Wizard
Base Class: Wizard

You are a practitioner of Magecraft, one who studies the science of magic, whose ultimate goal is to reach the 'Truth'. No matter the cost, you use all your assets and abilities to reach that goal, and any abilities gained in the process are a by-product.

A magus dedicates himself to the study and refinement of Magecraft while driving himself apart of the values of common people in the process. He searches for the greater truths of the universe not to answer existential questions, but just for the sake of knowing. Ideally, a magus would render his own self transparent while still retaining his ego.

Magic Circuit

From the 2nd level, you begin to be able to properly control your magic circuits. This allows you to use the circuits to concentrate on a spell equal to half your proficiency modifier (rounded down if necessary), allowing you to concentrate on another spell.

The exemplified existence of your Magic Circuits allows you to have an advantage against all charm spells.

Magic Crest

From the 2nd level, you learn how to forge your Magic Crest. It allows you use the crest as a replacement of your spellbook, with the cost for copying a spell into your crest decreasing by 10 gold for not having to utilize the fine ink. You can copy spells from your crest into another spellbook as per normal.

Efficient Circuitry

Starting at 6th level, you can efficiently use your magic. When you cast a spell stored within your Magic Crest, you can do one of the following:

  • Shorten the casting time of the spell from an action to a bonus action. Does not effect spells which already have a casting time of a bonus action.
  • If the level of the spell is equal to or less than your Proficiency Modifier, you can cast it without expending a spell slot. 

This can only be used a number of times equal to your Proficiency Modifier per long rest.

Furthermore due to the melding of your magic into your magic circuits, you can use a mix of spellslots to cast a spell which has a total level of all the spell slots you used. This cannot be higher than your highest spellslot.

Glimpse into the Truth

From the 10th level, you are given the choice to learn one wizard spell of a level higher than your highest spell slot which is temporarily added to your magic crest. To cast it, you must spend your highest level spell slot and two other spell slots. You cannot copy temporary spells.

You can choose a new spell at levels 11, 13 and 15. The chosen replaces your previously chosen one as a temporary spell.

At level 17, you lose your temporary spell and may choose any wizard spell to add to your Magic Crest as a normal spell.

Route to the Truth

At level 14, you find your path to the 'Truth'. Choose one of the following:

  • When using the Creation spell, you can choose to not use any component or spell slot, automatically upcasting to the 9th level. This can only be used once a day.
  • You can teleport to or scry any location you know of or have previously been to regardless of whether it is on the same plane. When teleporting, all being within 20 feet are dragged along and must make a Dexterity Saving Throw equal to your spellcasting modifier if they wish to escape. Each ability can only be used once a day.
  • You can cast the Cleric Spell Resurrection or you can regain a number of spell slots of your choice which add up to your Proficiency Modifier as an action. This can only be used once a day.
  • You can learn whatever you wish of any one item or creature within your line of sight. This can only be used once a day.
  • You may choose to either speed up or slow down time of you of one creature to twice or half the normal speed. An unwilling creature must make a Wisdom Saving Throw to not be effected. Any slowed creature has advantage on all checks or Saving Throws relating to Intelligence and Wisdom Checks and Saving Throws but have disadvantage on all checks or Saving Throws relating to Strength, Constitution and Dexterity. Speed is also halved. Any sped up creature has advantage on all checks or Saving Throws relating to Strength, Constitution and Dexterity but have disadvantage on all checks or Saving Throws relating to Intelligence and Wisdom. Any activities such as reading or writing are done twice as fast and movement is doubled. This lasts until the concentration of maintaining this is broken. This ability can only be used once per day.

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