
Prerequisite: Requires a Charisma and Intelligence score of at least 13.
Students gifted with a keen intellect and unwavering discipline may walk the path of the Mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.
- Dampen Magic: As a reaction, you may use the arcane to prevent some of the magic targeting a creature, reducing any damage dealt or hit points restored by half by the magical effect (magical effects created by magic items and spells are always effected by this spell so long as they deal damage or restore hit points, some effects created by creatures my seem magical however the DM may rule those effects as non-magical, such as a red dragon's fire breath not being magical as it is created by as specialized organ, and thus is a real fire that erupts from its mouth, additionally potions are not magical for the purposes of this spell). You may only use this ability once per short rest.
- Conjure Mana Gem: During a long rest you create a gem made of pure arcane energy. As a bonus action you may crush the gem, restoring a total number of spell slot levels equal to your proficiency bonus. You may restore expended spell slots of a creature other than yourself (Example: If you and another player are both missing a 1st-Level Spell Slot, you can use your mana gem to both of the expended spell slots so long as they do not exceed your proficiency modifier in spell slot levels.). You can only have one Mana Gem at a time.

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