Base Class: Wizard
You focus your study on manipulating magic in a way that turns to ancient days calling upon the original formula for many spells which are currently "Mislabeled" Conjuration rather then Necromancy after all where are these Conjurers thus summoning the very essence of life. Rather than Faith it is with these formulas you have learned like many wizards how to heal, restore, fix, & aid your fellows in return for broadening your knowledge both of the body & healing. However this path has one walk the veil of "Bad" Necromancy & much horrors with it.
Where most wizards find themselves in their towers, making items, advising Kings of today or Queens of yesterday. Students of this school almost always can be found wandering and healing those they believe they should seen as benevolent, merciful & the best doctors. (who don't charge insane fees of thousands of GP for Cure Sickness)
This School is for those who like not only Necromancy & giving the middle finger to the church (Not all the time but hey sometimes it happens) but also people desiring to be a smart healer & still enjoy Wizardry. This School focuses on healing your allies & the common person (Who cannot tell the difference between your spells & that of a Cleric) these wizards are more altruistic than most & well not perfect cause sometimes spending a 1000GP Diamond on a farmer is hard, but what is given is hope.
This isn't to say that every church is evil and in it for the gold, but there are times when heroes fall and remain gone only because of Gold.
Savant of the 'Divine'
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Wizard Necromancy spell into your spellbook is halved. *This doesn't effect spells which you gain via this feature such as potentially Cure Wounds or Healing Word*
Additionally, you learn two cantrips and add two 1st level spells to your spellbook from the cleric spell list. These spells are wizard spells for you, but wizards of other schools can’t copy cleric spells from your spellbook into their own spellbooks.
There is a condition for whenever you learn a Cleric Spell, however any spell which restores hitpoints becomes a Necromancy spell as you're directly manipulating life-force to preform these 'Divine' Miracles. As per their original nature.
Finally, when you level up as a Wizard instead of learning spells from the Wizard list for leveling they may instead learn two spells from the Cleric List.
For any spell learned these are always treated as intelligence based spells.
Applied Knowledge
There is something to be said from the tireless years poring over holy texts, alchemical manuals, ancient relics & so much more that is required for the study of what many thought no longer possible & some just desire to see as no more. As a result of these years of study the Wizard gains proficiency in these skills, or if he already had proficiency in the skill he gains Expertise instead.
Mastery of Life & Death
Beginning at 6th Level
The School of Rejuvenation focuses especially upon the spells to rejuvenate yourself & others but it doesn't refrain from it's opposite as there nature means for those in a hostile setting that you're being attacked or your allies are. So it makes sense to master the spells which may be the thing standing between life & death.
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Whenever you use a spell of 1st level or higher Necromancy Spell to deal damage to a creature, the creature loses additional hit points equal to 1 + the spell’s level.
Fortify
It is at 10th level that the Wizard has rediscovered an ancient spell which allowed for the maximum amount of healing to be done, before it would require two priests in order to cast, however as the weave of magic has changed over the thousands of years, you've managed to perfect the spell with your intellect. So now as a reaction to a spell which heals 1 or more creatures the Wizard can spend a spell slot of a level lower then the spell being cast in order to maximize the amount being healed. Naturally this requires there to be dice rolled normally for Fortify to be able to work such as Cure Wounds, Healing Word, or other such spells.
Thou art I & I art Thou
At Level 14 when a Wizard of this school has reached this pinnacle of healing & heart they have mastered what their school can offer them and that is the secrets of Rejuvenation Magic.
Whenever a Rejuvenator casts a single target spell which overheals or overkills the target in question any remaining healing or damage is siphoned back into the wizard restoring & rejuvenating them equal to the hit points which would have been gained or lost.
(For an example Oz is a Wizard who is at 39/112 Hitpoints and he is facing a duo of Oathbreaker Paladins one of which is at 20/210 Hitpoints and the other is at 100/165 Hitpoints Oz casts Finger of Death on on the weaker of the two Paladins dealing 65 damage so 65-20=45 & as there is 45 damage remaining from the spell Oz now heals for that 45 damage sitting now at a 84/112 Hitpoints & now has a minion against the other paladin.)
Comments