You have learned to augment your spell casting by channeling innate magic power that had been forgotten. Upon discovery, this power is wild and unstable. Perhaps through time, practice, or discovery; you will be able to fully control this power.
- Unstable Forge. Add an extra dice damage rolls. The extra damage is ejected from you in the form of exploding metal magic.
- Charges / long rest = wizard level
- When you do damage with a spell, Roll a d20:
- on a 20 - 5, you can choose to add Unstable Forge.
- on 4 - 1 the spell must be cast with Unstable Forge. This does not consume a charge, you have disadvantage the Instability roll.
- Instability dice: Roll the Instability dice per your current Wizard Level. Roll once to determine the additional spell damage (This can be doubled on a critical success). Roll again to determine the Instability (Roll this with advantage on a critical success).
- Wizard level 4-6
- Roll d6 for Instability damage
- Roll d6 for targets hit with JUST instability damage:
- 1-2 targets the party, caster, and spell target
- 3-4 targets the caster and spell target
- 5-6 targets the spell target
- Wizard level 7-10
- Roll d8 for Instability damage
- Roll d8 for targets hit with JUST instability damage:
- 1-2 targets the party, caster, and spell target
- 3-5 targets the caster and spell target
- 6-8 targets the spell target
- Wizard level 11-15
- Roll d12 for Instability damage
- Roll d12 for targets hit with JUST instability damage:
- 1-2 targets the party, caster, and spell target
- 3-5 targets the caster and spell target
- 6-12 targets the spell target
- Wizard level 4-6
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