Wizard
Base Class: Wizard

Spellcasters of immense power and potential, Orbital Mages are so named for the globes of arcane energy- Arcane Orbs- that revolve around them when they are at work. These orbs are formed from excesses or residue of magic that most ignore, gathering the energy for their own use. Some of the school are power-hungry and unhinged, others are bookish types, and some daring explorers of magic, but what they all have in common is a desire to probe deeper into the depths of the nature of magic.

Orbital Mages are most known for their destructive capabilities- such that even to this day, there are some places they are explicitly banned from entering. Despite how reckless you're inclined to be, as part of your journey down the path, you will learn much of magical control as an Orbital Mage. The techniques will aid not just in your Arcane Orb techniques, but also with other spells.

You may have first learned the techniques of the Orbital Mages from an old scroll in a forgotten corner of an archive, or perhaps had a startling insight of your own while casting a spell. The power of the Orbital Mages is now yours, whether to draw upon their reputation or forge your own path to destiny.

Arcane Orb

Beginning at 2nd level, you have learned arcane secrets that allow you to siphon away nearby magic to fuel your own. When you cast a spell of 1st level or above, you can harness some the energy expended for the spell and gain an Arcane Orb that lasts until you take a short rest. You can have up to proficiency orbs total at once. You can use an action to expend a number of orbs make a ranged spell attack against up to orbs expended total targets within range: on a hit the target takes 1d4 Force damage for each Arcane Orb that hits it.

The damage increases to 1d6 per orb at level 5, 1d8 at level 11, and 1d10 at level 17. Arcane Orbs last until you take a short rest.

Quintessence

Beginning when you select this school at 2nd level, when you use Orbital Strike, you can choose for its damage to be the same element as a spell that allowed you to gain an Arcane Orb you currently have active.

Force of Will

Starting at 6th level, your Orbital Strike affects even creatures that avoid the brunt of the effect. When you miss a target with your Orbital Strike, the creature takes half the spell’s damage.

Unleashed Power

Beginning at 10th level, your proficiency with your Arcane Orbs has unlocked deeper secrets of magic. You have a +2 bonus to ranged spell attacks, and Orbital Strike ignores partial cover and concealment.

Spell Weaver

Starting at 14th level, your mastery of the arcane has deepened, and you are now able to pull magic from anywhere around you. When a spell 1st level or above programmed(such as Magic Mouth or Glyph of Warding) or cast by another creature within 60 feet of you activates and you're not incapacitated, you gain an Arcane Orb.

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