Wizard
Base Class: Wizard

Rather than studying a type of magic, you prefer to delve into the mechanics of how spells work, why they require components, where they draw power when used in different ways, who decides what type of energy a spell uses, and when can you bend the "laws" of magic... Or maybe just break a few instead! 

Compounded Knowledge

Starting at 2nd level, your keen understanding of the fundamental reason that some duration spells require concentration has allowed you the ability to use a Bonus Action to empower the next concentration spell you cast on the same turn. Instead of requiring concentration, a spell empowered by this ability lasts a number of rounds equal to your Intelligence Modifier - the level of spell slot used to cast the spell (minimum of 1 round). You can use this ability a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.

Expanding Prowess

Beginning at 2nd level, you have learned to weave your magic to fortify your mind. You gain a bonus equal to your Intelligence Modifier on Constitution saving throws that you make to maintain your concentration on a spell.

Diminished Essentials

By the time you have reached 6th level, you have figured out how to preserve your material components. When you cast a spell that consumes a component worth 100gp or less, it does not consume that component, instead your magical energy mimics the effect that would have occurred. Any spell that consumes a component worth more than 100gp, you must still have the total value to cast the spell but it only consumes half (if it is a single item, such as "a diamond worth at least 500 gp" for Raise Dead, its size is reduced or a flaw forms reducing its value by half).

Compounded Knowledge Compounding

At 10th level your Compounded Knowledge ability is enhanced to last an additional 1d4 rounds.

Ritually Inclined

Beginning at 10th level, the magic you channel to cast ritual spells has allowed you to develop a new way to cast them! You gain a separate pool of ritual spell slots which function as follows:

 - You have a number of Ritual Slots equal to 1/4 your wizard level rounded down.

 - You can spend the normal time and materials to ritually cast a spell with the intent that it fill one of these slots. The spell is now "Reserved", and will remain so until released deliberately.

 - You can use an action to release a reserved ritual spell. This is an act of thought only, no components of any kind required.

Energy Manipulation

Starting at 14th level,  the magic you channel takes on a different property. All spells you cast that cause damage now use a new elemental damage type you developed called Aether. It is not possible to be resistant or immune to Aether energy. A creature that has any vulnerabilities (including bludgeoning, piercing, or slashing damage) is also vulnerable to Aether energy.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2021 5:18:33 AM
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8/16/2023 3:55:30 AM
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8/16/2023 6:25:51 AM
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8/17/2023 12:29:00 AM
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8/23/2023 6:14:52 AM
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8/23/2023 6:28:07 AM
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8/23/2023 6:31:16 AM
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