Base Class: Wizard
You have focused the study of your magic into magical structures, magic that effects structures, and magic that can create structures. Your magic, more than any other school of magic, leaves permanent marks on the world around you.
Arcane Construction
Starting at second level when you chose this arcane tradition, you know the spell Tiny Hut and may cast it as a 1st level spell. Additionally, at level ten you know the spell Magnificent Mansion and may cast it as a 5th level spell, and at level twelve you know Demiplane and may cast it as a 6th level spell.
When you prepare any of these spells they do not count against your spells prepared. You may cast these three spells as rituals. If you cast them as rituals, you ignore any material components the spells possess.
Blueprint
Starting at second level, you may spend 10 minutes to magically create a detailed map of an area of a structure you are in. The map only covers areas of the structure that are on the same floor or level of the structure as you when you use this ability and only covers areas and aspects that you know about (it does not reveal undiscovered hidden rooms or traps for example). The map will only reflect the structure to the best of your knowledge, so if you do not know about an aspect of the structure or if you are misinformed about an aspect of the structure that part of the map will be missing or wrong. The map will detail all aspects of the structure including rooms, hallways, walls, doors, windows, stairways, columns, ceiling height, scaffolding, balconies, objects that bring you to different areas or levels of the structure and traps. Additionally, it will also tell you what material any wall, door, column, floor, or window is made from as well as if the structure is locked or broken.
Good Fences Make Good Neighbors
Whenever you cast one of the following spells (Wall of Sand, Wall of Water, Wind Wall, Wall of Fire, Wall of Force, Wall of Light, Wall of Stone, Blade Barrier, Wall of Ice, Wall of Thorns, or Prismatic Wall) the duration of the spell, the length of the wall created, and the thickness of the wall created are all doubled.
Additionally, when a creature attempts to cross the area of one of these spells without passing through the area of the spell (such as by flying over the wall or teleporting past it) the creature must attempt an intelligence saving throw (DC equal to 10+ your proficiency modifier+ the level of the spell that created the wall). A creature who fails this saving throw either has its movement end at the edge of the wall on the same side as it started it’s movement or teleports to an unoccupied space as close to the wall as possible on the same side of the wall as it was when it teleported.
Fortify
Starting at sixth level, a number of times per long rest equal to half your intelligence modifier you may spend an action to fortify part of a structure that you are in. When you fortify a structure you fortify a spherical area of the structure you are in. This effects a sphere with a radius of 10 feet times half your wizard level (rounded down). This effects only the structure you are in when you use the ability, and it cannot effect any other structure even if that structure is in range. Any of the spells listed in “Good Fences Make Good Neighbors” that have been cast in the area of fortification are counted as part of the structure. Each use of fortification lasts 1 hour after which the structure loses any changes that we’re granted by fortification. Once fortification has been used, the effect cannot be cancelled or ended early. You may have multiple uses of fortification active at a time, but the effects do not stack and each individual use counts against your total number of uses.
A fortified structure gains several benefits. All parts of the structure have an AC equal to your spell save DC for the wizard class. Any damaged parts of the structure are temporarily fully repaired during the fortification. All fortified parts of the structure gain immunity to bludgeoning, slashing, or piercing weapons from a nonmagical source. All doors and windows become locked. If a door or window did not already possess a lock a lock with a DC of 15 is attached to the door or window. The structure is immune to abilities such as “siege monster” that deal additional damage to structures.
Real Time Editor
Starting at level fourteen, once per short rest you may alter an area of the structure you are in in a number of ways as an action. These changes may take place in the same area of the structure a use of your Fortify ability. Once made these changes last 24 hours, after which the structure reverts to its previous state.
You may choose any two effects from the following list. You may choose the same effect twice.
- Add, remove, or move up to 50 feet of walls. You may not place a wall through an area occupied by a creature.
- Raise or lower 10 5x5 sections of floor or ceiling up to 20 feet. If this would cause the floor or ceiling to change levels in a multilevel dungeon this instead creates a hole to that level in the area instead. If a creature is in the area of this effect the effect and their area would cease to exist (meaning the floor and ceiling would touch in the area they are occupying) the effect is prevented so that there is still a space for the creature to exist, but the creature takes 1d6 points of force damage for every 5 feet that the floor or ceiling was prevented from raising or lowering.
- You may add or remove up to two doors. Doors added in this way are unlocked wooden doors.
- You may alter the material a single door or 15x15 foot section of wall, floor, or ceiling is made from. You may choose to have them be made from either wood, stone, or iron. You may also choose to have an unlocked door become locked, as if you had used fortification.
- You may have all walls in the area become walls created by one of the spells listed in “Good Fences Make Good Neighbors”. In order to do this you must already know the spell, and cast the spell as part of using this ability. This ability does not cause the structure to lose integrity, and the duration of this effect is 24 hours, not the spell’s duration,
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