Wizard
Base Class: Wizard

"In the heart of the elven citadel, there lies a college for the strongest of mages. Entrance into this college requires more then just booksmarts, but also phenomenal magical attunement. Years of students only consist of 10 - 20 students, but each of them are force to be reckoned with. The daring that teach these incredible students have been hand-selected by the archmage of Dettriburr. Each professor is a master of their respective magical schools, with some even dabbling in some of the smaller types such as Chronomancy or Astromancy. Their headmaster is an aged wizard, with many, many years of experience under his belt. A master of all types of magic, he earns the title of a Chronicis Archmage, a true master of the arcane in it's entirety.

-Grimoire Regalia

Magicae Verbum

Beginning when you select this school at 2nd level, you know the way to replicate scrolls, allowing you to expend an additional hour and fifty pieces of gold to copy a spell from a scroll into your spellbook, without destroying the scroll in the process.

Magisterium

Starting at 2nd level when you choose this school, your spellbook becomes more powerful and can assist you more in combat. You no longer need to hold your spellbook, as it floats alongside you and can be summoned and dismissed at will. Whenever you cast a spell that isn't a cantrip, a floating rune with the spell school of the spell you cast appears and begins to orbit you, the rune is made of energy and cannot be interacted with, only being expended for abilities. You can have a maximum number of runes equal to your intelligence ability score. When you cast a wizard cantrip, you can expend runes of the same spell school as the cantrip you cast and increase it's damage by the amount of runes spent.

You can only use the damage increasing feature of this ability a limited number of times per long rest equal to your intelligence modifier.

Dominus Magi

Beginning at 6th level, your mastery of the arcane manifests in your arcane arts, which can be used by expending the correct runes. When you choose this ability, you also choose three arcane arts from the list. These arcane arts can be used by expending the correct runes listed on them alongside their action, bonus action or reaction components, and you can swap which arcane arts you have active when you finish a long rest. You gain  two additional choices at level 10 and two more at level 15.

Arcane Art: Abjure Arcana

By expending three abjuration runes and a bonus action, you can gain temporary hit points equal to your intelligence ability score.

Arcane Art: Conjure Magi

By expending three conjuration runes and a bonus action, you can create an arcane totem at a unoccupied space within 5ft of you. The totem takes its turn directly after you and cannot move. It can only preform a bolt strike as an action, in which it fires a shot of magical energy at another creature within 50ft, it makes an ranged magic attack roll using your intelligence modifier and deals 1d8 of force damage on a hit.

The totem is destroyed at the end of the next round and has hit points equal to your intelligence ability score.

Arcane Art: Electio

By expending six of the same type of runes and a bonus action, you can choose another creature within 50ft of you, that creature gains a bonus to their next saving throw, attack roll or ability check equal to your intelligence modifier.

Arcane Art: Enchant & Enhance

By expending three enchantment runes and a bonus action, you can cause any weapon you are holding to deal bonus damage on it's next hit equal to your intelligence modifier.

Arcane Art: Engine Magnifica

By expending one of each type of rune and an action, you can summon a ring of powerful runes that duplicate the next spell you cast. After you use this feature, the next spell you cast is casted again, one after the other, up to the number of rings currently active. The duplicated spell does not require a spell slot but will still use your modifier and spell save DC. If the spell requires objects, points, areas or creatures to be targeted, you may select a different target(s) for the second spell.

This feature cannot duplicate spells that use a 5th level or higher spell slot. You can have a maximum of three rings active at once.

Arcane Art: Evocation Overcharge

By expending three evocation runes as a bonus action, you can enhance your next evocation spell, when you cast it, it will ignore resistances and immunities.

Arcane Art: Finis

When another creature casts a cantrip, you can expend 5 runes of the same type and a reaction to instantly destroy the cantrip's magic and gain a rune of the cantrip's spell school.

Arcane Art: Foresight Divinium

By expending three divination runes and a bonus action, you can target another creature and see how much hit points they are currently on, alongside how much temporary hit points they currently have. You can use this on a creature that is dying to see how much death saves they have failed.

Arcane Art: Illusionist's Escape

By expending three illusion runes and a bonus action, you can teleport to an unoccupied spot you can see within 50ft.

Arcane Art: Incipiam

By expending any number of runes as a bonus action, you can gain a flying speed equal to 5 x the number of runes spent when you activated this feature.

Arcane Art: Invoke Pure Arcana

By expending 10 runes of any kind, you can summon pure arcane energy to restore your spell slots. When you do so, you can restore one spell slot that has a level less then or equal to your intelligence modifier.

Arcane Art: Necro-Cure

By expending three necromancy runes and a bonus action, you can end any one condition that is currently affecting except for prone or restrained

Arcane Art: Scutum

As a reaction when you would be hit by a melee weapon attack, you can expend any number of runes of the same type to gain temporary armor class equal to the amount of runes spent when you activated this feature. The armor class gained through this feature lasts until the end of the current round.

Arcane Art: Transmute Vitality

By expending three transmutation runes and an bonus action, you can sacrifice a number of hit points up to your intelligence modifier and have them turned into temporary hit points.

Arcane Art: Ultimo

By expending 20 runes, with at least 10 being of the same type and an action, you can summon the strongest source of magic to annihilate another creature as beam of scintillating light. A creature targeted by this effect must succeed on a dexterity saving throw against your spell save DC or take force damage equal to 1d8 x your wizard level. This damage cannot be ignored through resistance or immunity. A creature that succeeds on the saving throw takes half damage from this effect.

This feature can only be used once per turn.

Augendae Magicae

Starting at 10th level, your connection to the arcane web empowers you, enhancing your arcane runes. When you cast a spell that uses a 2nd level or higher spell slot, you gain additional runes of the spell's spell school for every level above 1st that is used. If you use a 5th level or higher spell slot, you also gain one arcane rune, which can be used as a rune of any spell school. You can only gain one arcane rune per turn.

Veneficus Dominium

Starting at 14th level, you can exert the arcane plane into the world around you, manifesting as magical energy surrounding you in the forms of circles, triangles and other runic symbols. When another creature you can see within 100ft casts a spell that is 5th level or lower, you can expend your reaction to attempt to copy the arcane energies into your spellbook. When you do so, make an intelligence check against that creature's spell save DC, if you succeed, your spellbook gains a temporary version of that spell at it's lowest level. You can cast that spell using your intelligence modifier and your spell save DC, even if you are not the correct class. You must still meet the requirements to cast the spell alongside any components and the respective spell slot.

Temporary spells created by this feature disappear when you finish a short or long rest, you cannot replicate ritual spells through this effect. You can use this feature a limited number of times per long rest equal to your intelligence modifier.

Previous Versions

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