Base Class: Wizard
Psemamancers utilise the residual illusion magic from their surroundings into a purer, more honed format which spreads the simulation into speech, mannerisms or most of all perception of reality itself. This is known as psemamancy and is often frowned upon for its outwardly malicious nature
Level 3: Simulation Savant
Choose two Wizard spells from the Illusion and/or enchantment school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the illusion or enchantment school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Akkursed Spells
When spell damage is inflicted upon a creature from a spell you have cast, roll a d6, the result of the roll will inflict one of the following effects on the damaged creature
1: The target recieves (spell level)d8 additional psychic damage, if it was a cantrip that was cast, this has no effect
2: the target must succeed on a charisma saving throw on your spell save dc or be frightened of you
3: if the target moves for 1 turn after the spell effect has ended, they provoke opportunity attacks from only the caster
4: the target must succeed on a charisma saving throw on your spell save dc or be charmed by you
5: the target gets disadvantage upon their next attack
6: the target must use its movement to move away from the caster, along with any effects that may cause
Level 6: Mindshield
You have honed your simulatory abilities to the point of near total control. for 1d4 turns after casting an enchantment and/or illusion spell, a number of allies equal to 1 + spells level automatically succeed on intelligence, wisdom and charisma saving throws.
Additonally, 1/day you can cast dissonant whispers for no cost and as a bonus action
Level 10: Inaffable prison
1/day you may cast the Maze spell on a creature you can see for a bonus action. you may not use it again until completing a long rest or till the next day.
Level 14: Soul Tug
You have gained complete control of your simulation's potency to the point where others do not want it to go away. When casting an enchantment and/or illusion spell above 1st level, the effect is repeated for 1d4 + your charisma modifier turns. If it is a damaging spell, they take half damage on any repeated rounds. If the spell is aove 6th level, each round the spell effect lasts beyond its original duration, you take 3d6 damage.
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