Wizard
Base Class: Wizard

The School of Genesis uses the roots of arcane magic and rules as their focus. Following a similar structure as the School of Transmutation, those who study under the School of Genesis reconstructs magic instead, striving to break down the most intricate and complicated magic to the basics to gain further understanding before rebuilding it with knowledge gained from studies and their own experiences in order to create a spell unique to themselves. Some might even dedicate their entire life in breaking down hundreds of spells in order to formulate the perfect spell to be passed down.

 The school is without faults as Wizards who have chosen this Arcane Tradition are given a chance to back out once they are thought of the risks involved in the process of learning how to break down magic. In short, a Genesis Wizard can learn a lot about a magic if they were directly affected by it and at a much faster rate compared to observing it from a safe place. As a result, this school is also known for its abnormal mortality rate due to the recklessness of the passionate beginners and extreme practitioners. 

Arcane Analysis

Beginning when you select this school at 2nd level, you may learn about a new spell's Information such as type of School, Damage, and Components by spending 10 minutes straight on a visible Spell active or the effects of the spell (such as when it affects an object and the effects remain for the given duration). If successful, the spell is marked as Learned and you retain all information about it for 3 days unless written down.

If the spell dissipates before 10 minutes is complete, they can spend an additional 2 minutes to continue where they left off upon encountering the same spell again.

If the you are hit by a new spell, you may use your Reaction in an attempt to study the spell immediately, requiring a successful Wisdom Save against the attacker's Spell DC. If successful, the spell is automatically Learned.

At 6th level, the duration required to analyze a spell is reduced to 5 minutes.

Stored Knowledge

Starting at 2nd level, the user may write down a Learned Spell into their Spellbook and may be used given they are capable of casting the spell at the appropriate Spell Slot. Requires 30 minutes + an additional 30 minutes for every level after 1st of the Learned Spell being written.

The user may accurately write down multiple Learned Spells equal to their level. Attempting to write down more Learned Spells than their level dictates into the Spellbook before finishing a Long Rest, a Wisdom Check is made with Disadvantage and if your roll is lower than your Wisdom Score, the Learned Spell becomes incomprehensible to yourself and the spell will no longer be Learned. 

 

 

Birth of Magic

Starting at 6th level, you have known many spells and become capable of creating your own spell. Using a Learned Spell, you extract the basics of it and add it to a Spell you know. Spending 1 hour + 30 minutes per level of the Learned Spell in order to finalize your spell.

The rules of creating your original Spell is that the Learned Spell must be that of the same level or lower of the Spell you know (with the exception of Level 9 Spells which cannot be used), must be of the same School, Duration and Casting Time. Regardless of the outcome, casting your Original Spell requires all Components from both Spells and follows the same rules as casting any spells, using any Spell Slots.

Taking the format of the Spell you know, you may choose to do one of the following:

  • Add both Spell's damage (if any) or effects together (if any). This also includes any rolls or saves involved.
  • Replace the Spell's damage and damage rolls with that of the Learned Spell's and include the effects.
  • Replace the Range/Area of the Spell you know with that of the Learned Spell's.
    • If the spell's effect originally can only target a single creature and has been replaced with a Range/Area that can affect multiple creatures at once, it will also apply the effects to those in radius.

If the spell requires more than one way to hit (such as a Roll + a Save), if either one succeeds, the spell hits for half the damage (if any).

 The user may initially create a single Original Spell at Level 6, and may replace or create an additional Original Spell at Level 11 and 17.

 The user may three of their Original Spells before requiring a Long Rest in order to be used again.

Arcane Adaptation

At 10th level, your experience has thought you how to turn a lethal magic into a shadow of its former self. When a Spell that you have previously Learned is used against you,  roll a d20 + Wisdom modifier + your Wizard level and reduce the damage to be taken and/or roll a Wisdom Save to avoid any effects that it may inflict.

 

Magical Reborn

At 14th level, you are capable of using your Reaction to break down any spells within your line of sight, requiring a Wisdom Check against their Spell DC. If successful, you completely break down the spell, causing it to disappear. If you fail, you take the hit (if possible) and take half damage. In addition, if the spell is Learned, you regain a Spell Slot equal to the spell that you broke down.

Attempting to use this feat a second time before finishing a Short Rest gives you Disadvantage on your Wisdom Check and causes you to take maximum damage from the spell if you fail.

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