Base Class: Wizard
This class uses Imperium Crystals to increase their power while causing harm to their physical and mental well-being
Crystal Master
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an crystalmancy spell into your spellbook is halved.
Power Cycle
When you deal damage with a spell you may roll a D6. Add the result to the damage of your spell and you take psychic damage equal to the result. The damage dealt to you this way can't be reduced or prevented in any way. Damage taken this way can't cause you to make a concentration check.
Crystal Carapace
The crystals incorporate with your body more and more. Your skin becomes harder to break and the crystals breach into your bloodstream. Starting at 6th level you gain a bonus to your AC equal to half your intelligence modifier, rounded down. You also gain temporary hit points equal to your wizard level after finishing a long rest.
Greater Cycling
Beginning at 10th level, you can take additional psychic damage whenever you cast a spell that takes a spell slot and you use your Power Cycle feature. The extra damage you take is equal to your intelligence modifier {{{modifier:int}}} plus the level of the spell you cast. You may choose one of the following effects:
- You may choose a number of creatures equal to your intelligence modifier {{{modifier:int}}} to not be affected by the spell
- If the spell deals damage, it deals an extra 1d10 psychic damage
You may use this ability a number of times equal to your constitution modifier {{{modifier:con}}}. These recharge on a long rest.
Purple Madness
As you get more and more powerful, the crystals within your skin grow in strength and magnitude. Whenever you channel your more powerful spells, the crystals within your body have a chance to erupt, causing incredible magical effects.
The crystals harden your mind against assaults. You are immune to charm and frighten effects as well as any effect that would control your mind that is not caused by Purple Madness.
Whenever you cast a spell using a spell slot higher than 4th level, after the spell is resolved, you must roll on the Purple Madness Table below.
- 1-25 - Nothing Happens
- 26-30 - You gain 2d4 hit points
- 31-37 - You gain +3 AC until the start of your next turn
- 38-49 - You glow a brilliant purple and laugh maniacally. All creatures within 10 feet of you must make a WIS Save or take 2d10 psychic damage (half on a successful save)
- 50-55 - You must make a CON Save or be poisoned until the end of your next turn
- 56-60 - You must make a Wis Save or take 1d10 psychic damage
- 61-65 - You cast [spell/]Fireball[spell/] centered on yourself
- 66-70 - 1 Small Imperium Crystal is created within 5ft of you
- 71-80 - Your movement speed is halved until the end of your next turn
- 81-85 - A harmless beam of purple light beams from you to a creature of your choice that you can see until the end of the other creatures next turn
- 86-89 - Choose a creature that you can see within 60ft of you. That creature must make a DEX Save or fall prone
- 90-92 - You change places with one hostile creature of your choice. Your movement speed is 0 until the end of your turn
- 93-95 - You take psychic damage equal to your level
- 96-98 - Gain 1 level of exhaustion
- 99 - Fragments of your mind begin to be lost to the crystals. Reduce your INT or WIS score by one. This effect can only be healed with a [spell/]Greater Restoration[spell/] or other similar effect
- 00 - Your mind is consumed by the crystals. You view all creatures without Imperium Crystals in their skin as hostile. You will do anything in your power to obtain more crystals. You will attack the closest hostile creature on your turn. Starting on your next turn, you may make an INT Save DC21 at the end of each of your turns to negate this effect. If you are already suffering from this effect when you roll this on the Purple Madness table, re-roll on that table.
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