Base Class: Wizard
The School of the Spell Hand presents a unique approach to the casting and application of spells. It grants its practitioners the power to infuse their hands with the magic of any spell they cast. This results in transforming the spell from a saving throw mechanism to a hit-based one. It's important to note, however, that this transformation only occurs when the spell has a visible physical impact on the world around it.
Area of Effect (AoE) spells or spells with the potential to harm the caster themselves are treated differently. Such spells are either projected from the hand, allowing the caster to aim and direct the spell's effects, or they are rendered harmless to the caster. This is entirely at the discretion of the Dungeon Master (DM), ensuring a balance between the player's abilities and the challenges of the game.
In addition, students of the School of the Spell Hand are not limited to the spells of this particular school. They have the ability to access and learn spells from any other school they choose, just as if they had selected that school at the start of their magical journey. This dual nature of the School of the Spell Hand provides its students with an extensive array of spells to master and use in their adventures.
This unique system allows for a more tactile and direct approach to spellcasting, increasing the sense of control and personal connection to the magic being wielded. Masters of this school become versatile spellcasters, able to adapt to various situations with their wide repertoire of spells.
Spellhand Initiate
Upon choosing this school at 2nd level, you gain the ability to infuse your hands with the magic of any spell you cast. This transforms the spell from a saving throw mechanism to a hit-based one, but this transformation only occurs when the spell induces a tangible change in the world around it.
Guided Projection
At 2nd level, you learn to project Area of Effect (AoE) spells or spells that could potentially harm you, directly from your hand. This gives you control to aim and direct the spell's effects, or at the DM's discretion, these spells can be rendered harmless to you.
Spell School Flexibility
At 6th level, you gain the flexibility to learn spells from any school of magic, just as if you had selected that school at the start of your magical journey. This provides you with a vast array of spells to master and use in your adventures.
Tactile Casting
By 10th level, your mastery of spellhand casting increases, allowing for a more tactile and direct approach to spellcasting. This enhances your sense of control and personal connection to the magic you wield, you may cast Detect magic as a cantrip.
Versatile Spellcaster
At 14th level, your extensive practice and understanding of various spells turn you into a versatile spellcaster. You can adapt to various situations with your wide repertoire of spells, making you a formidable asset in any adventuring party.
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