Wizard
Base Class: Wizard

 

You are a secret apprentice to a High Mage of Elven High Magic. This grants you access to the most rudimentary forms of True Elven Mythals. Not only can you cost High Magic you may expedite the power an progress of your normal wizardry. Do to High Magic being a fundamentally different form of magic if you fail to cast a lesser elven mythal there are disastrous consequences, your entire town could be destroyed and any weapon near you may turn into raw material. You clothes could disintegrate and your own lover could turn you mad. If you are careful you are powerful but it not, the entire world might die in your stead.

Lesser Mythal

At 2nd level gain access to the Lesser Mythal Spell at 1 level lower then normally accessible, when casting Lesser Mythal as a 2nd level wizard the casting time is tripled.

High Magic Sight

At 6th level remove sight requirements for all spells. Also gain tremor, blind, and true sight with distance equal to your ranged spells casting range while casting said spell.

High Magician's Range

At 10th level extend the range of a spell by 10ft x Casting Level.

High Mage Might

At 14th level gain a toggle-able passive that lets the caster use the spell Lesser Mythal as an action, but, you roll a d20 and upon getting a 1-5 your DM will choose what random effect will occur or you will then roll an accompanying d100 and then apply that effect that aligns with this table.

Weave Master's Mind

At 14th level you can now replace all set values in spells with a number of dice so that the average roll of the number of dice would be equal to the original set number. Any numbers that you would normally roll dice to get you now can simply use the average roll of the dice instead. Always round down to the nearest d20 when doing this.

The damage types of the spell can now change to any type that you desire other then non-magical physical damage.

The range of the spell can now be changed into Area of Effect range and vice versa, any spells changed in this way will hit allies and foes alike.

If the spell afflicted a status condition you can replace that condition with any condition that is equivalent in severity.

You can change the duration of any damaging spells by multiplying the over-all damage by the square root of the amount of turns if adding turns and dividing the over-all damage by the square root of the amount of turns if taking away turns. Always round down to the nearest d8 of damage when doing this.

Ex: Casting Fireball using all the effects above could be a range of 0ft and an area of effect of 17d20ft doing 2d8 Lighting damage over 25 turns while casting at 3rd level.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2024 3:10:04 PM
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