Sci-Cogmancy feature
As you gain a greater understanding of the magical and arcane through the scientific method, you are able to create a spell greater than any other. When you get this feature at 14th-level, you will be able to choose one spell of 1st-6th level to improve, change and make better: you may choose two attributes from one spell and change them with those of another spell you know. The attributes you may change, include:
- Casting Time
- Range/Area
- Components
- Duration
- Damage Type
A spell created by this feature, becomes your Magnum Opus, it can only be created once and cannot be changed. You may use the spell created in this way at-will, if used more than once before taking a short or long rest, you will gain one point of exhaustion for each casting beyond the first.
*a second Magnum Opus can be created by spending 10000gp or loosing 10000xp, per spell level above 1st. The cost becomes greater by 10000 for each additional Magnum Opus.
Previous Versions
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