Wizard
Base Class: Wizard

While some wizards specialize in a school of magic, very few wizards delve deeper and see into the very geometry of life and magic itself. Some see minuscule differences in objects that come from enchantments, more adept ones see nigh-imperceptible differences between illusion and reality. The most powerful geomancers can not only see, but manipulate the magical leylines that crisscross the world.

Reader of Objects

Beginning when you select this school at 2nd level, you can cast Detect Magic or Identify without expending spell slots or resources a number of times equal to your Intelligence modifier. You regain all uses upon a long rest.

Weaver of Shapes

Beginning at 2nd level, you can cast Illusion spells you have prepared as a bonus action a number of times equal to half your wizard level. You regain all uses after a long rest.

Finder of Differences

Starting at 6th level, you can easily see the difference between illusion and reality. You make saves against illusion spells with advantage and can instantly tell when Minor Image, Major Image, or Programmed Illusion has been cast.

Arsenal of Potential Energy

Beginning at 10th level, you can become a stoppage in leylines that you draw arcane power from. For every turn you spend in combat and don't cast a spell, you can add a d6 to your next spell that damages or heals. This caps at 5d6.

Master of the Currents

Starting at 14th level, you can manipulate the flow of magic through lay lines with great influence once per day. You can either draw or imbue.

Draw: You drain power from the ley lines to such an extent that you channel a massive amount of arcane power. As an action, you can cast a spell of up to 7th level without expending a spell slot. If it deals damage, the damage is converted to force damage. You can expend 20 hit points to raise the maximum level to 8th, or 50 to raise it to 9th

 

Imbue: You redirect the flow of leylines into a creature of your choice. The creature gains 6 levels worth of spell slots (like 6 level 1 slots or 1 level 6 slot). If they do not have a spell list, you may choose up to 6 spells for them to know until the use up or lose these slots. They also gain your spell attack bonus and spell save DC. They retain this spellcasting and these slots until they take a long rest.

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