Wizard
Base Class: Wizard

In the course of spellcasting, most wizards gather, release, shape, and direct their magical energy all at once, limited only by their knowledge and the amount of magical power they are capable of manipulating before needing to rest. Thus are the laws that bind all practitioners of the arcane arts, the common thread shared by all who weave magic's mysteries.

A few ambitious mages, however, have taken to exploring ways to not necessary break the laws of magic, but rather, to explore creative ways in which they are more guidelines.

You have discovered that it is possible, for a short time, to gather, hold, and release a quantity of magical charge greater than normal when you cast a spell, a process known as magical overcharging. Distinct from a Sorcerer's practice of metamagic, which instantaneously manipulates some aspect of a particular spell, a wizard practitioner of Overcharging must expend time to carefully prepare.

Overcharge

2nd-level Overcharging Magic feature

As an action, you gather and concentrate magical energy, gaining one stack of Overcharge, up to a maximum number of stacks equal to your Proficiency bonus. Any remaining stacks of Overcharge not used within one minute harmlessly dissipate.

Discharge

2nd-level Overcharging Magic feature

As a free action, when you cast a spell, you may expend a number of Overcharge stacks equal to the level of the spell you are casting (minimum 1 stack) to double one numerical value associated with that spell that you can identify before rolling any dice. (For example, you may expend three Overcharge stacks to modify a third-level Fireball spell to change the damage from 8d6 to 16d6, or 8d6 to 8d12, change the radius from 20' to 40', or change the spell save DC from 15 to 30.)

Crackling Aura

6th-level Overcharging Magic feature

While affected by Overcharge, each time you suffer damage from a creature within 30 feet of you, that creature must make a Dexterity saving throw equal to your Spell Save DC, taking 1d12 force damage per stack of Overcharge you currently have on a failed saving throw, or half on a success.

At level 10, this damage increases to 2d12 force damage per stack of Overcharge.

Mana Barrier

10th-level Overcharging Magic feature

 While affected by Overcharge, you may use your reaction to instantly coalesce this magical power into a protective shield of arcane force, forming a mana barrier that grants you temporary hit points equal to your Intelligence modifier plus 1d12 per stack of Overcharge, instantly consuming all stacks of Overcharge.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Power Overwhelming

14th-level Overcharging Magic feature

As a bonus action, you quickly channel an incredible quantity of magical power, instantly granting you maximum Overcharge and doubling your choice of up to three different numerical values on the next spell that you cast this turn. (Values doubled this way cannot be doubled again by Discharge.)

After you cast the overcharged spell, make a Constitution saving throw equal to your Spell Save DC. You suffer 1d12 necrotic damage per level of the overcharged spell you cast, or half on a success. This damage cannot be reduced or mitigated and ignores temporary hit points, as channeling this much arcane power places incredible strain on the spellcaster.

Once you use this feature, you can’t do so again until you finish a long rest.

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