Base Class: Wizard
In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power.
The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells--four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one--with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it.
But among these early practitioners there was few exception, those of vast intellect and prodigious memory who came to be known as the Invokers.
Invocations
You can only cast the invocation spell of your current orb combination. Due to the fundamental nature of invocation spells they are treated as magical effects instead of spells. Additionally each invocation spell can only be cast once per long rest.
Quas (Q), Wex (W), and Exort (E)
Your spell save for these spells equals 8 + your proficiency bonus + your Intelligence modifier.
Your spell attack modifier equals your proficiency bonus + your Intelligence modifier.
- (Q,Q,Q) Cold Snap. As an action, choose a creature that you can see within 60 feet. The target must succeed on a Constitution saving throw or until the start of your next turn the target has disadvantage on all attack rolls, and any attacks the target misses causes them to take cold damage equal to your proficiency bonus.
- (Q,Q,W) Ghost Walk. As an action, you become invisible and the walking speed of any enemy who starts their turn within 10 feet of you has their speed decreased by 10 feet until the end of their turn. Anything you are wearing or carrying is invisible as long as it is on the your person. This spell ends after an hour or if you attack or casts a spell.
- (Q,W,W) Tornado. As an action, a Tornado blows in a 100 feet long and 5 feet wide line out from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature gets thrown (10 x your proficiency bonus) feet into the air and stay suspended until the start of your next turn on a failed save, or is unaffected on a successful one.
- (W,W,W) EMP (Endolen’s Malevolent Perturbation). As an action, each creature in a 20-foot-radius sphere centered on that point that you can see within 150 ft must succeed on a Wisdom saving throw. On a failed save, they lose a number of spell slots equal to your proficiency bonus, starting at 1st level and increasing to the next level spell slot until that many spell slots have been lost.
- (W,W,E) Alacrity. As an action, choose a willing creature that you can see within 30 feet. Until the start of your next turn the target gains an additional action on each of its turn, and deal an extra proficiency bonus force damage on each of their weapon attacks. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- (W,E,E) Chaos Meteor. As an action, a meteor crashes in a 100 feet long and 5 ft wide rolls out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes a number of D6 equal to your proficiency bonus as bludgeoning damage on a failed save, or half as much damage on a successful one.
- (E,E,E) Sun Strike. As an Action searing flame-like radiance descends on a 5ft space that is within 1 mile of you. The target must succeed on a Dexterity saving throw or takes a number of D8 equal to your proficiency bonus as radiant damage. The target gains no benefit from cover for this saving throw.
- (E,E,Q) Forge Spirit. I didn’t finish this one but it supposed to summon an elemental spirit that reduces armor with its attacks.
- (E,Q,Q) Ice Wall. As an action, you create a 50 ft line of chilling frost that's center is within 30 ft of you. A creature moving through this area for the first time on a turn must make a Constitution saving throw. That creature takes a number of D6 equal to your proficiency bonus as cold damage on a failed save, or half as much damage on a successful one.
- (Q,W,E) Deafening Blast. As an action, you launch a deafening blast in a 60 ft line, and 15 ft width (centered on you). Any creature in this area must make a Constitution saving throw. Those creatures takes a number of D6 equal to your proficiency bonus as thunder damage and become deafened on a failed save, or half as much damage on a successful one. While deafened this way a creature cannot make any weapon attacks. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the condition ends.
Elemental Components
At levels 2nd, 6th, and 10th you learn elemental components for casting invocation spells. Choose one Quas (Q), Wex (W), or Exort (E).
You can summon one component of which you have access to as a bonus action. Each component can be summoned multiple times and each lasting for 1 minute after being summoned. Summoning a fourth component causes the oldest active component to dispel.
Exort Component
Conjuring a Exort orb adds you proficiency bonus to one damage roll of a spell or class ability for each currently active Exort orb.
Quas Component
Conjuring a Quas orb gives you temp hp equal to your Intelligence modifier for each currently active Quas orb.
Wex Component
Conjuring a Wex orb gives you 5ft of movement for each currently active Wex orb.
Elemental Component
You learn your second elemental component for casting invocation spells.
Elemental Component
You learn your last elemental component for casting invocation spells.
Elemental Mastery
Your Invocation spells recharge on a short rest, instead of a long rest. You can now cast the invocation spells ignoring their combinations.
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