Wizard
Base Class: Wizard

You have tapped into the arcane energies that flow throughout the earth, through the universe, through the planes, and through careful study, you have learned how to hone your craft, and bend magic in ways that no one thought possible. You are a master of flexibility, manipulating your magic to use it more creatively, to renew ongoing effects, divide effects between multiple people, or even transfer effects from one location to another. 

Liquid Magic

Instead of casting spells using the spell slots described on The Wizard Table, you have a pool of 'spell points' according to your level on the following list. You gain bonus spell points equal to your INT Modifier. 

  1. 2
  2. 3
  3. 7
  4. 12
  5. 16
  6. 21
  7. 26
  8. 30
  9. 35
  10. 39
  11. 44
  12. 49
  13. 53
  14. 58
  15. 62
  16. 67
  17. 72
  18. 76
  19. 81
  20. 86

 You still learn spells at a normal rate from tomes, outside sources, benefactors, or the spellbooks of other wizards, but the way you 'power' those spells comes from your spell points. Each 'level' of a spell costs a certain number of spell points: Your cantrips are rudimentary, but still require a spell point to cast each time you use them.

  1. 2
  2. 4
  3. 7
  4. 11
  5. 16
  6. 22
  7. 29
  8. 37
  9. 46

You may cast a spell at a higher level than you would normally know (such as casting burning hands at 3rd level, even if you only know 1st and 2nd level spells) as long as you have the spell points to power it. 

Your Arcane Recovery class feature is altered slightly. You have as many uses of Arcane Recovery as Hit Dice, and they are used in the same way as hit dice, where you spend them during a short rest (regaining spell points equal to half your level, rounded up + your spellcasting modifier), and regain up to half of them during a long rest. You may use Arcane Recovery and Hit Dice during the same short rest, in fact it's recommended that you do so, to keep track of them more easily. 


The maximum level of spells that you can learn and cast using Spell Points is in the level scaling for this class feature. In the event you are using this for a pen and paper game, here is the list at which level you can begin to learn certain levels of spells:

  1. 1
  2. 3
  3. 5
  4. 7
  5. 9
  6. 11
  7. 13
  8. 15
  9. 17

Refreshing Current

Starting at 6th level, whenever you are within range of a concentration spell, you may expend some spell points to renew the effect as if it had been freshly cast. You must know the spell, but you don't necessarily have to have the spell prepared. The cost to refresh a spell equals half of it's normal spell cost: 1 (1), 2 (2), 3 (4), 4 (6), 5 (8), 6 (11), 7 (15), 8 (19), 9 (23)

If the original caster of the spell is also within range, and does not want the spell to be extended, you attempt opposing spell attack roles, with the higher result determining whether the effect is renewed or not. You may refresh your own spells. 

The number of times you may refresh any particular spell is limited (1 time at 6th Level, 2 times at 10th level, and 3 times at 16th level), and the remaining time is not added to the new time; the spell's duration is essentially 'reset', not added to. When refreshing a spell, you may not expend more spell points to increase the number of targets, the duration, or the damage an effect would deal. You are effectively 'recasting' the spell as it was when it was originally cast. 


 Example

For example, your friend has animated several minions with Danse Macabre, a 5th level spell, and the effect is about to end. You know Danse Macabre, but do not have it prepared. You expend 8 spell points, and the hour duration is reset for the corpses that are currently animated. As you are refreshing the spell, you can not expend 3 additional spell points to animate additional corpses, even if the materials were present. Since you're level 10th, you could refresh it one additional time before the spell would end naturally.

Divide and Conquer

Beginning at 10th level, you may divide your spells between multiple areas or targets without expending additional spell points. Dividing magic in this way has its costs, however.

  • If you are casting a concentration spell that effects targets, you must divide the duration between all of the effected targets as evenly as you can, rounded down.
  • If you are casting a concentration spell that effects an area, you can choose to either divide the durations of the spells, or divide the total area effected.
  • If you are casting a spell that deals damage, you must divide its damage between the targets/areas effected, rounded down.
  • If the spell has a DC to resist or negate its effects, targets roll their saving throw with a +4 bonus. 

Concentration effects that are split this way cannot be renewed by your Refreshing Current class feature. 


Examples

  • You cast Hold Person using 4 spell points, but choose to divide the effect between two targets. They are each held for 30 seconds, half of the spell's normal one minute duration. 
  • You cast Stinking Cloud using 7 spell points, and you can choose to either cast it as normal, create two Clouds in two areas within range that last 30 seconds, or two clouds that only effect a 10 ft radius, each lasting one minute. 
  • You cast Fireball using 7 spell points, and choose two different targets withing range. All targets within 10 ft of either radius must make a saving throw, or take 8d6 fire damage divided by 2. That damage is halved again if they make their saving throw (which they have +4 for).
  • You cast Black Tentacles using 11 spell points, and choose to effect 2 10-foot squares within range, both lasting one minute. These tentacles deal 3d6 bludgeoning damage divided by 2, and targets roll their saving throw to escape the tentacles with a +4 bonus.

 

Play It Again

By 14th level, the arcane power that flows through you has given you some insights into time. You may use your Refreshing Current on a concentration effect that has ended no longer than one minute ago.

In addition, when you refresh a spell, you may expend additional spell points (half the desired spell level, rounded according to the rules in Refreshing Current) to cast the spell at a higher level, effecting multiple targets or for a longer duration. You may even have the spell effect completely different targets or areas. 

You may combine this feature with Divide and Conquer and choose to have the refreshed spell effect multiple areas, or multiple targets. After you refresh and divide a spell, you may not refresh it again.

If you refresh a spell to increase its spell level or in combination with Divide and Conquer, you do not reset the spell's duration, only adding to it if casting it at a higher level would increase the spell's duration. Choosing to effect a different target, however, does refresh the spell, as if it was newly cast. 

In addition, you may use your Arcana skill to track creatures that have passed through an area, instead of Survival. If you expend a spell point, you may use Arcana to instead see events that happened in the past at your present location, situations that were charged with emotion or strife (at the DM's discretion). 

Previous Versions

Name Date Modified Views Adds Version Actions
10/24/2018 10:46:12 PM
6
0
1
Coming Soon
11/14/2018 9:51:39 PM
300
0
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes