Wizard
Base Class: Wizard

Wizards are typically known as a scholarly bunch, and study is an important part of increasing a wizard's power. Some wizards, though, take a more hands-on approach, personalizing their magic to their own tastes and using their heart and soul as well as their mind. Such wizards often make good court magicians for the showy nature of their magic, channeling their inner strength for both wonder and ruin.

Personal Spells

Also at 2nd level, you've become quite adept at adding your personal flair to your magic. You can create your own spells and add them to your spellbook. The process takes half the gold and time it would take to copy a spell of the same level into your spellbook.

When making a personal spell, choose one of the following damage types: fire, cold, lightning, acid, or thunder; or, alternatively, healing. You can only have one spell of each type in your spellbook at a time. If you make a second spell of the same type, it replaces the first.

The range of the spell is 60 feet. Choose whether the spell targets a single creature with an attack roll or forces multiple targets in a certain area to make a saving throw. If you choose a multiple-target spell, you choose one of the following shapes: 10-foot radius, 30-by-5-foot line, 15-foot cone, or 15-foot cube. Also, if you choose a multiple-target spell, you choose between a Dexterity, Strength, or Constitution saving throw that targets must make, taking half the damage on a failed save. If it is a healing spell, no saving throw is necessary.

The spell's casting time is an action, and it requires verbal and somatic components.

The amount of damage or healing done is determined by the spell's level, according to the table below:

Improved Spells

At 6th level, you can increase the efficacy of your personal spells. For each created spell you have, choose one of the following upgrades:

  • Power: The spell uses an additional die for its damage or healing rolls.
  • Scope: If the spell is a single target, it can now target two creatures. If it is multiple-target, its coverage increases by 5 feet (e.g. a 10-foot radius increases to 15-foot).
  • Longevity: On a hit or a failed saving throw, the target takes 2d4 damage at the start of each of its turns while you maintain concentration. If it is a healing spell, the target recovers 2d4 hit points at the start of each of its turns while you maintain concentration.
  • Effect: On a hit or a failed saving throw, the target is either blinded, poisoned, or knocked prone (choose one effect per spell).

Perfected Spell

At 10th level, you can choose one of your personal spells to receive another one of the upgrades described in Improved Spells.

Zettaflare

At 14th level, you learn to channel all of your very being into an exceedingly powerful spell. As an action, you can expend every spell slot you have remaining, adding the number up and dealing a number of d6 damage equal to the sum. The damage is fire, cold, lightning, acid, thunder, or radiant damage. You can either deal this damage to one target or split it among multiple targets, as long as you can see them.

Once you use this feature, you fall unconscious and cannot be woken for 10 minutes. When you wake up, you take 2 levels of exhaustion.

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