Base Class: Wizard
Nucleamancy is the school of magic discovered in the Oxican Badlands. Mages driven mad by the proximity of the Abyssal rift delved into deep and dangerous magic, daring to pluck at the threads that hold the world together. They discovered the faint magic weave holding atoms to one another, and nucleamancy focuses on destroying or strengthing that weave. Utterly shattering the matter a human is made of, making someone impervious to damage, binding two objects together, or cutting something at the molecular level.
Nucleamancy wizards tend to be either crazy, desperate, or devoted. The magic can have explosive backlash, as a product of being such a new study.
Nucleamancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a nucleamancy spell into your spellbook is halved.
Resilient Being
Beginning at 2nd level, your body has become more resistant to the effects and wear of nucleamancy. When you cast a nucleamancy spell with an area of effect you are in, you are resistant to any damage you may take.
Forceful Attacks
Starting at 6th level, your low level spells become imbued with nucleamantic energy. When a creature fails a saving throw against your 4th level or lower nucleamancy spells, the creature takes an additional 1d8 force damage.
Empowered Nucleamancy
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard nucleamancy spell you cast.
Control Over Force
Starting at 14th level, you can double the range or area effect of your spells.
The first 3 times you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take a point of exhaustion immediately after you cast it. Each 2 times you use this feature again before finishing a long rest, you take another.
Previous Versions
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