Wizard
Base Class: Wizard

Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects.

Level 3: Spell Melding

At 3rd level, You have discovered that spell slots are merely a shorthand for the underlying magical energy that fuels all spellcasting, and you have learned to manipulate this energy directly.
Once per short or long rest, you can combine two unexpended spell slots of the same level to create one spell slot of one level higher. For example, combining two 2nd-level spell slots creates one 3rd-level spell slot. Combining spell slots requires 10 minutes of focused magical programming, which can be done once per short rest. The newly created spell slot lasts until you finish your next long rest.

Level 3: Arcane Energy Manipulation

At 3rd level, you have discovered how to manipulate the raw energies of the arcane that make up spell slots, and as such, you can utilize this energy to enhance yourself.
As a bonus action, you can expend a spell slot to unleash its raw power in one of the following ways:

  • Arcane Shield: Increase your AC by an amount equal to the spell slot’s level. This bonus lasts until the start of your next turn.

  • Arcane Bolt: Make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 1d10 force damage per level of the spell slot expended.

  • Arcane Surge: Add the spell slot’s level to one ability check or saving throw you make within the next minute. You can apply this bonus after seeing the roll but before the outcome is determined. Once you use this bonus, it is expended.

You can use Arcane Energy Manipulation a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 6: Arcane Iteration

At 6th level, through deep study and practice, you have learned how to dynamically alter the spells you cast, iterating on their magic mid-formation.
You gain a number of Arcane Posit points equal to your proficiency bonus. You regain all expended Arcane Posit points when you finish a long rest.

When you cast a spell, you can spend Arcane Posit points to modify it in one of the following ways:

  • Extend: Increase the spell’s range by 50%.

  • Empower: Reroll a number of damage dice up to the spell’s level (you must use the new rolls).

  • Stabilize: Grant yourself advantage on the Constitution saving throw to maintain concentration on this spell.

  • Accelerate: If the spell has a casting time of 1 action, you can cast it as a bonus action instead.

  • Sharpen: Increase the spell’s save DC or spell attack roll bonus by 1.

  • Shielded Spell: You have advantage on any ability check you make to prevent the spell from being countered, such as the ability check made when your spell is targeted by counterspell.

You can apply only one Arcane Posit modification per spell casting.
Starting at 12th level, you can apply two Arcane Posit modifications to a single spell, expending points separately for each effect.

Level 10: Improved Arcane Interation

At 10th level, your mastery of magical manipulation deepens, allowing you to apply more potent alterations to your spells.
When you cast a spell, you can now spend Arcane Posit points to choose from the following additional modifications:

  • Overcharge: Add additional force damage equal to twice the spell’s level to one damage roll of the spell.

  • Split: If the spell targets only one creature, you can target a second creature within range without expending an additional spell slot. The second target must be within 30 feet of the original target.

  • Arcane Anchor: When you cast a spell that forces a creature to make a saving throw, impose disadvantage on the first saving throw made against it.

  • Reactive Cast: If the spell would normally require an action to cast, you can instead cast it as a reaction when a creature you can see moves, attacks, or casts a spell. (You must still meet the spell’s requirements.)

  • Echoed Spell: If the spell misses or a target succeeds on their saving throw, you can immediately choose a different target within range. You must make a new attack roll or the target must make a new saving throw, as appropriate. Once you Echo a spell, it cannot be Echoed again.

Level 14: Spell Master

At 14th level, you have learned to shape magical effects without relying on the Weave, instead drawing directly from raw arcane forces.
When you cast a spell of 5th level or lower, the spell is not suppressed by an antimagic field, cannot be countered by counterspell, and cannot be dispelled by dispel magic or similar effects.

In addition, spells you cast of 5th level or lower ignore effects that would normally prevent the use of magic, such as areas of wild magic suppression or other anti-magic effects, unless those effects specifically block divine or other non-arcane power sources.

This ability does not protect your concentration from being broken, nor does it apply to spells cast using magic items unless the item's description says otherwise.

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