Base Class: Wizard
Through your studies in the arcane ways you've awakened a power dormant with in you. You now roam the world gathering and sharing knowledge to hone and harness the magic boiling within you. Learn the secrets of the world and bring magic onto all those in the way of knowledge.
Awakening of Mana
Beginning when you select this school at 2nd level,You replace your Spell slots with a mana pool with a number of points equal to your proficiency bonus+ your intelligence modifier+half your level. Cantrips, casting, spell save DC, and attack modifier stay the save. When casting a spell you expend points from your mana pool equal to your spell level. You are able to expend a number of slots equal to a higher level to cast a lower level spell at that higher level (ex:spend 4 points to cast a second level spell at 4th level) you must be able to cast that level of spell to do this (see wizard spell chart)
When you take this ability modify your Arcane Recovery feat, when using the power you gain back half of your Mana points. When you complete a long rest gain back all of your Mana points in your pool.
Mana Empowering charge
Starting at 2nd level when you choose this school, You gain proficiency in all simple weapons and gain the spell "Mage armor" to your spellbook if you did not already have it. Using this power uses up your movement action.as well when you are holding a simple weapon in your hand can be used as a spell focus for casting spells. You can only have one of these effects active per turn.
When you gain this ability you pick one of the following powers:
Double Cantrip trick
Spend one Mana point you can cast two Cantrips in the turn by casting one as a bonus action.
Intelligent weapon
- Spend one Mana point to replace the to hit and damage ability to your inelegance modifier
Mana armor coat
- Spend two Mana point to activate the Mage armor spell as a bonus action
Sharpened Mana coat
- Spend one Mana point to increase the damage die of one weapon in your hand to one die higher (1d4,1d6,1d8,1d10,etc)
Manipulating Mana aura
Starting 6th level you have gained a detailed understanding of how to manipulate the Mana in your body and in the world around you. You can now cast a ritual spell at half the time it normally required,along side this when copying spells into your spell book spells require half the pages and gold required. When you start combat you emit a 30 ft. aura around yourself, When ever a creature in the aura gains HP(including yourself) you can either spend a number of Mana points equal to the number of creatures that gain hp and reduce the amount of HP they heal by half, or gain a number of Mana points.
Mana augment force
Starting at 6th level, when you cast a spell you can double the amount of Mana points spent on casting it to augment its casting. When you cast this spell you can do one of the fallowing effects:
- Double the range of the spell.
- Double the duration of the spell
- add one extra damage die to a spells damage.
- Cast a "self" target spell on another person.
- Cast a spell that requires an action as a bonus action.
- Spell can target one additional creature.
- connect a the damage of a damaging spell onto a creature within a 5-foot range.
- reduce the casting time (out of combat) by half.
When casting a ritual spell you can use a number of Mana points equal to the spell level to add one of these affects to that spell.
Shared Mana empowerment
Starting at 10th level, you can share your empowering charge with a creature at a touch range of you. When a creature casts a spell while in your aura you can use your reaction to spend a number of Mana points equal to the level of the spell cast to apply of of your augments to it, as well when you cast a spell and a creature is your aura they can spend a spell slot equal to the level of the spell you want to cast and select an augment to add to it.
Masters of Mana
Starting at level 14 you have gained a full understanding the mana that flows throughout the universe. Your aura from Shared empowerment extends to a total of 60 ft range. You are also granted a number of powers related to this mastery. When a creature would go to 0hp or bellow you can spend 3 Mana points to stabilize the. When an enemy within your aura goes bellow 0 hp you gain back 1 mana point. Up to twice per long rest you can active one of these effects at the cost of your move action:
- When you cast a spell you can combine it with another spell (it must be of lower level of the first one), this costs a number of Mana points equal to the levels added together
- When two creatures take damage from a single spell attack you can spend 2 mana points to either exchange the damage taken between them or half the damage one takes and send it at the other creature.
- Spend 4 mana points to grant a total of temp hp equal to your intelligence modify times you level divided between creatures in your aura.
- Choose a creature in your aura, you can cast one spell from their spell list (as long as you can cast that level of that level) by spending a number of points equal to that spell level+1
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