Wizard
Base Class: Wizard

You can imbue regular items with spells, giving your magical ability to whoever needs it.

Basic training

Beginning when you select this school at 2nd level, you gain proficiency with light armor and longswords.

Imbuer

Beginning at 2nd level, you can give your spellcasting ability to others. Whenever you cast a spell, you can store it in an item you are holding. You can only have one spell imbued in an object at a time. If you try to put multiple spells in an object, the original spell is replaced with the new one. you can only imbue up to 2 times your proficiency bonus in items. The person holding the weapon can then cast the imbued spell as an action, removing the item's imbuement. 

Potent Storing

Starting at 6th level, your Imbued spells affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against the imbued spell, the creature takes half the spell's damage (if any) but suffers no additional effect from the spell.

Upgraded release

Beginning at 6th level, spells can be cast from embued items whenever na attack is made with the embued item.

Permanent imbue

Starting at 14th level, you have mastered the art of fusing magic and matter. By spending 8 hours imbuing an item, you can make the imbuement of a cantrip permanent. The item no longer counts against your maximum amount of imbued items, and it becomes a magic item with 1d4+1 charges, which can be spent to cast the imbued spell. The weapon counts as magical for overcoming immunity, and regains all lost charges at dawn. you can only create one of these items at a time.

Comments

Posts Quoted:
Reply
Clear All Quotes