Base Class: Wizard
Prerequisite: Elf that is under 400 years of age
Note: You may not multiclass into or out of this class
Note: Elvish High Mages require significant Intelligence AND Wisdom scores to truly attain their goals beyond 20 level.
In order to truly learn and master elvish high magic, you must have attained an age of 400 years and be taught by a master of elvish high magic aged at least 900 years. You have not attained such a status but strive to achieve such a position.
Elvish high magic focuses on the manipulation of the weave as a natural element of the world. Unlike other magics, elvish high magic does not rip power from the weave to mold spells. Instead, it wields the currents of the weave and bends the shapes into their spells without disrupting its flow. This practice takes decades to master. You are on the very threshold of such power.
This is unique to elves because no other race has the capacity to view the weave as a physical part of nature while all elves are taught to do so from a young age (this being the origin of their darkvision). Elvish high mages take this sight of the weave and expand it to full comprehension of how the weave flows and effects the very essence of reality.
For elves, the use of high magic is an intensely spiritual experience because it draws you closer to Arvandor – the elvish heaven. While mortal, casting high magic or being a participant in a high magic ritual is the closest to bliss and connection with Corellon that is able to be attained.
Eventually, you strive to master these techniques and be able to perform the Rituals of Solitude, Compliment, or even the Myriad – the most potent magic mortals are able to wield since the great magic ban of Mythra.
Ancient Techniques
Starting at 2nd level, you gain proficiency in the religion skill and one artisan tool of your choice. Your studies of elvish magic have deepened your knowledge and understanding of the Seldarine (the elvish pantheon) and, by proxy, religion as a whole due to the deep and connected nature of the Seldarine to the workings of mortals…not to mention their raw power.
Basic Weave Manipulation
Starting at 2nd level, you learn the Prestidigitation cantrip. Whenever you cast Prestidigitation, you may have up to five of its non-instantaneous effects active. Moreover, you may choose from the Druidcraft list of effects in addition to those available to Prestidigitation. At DM discretion, you might be able to craft custom effects from the usage of this Prestidigitation. This is a reflection of your respect for the weave as a natural component of reality as well as your ability to see it more clearly than other beings who would use Prestidigitation.
Upon reaching higher levels, your range for Prestidigitation increases – 20 feet at 6th level, 40 feet at 10th level, and 60 feet at 14th level.
Improved Weave Manipulation
Upon reaching 6 level, your connection to the weave has afforded you significant control over crafting and guiding arcane energy. You add the Magic Missile and Mage Armor spells to your spellbook unless you already have them. Moreover, you gain the following benefits:
- Whenever you cast Magic Missile, you conjure an additional dart when casting this spell at 1st, 3rd, 5th, 7th, and 9th. These additions are cumulative. For example, casting Magic Missile at 1 level now produces four darts while casting it at 5 level produces ten darts and 9th level produces sixteen darts.
- Whenever you have Mage Armor active, your base AC increases to 14 rather than 13. This displays your ability to mold the weave around you as a defensive barrier.
Weave Fluidity
Starting at 10th level, you have gained the ability to control the essence of the spells you cast and mold them to cause less destruction to nature. Whenever you cast a spell that deals Acid, Cold, Fire, Lightning, or Poison damage, you may choose for those spells to deal no damage and cause no harm to nature in the area of impact. Unnaturally crafted structures, items, etc. are still impacted normally. This reflects your view of the weave as part of nature and represents your ability to utilize the weave as part of the casting of your spells rather than ripping the power from the weave.
Moreover, you may control what form your spells take. Whenever you cast a spell that deals one of these five elemental damage types, you may expend a bonus action while casting the spell to change its damage type to another of the five damage types of your choosing. This reflects your ability to change the weave’s shape to match your situational needs.
Greater Weave Manipulation
Your control over the essence of magic has achieved far greater heights on your path to becoming worthy of elvish high magic than maybe even you had anticipated years ago.
Starting at 14th level, you are able to wield magics beyond your natural understanding as you are able to mentally convey your desired result to the weave. Due to your respect for nature and the weave itself, it provides your desire.
As a bonus action, choose a spell from any spell list of one spell slot level lower than you are able to cast (for example, at 17 level, you are able to choose any spell of 8 level or lower). This spell is added to your prepared spells list until your next short rest. This spell counts as a wizard spell for you. Otherwise, you must follow all the normal rules for casting this spell including material components.
You may use this feature once and regain the ability to do so on a long rest.
Optional Inclusions:
Exceptional Weave Manipulation
Note: Replace Spell Mastery with this feature.
Upon reaching 18 level in this class, you have achieved your penultimate knowledge and skill on your path to becoming worthy of studying Elvish High Magic. As such, you gain the following benefits:
- You are able to sense creatures along the weave within 90 feet of you. As a bonus action, make a Wisdom (Perception) check with a DC at DM discretion. Upon a success, you are able to sense creatures within range by their location on the weave. This grants you vision of the creature without having line of sight until the beginning of your next turn. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain the ability to do so on a long rest.
- You are able to cast Magic Missile at 1 level as a Cantrip. This version of Magic Missile is still impacted by your Improved Weave Manipulation feature.
- You are considered to be always under the effects of the Mage Armor spell. This version of Mage Armor is still impacted by your Improved Weave Manipulation feature.
Elvish High Magic Initiate:
Note: Replace Signature Spells with this feature.
Having attained 20 level in this class, you have reached the skill requirements for becoming an Elvish High Mage (even if you are not quite old enough). It is at this point that a 900-year-old master of Elvish High Magic might begin to consider you as an apprentice.
Marking your achievement is a permanent increase to your mental strength and physical longevity. You gain the following benefits:
- Your life has begun to be altered by your knowledge of the weave at a deep level. Your lifespan increases by 100 years (this is the first of many increases to your lifespan if you truly become an Elvish High Mage).
- Your Intelligence and Wisdom scores increase by 2 points and your maximum for each increase by 2 points as well (e.g. 20 to 22, 22 to 24, etc).
At this point, it is up to your actions and DM discretion to allow you to train with Elvish High Magic. In order to continue on this path, you will need an Intelligence and Wisdom score of at least 20 each. If you choose to proceed and meet those requirments, some research may be necessary to see exactly what that means and how to utilize it. The keywords Rituals of Solitude, Rituals of Compliment, and Rituals of the Myriad will be useful. However, it is highly advised that caution be taken in exactly what high magics your character is allowed to learn or perform as to not break the game.
If you and your DM choose to move forward, your character will need to take a trip to Evermeet and spend anywhere from 30 to 100 years studying under a 900-year-old master of Elvish high magic in order to begin to cast such spells. More than likely, this will mean the excessive aging or even passing of your fellow adventures depending on their races and ages.
Previous Versions
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