Base Class: Wizard
Mages who use Corruption Magic are petulant children who impatiently rush towards casting magic, never taught how to truly use the weave, becoming practitioners of a dark and twisted art. They don't take the same care and preparation that most wizards do. Instead of artfully molding the weave of magic, they viciously bend and rip at the weave of magic crudely forming spells. This actually "emotionally damages" the weave. While not sustaining actual damage from their actions, normal mages who attempt to use or repair a corrupted weave can often feel the pain of the magic weave.
Called disrupters or "anti-mages", their magic comes from harnessing the "corrupted weave". Disrupters are often sought after during a times of great need as a last resort. Their crude magic is often incredibly powerful. This is because corruption magic scales off creativity and an imaginative caster has seemingly limitless power. Disrupters specialize in negation, interference, unpredictability, creativity, and bolstering their defenses by channeling the weave.
While being goaded by a "self-important" wizard, a typical response from a disrupter will be something along the lines of, "Do I need to remove your magic for life? Or can you shut up and let me work?"
Aura of Corruption
Beginning when you select this school at 2nd level, you gain the ability to channel the weave into your skin, bolstering your defenses by hardening your skin.
Arcane Manipulation
At 2nd level, you can channel the corrupted weave in order to bestow your ineptitude on skilled casters and enemies.
Corrupt Magic
At 6th level, when you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook by channeling the corrupted weave into spells. However, replacing the damage type yields certain drawbacks. You also gain the ability to use your empty hand as a spellcasting focus.
- Your spell attack and save DC are both lowered by 5 when casting spells with a replaced element.
One With the Weave
Beginning at 10th level, you have become so used to the dark energy of the corrupted weave you have become one with the weave itself. This grants the following bonuses.
- You have resistance to necrotic damage.
- You cannot have your HP maximum reduced.
- You can become ethereal and carry yourself amongst the weave allowing you to teleport 60 ft.
Corruption Zone
Starting at 14th level, you can channel a massive zone of corrupted weave known to the arcane community as a "corruption zone". This is similar to a dead magic zone yet bears certain differences. This zone is an 120 ft. sphere of intangible energy and cannot be dispelled by anything. This zone also passes through the ethereal plane. In this zone, only you and willing creatures you allow are able to cast magic. This includes magical items and magical abilities. Any creature summoned or created with magic is immediately killed. Any creature trying to cast a spell must make a wisdom saving throw against your spell save DC. If they succeed, the spell is cast. However, the caster gains certain detriments. On a failed save, the caster takes 2d12 necrotic damage. If the caster's HP is reduced to 0 their body is disintegrated. You can use this feature a number of times equal to your intelligence modifier (a minimum of once). You regain any expanded uses on a long rest.
- If the spell does damage the damage is halved.
- If the spell requires concentration the caster must make a constitution saving throw against your spell save DC at the beginning of their turn.
- If the spell has an area of effect it is now single target.
- If the spell has a duration other than instantaneous the duration is halved.
- The caster has disadvantage to hit with their spell, and creatures that the corruption mage allows have advantage on their saving throws against their spell.
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