Base Class: Wizard
The school of counter-magic is a niche specialty only the most combat oriented wizards would consider. Practitioners of counter-magic learn to weaken spells or even completely destroy magic energies before they are shaped; protecting their allies and disabling their enemies.
This arcane tradition is sometimes seen as dishonorable, as an affront to the art of spellcasting, and to the numerous cultures that have harnessed magic for generations. Despite this taboo, many battle hardened wizards rely on some form of counter-magic. only the most dedicated decide to devote their study to it.
Lesser counter-magic
At 2nd level you have learned to suppress magic. When a creature within 30 feet of you casts a spell you can use your reaction to add one of the following effects to the spell:
- If the spell has a duration, you can halve the duration.
- If the spell has a radius, you can halve the radius.
- If the spell has requires an attack roll, you can impose disadvantage on the roll.
- If the spell requires concentration, you can force the creature to roll to maintain concentration.
Once you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Arcane disruption
At 6th level you have learned to create disturbances in the fabric of magic, breaking down your opponent's reserves.
When you damage an enemy with a weapon or touch attack, you can choose to consume one of their spell slots. The spell slot consumed will always be the lowest level spell slot they have available.
Improved counter-magic
At 10th level you have learned to destroy magic as it is being cast. When a creature within 30 feet of you casts a spell you can use your reaction to cause the spell to backfire, dealing damage equal to 1d6 per spell slot level and preventing the effect of the spell.
When you use this feature, you can't cast spells until the end of your next turn and you must finish a long rest to use it again.
Shape dead magic
At 14th level you have mastered the art of countering magic.
Once per long rest, you can create a 20ft radius zone of dead magic that requires concentration to maintain. As long as you maintain concentration you can use an action to move the sphere up to 30ft.
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