Dominus Elementorum Image

Prestige 1-2 (Works everywhere}
Mastery of the Elements: 
Unrivaled in the destructive power of evocation and primal fury. All evocation spells you cast can now be cast without the use of a spell slot or material components. Additionally all evocation spells can be cast through anti magic fields and cannot be countered by any means. You ignore immunity to all fire, cold and lightning damage and if you take Fire, Ice or Lightning damage, you instead heal for the amount of damage received.

Avatar of destruction: The primal energies of Teria embolden you wherever you are. As an action you assume a form of a pure avatar of the elements for 1 hour. While in this form you may cycle through three states each representing an aspect of the elements. These abilities count as 10th level evocation spells You may use this feature equal to an amount of times equal to your proficiency bonus. All uses replenish on a long rest.

-Ignis Exitum
As a free action on your turn. You unleash  a Ball of hellfire and brimstone. Each creature in a 300ft by 300ft sphere  must make a DC 33 Dexterity save or take 40d10 fire damage or half as much on a success. All burnable objects in the radius catch on fire, whether worn or not.


-Alta Frigidus
As a free action on your turn. You create 3 60ft by 60ft spheres or raging cold. Each creature in the sphere must succeed a DC 33 constitution save or take 20d10 cold damage and have their movement speed reduced to zero until your next turn or half as much on a success and not have reduced movement speed.

-Fulgur Tempestas
As a free action on your turn. You unleash a brief storm cloud over a 120ft by 120ft circle. All creatures in the circle must succeed a DC 33 dexterity save or take 30d10 lightning damage and be stunned until end of turn or half as much on a success and not be stunned.

When in this state you MUST cycle through each mode at least once before you can use the ability again.

Prestige 3-4(Works in native realm and realms with your influence)
Flame of ambition: Whenever you use your sculpt spells feature in tandem with your unique. The bonus damage allies receive on attacks is equal to the spells level plus triple your wizard level. 

Beyond the Veil: With you new found divinity. Your fancy witch hat evolves as well. Each feature gains a new ability

-Furthermore(1 charge) When you fail a check that doesn't use a specific skill (a general check) or a saving throw against a magical effect, you can expend 1 charge to add a +1 to that check (you may use this ability any number of times on the same save or check). When a creature you can see makes a general check, you can reduce that check by 1 for each charge you expend. 

Furthermore is now worded as whenever you or an ally fails a general check or saving throw. You may expend 1 charge to add +1 to that check or save. You may target an amount of creatures to be effected by this ability equal to your Intelligence modifier.

-Therin(2 charges) When you upcast a spell, you may spend 2 charges per level upcast, instead of expending a spell slot for that cast. 

Therin now adds extra damage to upcasted spells equal to your wizard level plus your intelligence modifier

-Before(3 charges) Only one instance of this effect can be active at a time. You may store a spell within the hat of 5th level or lower that deals damage; any time a creature makes an attack roll against you, the spell unleashes upon them, as if you had cast it. 

Before now lets you store a spell 7th level or lower into your hat and can be activated using a reaction to cast the spell.

-Within(5 charges) When a creature would hit zero hit points within 60ft of you (even if an effect will go on to proc instead of them dying) you can snatch them inside your hat's space. While inside, you drain them of their intellect, reducing it's score by 1 every round, and regaining 1 charges if you do. A creature with 0 intellect is incapacitated until it regains at least 1 point of Intelligence (Greater restoration or wish only). Creatures inside the hat cannot escape until they can traverse planes, but they also cannot travel with you, and are expelled if you do try to within 5ft of where you left. 

Within now let's you entrap creatures that has reached critical hp rather than 0 hp. In order to trap them this way. They must succeed a charisma save where the DC is equal to your spell save DC. Additionally you receive twice the amount of charges back from entrapped creatures.

-Together(10 Charges) When you cast an evocation spell that does not require concentration, you may duplicate that spell, choosing new targets for the duplicated version. you do not need to meet any other requirements to resolve the spell, as long as the first one was cast properly, such as casting time. 

Together now quadruples any evocation spell rather than twinning spells.

Prestige 5-6 (Works in certain parts of the realm)
Rune Mage: You may choose a spell caster. They may cast a single spell up to 9th level without expending a spell slot or material components. When they do. You cannot use this feature until a short rest.

Scion of the elements: Your Evocation powers are completely unmatched as you bring untold destruction. Your evocation spells now deal double the normal damage die and their distances and sizes are now quintupled. Creatures automatically fail your spell save DC's 

Prestige 7-8(Works in domain or with explicit DM approval)
Finale of devastation: You are at the height of your power. You command the raw arcane circling your domain. You may expend any amount of spell slots to increase the potency of your evocation spells. You deal an extra 100 damage per level spell slot you expend. Allies affected by your sculpt spells deal additional damage equal to the damage dealt. 

The end.........:Beyond's most powerful ability now reads. You create a field of pure dark matter and energy. All objects within a 100 mile radius must make a DC 35 constitution saving throw or immediately be disintegrated. Those who pass the saving throw take 4000 force damage. After the initial explosion goes off. The field stays for 1d100 years. In that time, anyone who steps foot inside of the field takes 20d6 force damage at the start of their turn and the area acts as an antimagic field. The spell is so powerful that the caster's strength and constitution drops down to 1 and are under the effects of tier 5 exhaustion for 1d20 days (IRL) and cannot use this spell again until the original duration is up.





 

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