Magica Infinitum (Revised) Image

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation, warping and shaping reality to fit one's desires. However, with great power comes great responsibility, which is learnt, tempered, and applied efficaciously through knowledge. Therefore, it is no surprise that the Art and the Power are often associated with Knowledge and Learning.

Knowledge is Power

Prestige 2 (works everywhere):

But meaningless without application

Magic Incarnate. You yourself are your own Weave and spellcasting focus, a walking Mythallar. Telekinesis, True Seeing and Detect Magic are always active, and your spells, spellcasting ability, and magic items can work anywhere, including antimagic and dead-magic zones, and cannot be suppressed or disabled. Due to generating an infinite amount of magic and power, you no longer age, require no sustenance or air, and are immune to Exhaustion, Spell Strain (or equivalent), Temperatures (including cold and fire damage), Poison, Poisoned, Disease, and Magical Sleep. Every six seconds outside of combat, or at the end of your turn while in combat, you or a creature of your choice within 60 feet of you can regain any expanded magical resources that have a combined value equal to your Intelligence Modifier (up to 10 of either combined spell slots level, Mana, magic item or magical ability charges, or any combination thereof). You can choose to concentrate on a spell or magical effect at will. When you do so, the effect's duration is suspended until you drop concentration on it, at which point the duration will resume as normal. If it is already a concentration spell or magical effect, the duration is extended indefinitely until you stop concentrating on it. You can't be affected or detected by spells of 6th-level or lower unless you wish to be, and can treat all saving throws as magical. You can attune and unattune to magic items in a minute instead of a short rest, and you ignore any cursed and symbiotic properties. You can cast both 2014 or 2024 versions of spells as well as approved or discontinued homebrew spells. Lastly, you can project a 60-foot radius aura centred on yourself that travels with you at will. Creatures of your choice retain their ability to cast and use their spells, magic items and abilities at any time when they're within the aura.

Knowledge Incarnate. Your insatiable thirst for knowledge led you to voraciously study and acquire everything you could, allowing you to apply your knowledge effectively in every situation. Your Intelligence Score and Maximum are set to 30 and cannot be reduced. You gain an additional bonus equal to your Intelligence Modifier to your AC, all checks, saves, attack rolls, damage, healing, and spell save DC. You gain Proficiency in all skill checks and saving throws, gain Expertise instead if you already have Proficiency, and gain Mastery (triple proficiency bonus) instead if you already have Expertise. You are also proficient in all weapons, tools, vehicles, armours, shields, and languages (including improvised, extinct, forgotten, corrupted, alien, Telepathy, and class exclusives such as Thieves Cant and Druidic). Your mind and memory are perfect, inviolable, and cannot be altered nor affected unless you allow it, and in combination with your immense calculation and computation abilities, you can sculpt any spell that affects other targets and allows you to choose as many creatures and objects as you like (similarly to Sculpt Spell). You also gain an additional reaction and the effects of Foresight and Mind Blank (non-magical), which you can choose to suppress and resume at will. Every spell in your spellbook is considered to be prepared, and you can cast every cantrip (including other class lists). Furthermore, you can learn any spell (including discontinued homebrew, 2014 and 2024) from other class lists from other characters, add them to your spellbook, and cast them as Wizard spells. Lastly, casting spells as rituals only takes an action, and when you succeed on a Counterspell or Dispel Magic, you can instead choose to either turn and reflect the spell back at the caster or fulminate it, causing the spell to explode in the caster's face, dealing 20 (3d12) lightning or force damage.

You also gain the following Legendary Abilities:

Legendary Resistance (5/Day). If you fail a saving throw, you can choose to succeed instead.

Legendary Actions. You can take up to 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

Basic Incantation (Costs 1 Action). You cast a cantrip or up to a 3rd-level spell.

Intermediate Incantation (Costs 2 Actions). You cast a 4th to 6th-level spell.

Advanced Incantation (Costs 3 Actions). You cast a 7th to 9th-level spell.

Arcane Spear (Costs 1 Action). You create four spears of pure Arcane energy and launch them at one or several targets of your choice within 120 feet of you. Each spear automatically hits and deals 16 (1d12 + 10) lightning or force damage to its target, then disappears.

Arcane Teleport (Costs 2 Actions). You teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you choose. You can cause each creature of your choice within 15 feet of your destination space to take 13 (2d12) lightning or force damage.

Arcane Burst (Costs 3 Actions). You release a burst of pure Arcane energy. Each creature and object of your choice in a 25-foot radius takes 65 (10d12) lightning or force damage and is automatically pushed 25 feet away from you. Alternatively, you can choose to be pushed 25 feet away yourself in any direction.

 

Higher Learnings

Prestige 4 (works in Native Realm and Realms where you have roots. Ex. Domain):

Stop learning, start dying

Higher Mysteries. You are now able to further alter your spells and magical abilities and apply one of the following effects:

  1. Potent Magic. You triple the damage, healing, range, and/or area of your spells and magical abilities.
  2. Piercing Magic. Your spells or magical abilities with ranged attack rolls or with targetable projectiles (such as Magic Missile and Scorching Ray) can attempt to pierce through multiple targets. On a hit, the target suffers normal damage and you make a spell attack roll against every target in a straight line directly behind the target within the spell's or magical ability's range.
  3. Inverted Magic. You either convert and consolidate AOE spells and magical abilities into single-target spells or magical abilities that deal double damage, or disperse targeted spells and magical abilities into a 60 feet cone that affects all targets within the cone.
  4. Reinforced Magic. Your spells and magical abilities ignore resistances, immunities, and absorption. Your spells and magical abilities with duration last thrice as long. Counterspell and Dispel Magic checks against your spells are at disadvantage and receive a -10 to the roll.
  5. Superposed Magic. Your spells and magical abilities can now affect both corporeal and incorporeal creatures and objects in both the current and overlapping planes simultaneously.
  6. Tracing Magic. Your spells and magical abilities leave trace amounts of your magics on your targets, allowing you to always know the location of the target as long as they are on the same plane as you until the end of your next turn.
  7. Shaped Magic. You can freely reshape area-of-effect spells and magical abilities that use the following shapes: cone, cube, cylinder, line, or sphere. You can change the spell's or magical ability's shape to another, shrink the dimensions or area, and create spaces in the area or effect that are not subject to the spell or magical ability. The minimum dimension for these spaces is a 1-foot cube.
  8. Altered Magic. You can freely alter the damage type of your spells, magical abilities and effects to any other damage type of your choice at any time (once per turn), including, but not limited to, the 13 damage types (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder) and any other damage types (including healing and DM's custom damage types).
  9. Phasing Magic. Your spells and magical abilities can now phase through any creature, object, and barrier of your choice, including, but not limited to, Otiluke's Resilient Sphere, Wall of Force, and Cube of Force. The spells or magical abilities stop phasing when they reach or hit their targets, or when you choose to end the phasing at any time.
  10. Repulsion Magic. Your spells or magical abilities with ranged attack rolls or with targetable projectiles (such as Magic Missile and Scorching Ray) can now push your targets up to 10 feet away from you in a straight line. AOE spells and magical abilities (such as Fireball) can now push targets of your choice caught in the blast radius up to 10 feet away from the point of impact.

Alternatively, you can create different Higher Mysteries effects on-the-spot at will.

Higher Psychometry. Psychometry allows one to obtain memories or sensations concerning creatures and objects they observe or touch, gaining knowledge and insights about and of them, their makers, users, general and detailed life histories, and what has been done with or to them. You can do that and beyond, not only learning of their thoughts and abilities but also reading the memories of spells and magics themselves, including curses, enchantments, rituals, how they were cast, and who were the casters and their targets.

 

Adaptive Learning

Prestige 6 (Works in certain parts of the native realm):

Imitation is the sincerest form of learning, after all

Skill Replication. As an action, you are able to replicate, imitate, and adapt any knowledge and skills of others that you have observed or touched, be it languages, proficiencies, attacks, or techniques. You can replicate, keep, and use any number of Skills at this Prestige Level, though you are limited to your physical form and equipment (e.g., being able to replicate a weapon technique but unable to execute it due to not having a weapon, not having wings or appendages to perform it, etc.).

Power Replication. As an action, you are able to replicate, emulate, and adapt any power or ability of others that you have observed or touched, be it spells, psionics, breath weapons, or other supernatural abilities (including Boons). You can replicate, keep, and use any number of Powers at this Prestige Level and use the copied creature's modifier or your own spellcasting ability modifier, whichever is higher.

 

Arcane Sovereign

Prestige 8: (works in domain or with explicit DM approval):

Deus ex Magica

Akasha: Domination. You are the God of Magic, the Ruler of all things Arcane. With a reaction or an action, you can take control of any spell or magical ability that you see or touch. This allows you to negate, redirect, or bestow one of your Higher Mysteries effects on them. Alternatively, you can choose to absorb its magic, cancelling its effect and gaining a number of spell slots, Mana, or magic item charges equal to the absorbed spell's level. The magic absorbed can also be converted into HP or THP (damage that would have been done or spell level squared, whichever is higher) instead, or safely expelled and dispersed around you.

Akasha: True Magic. By perfectly balancing and unifying the three energies of Arcane, Divine, and Mana, you gain access to True Magic. Neither Arcane nor Divine, it simply is. You are now able to innately cast and upcast any spell from all classes to any level with their normal casting times or as an action at will, requiring no verbal, somatic, or material components. You can cast Wish without suffering from any stress. Additionally, you can cast Epic Spells (10th level and above) or create on-the-spot spells at will.

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Magica Infinitum (Revised) Image

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