Base Class: Wizard
A mind that burns with a passion for knowledge, fueled by the strength of the Everburning King, is capable of feats beyond what even gods could imagine possible. With a combination of sheer potential and blood magic, the one who weilds the power of the Everburning Mind not only possesses the ability to revolutionise the course of magic itself, but can enhance the casting of spells with the use of their own body as sacrifice.
Everburning Flame
When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.
In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). This damage can’t be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.
Arcane Mind
At 2nd level, you have developed such a potent understanding of magic and the forces that it manipulates. The time you must spend to copy a spell into your spell book equals 5 minutes per spell level, and the time needed to create a new spell is halved.
Infernal Candle
At 6th level, the fire that burns within you grows to the point of burning even vitae for your magic, giving you all the space you need to twist it to your will. Whenever you cast a spell of 1st level or higher, you may take damage equal to the spells level to add an effect to the spell from this list:
- You may reroll an amount of damage dice equal to your intelligence modifier (minimum of 1)
- You change the damage type of the spell to either acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage
- You increase the radius of a spell that has an area of effect by 10ft.
Unending Font
At 10th level, your burning of magic begins to fuel the flame that burns within you, creating a hotter blaze to scorch the world with. When you cast a spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
Immortal Magic
At 14th level, your connection with the being that fuels your existance allows you to hold onto magic that all other mages would fail to maintain. Whilst you are concentraiting on one spell, you may concentrait on a second spell cast after the first. However, at the end of each of your turns, you must make an Intelligence (Arcana) check, with the DC starting at 15, and increasing by 5 every time you make the check. If you fail this check, you loose concentraition on the second spell that you where concentraiting on.
If you are forced to make a concentraition check, whether it be from damage or another kind of effect, you make the check with disadvantage, and if you fail it you loose concentraition on both the spells.
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