Base Class: Wizard
Unlike the wizards of other worlds sorcerers of Analand have the unique ability to cast spells without the use of a spellbook for fear of their magic going into the wrong hands. Therefore they are trained under martial principles to defend themselves from harm.
During your training you have been taught a number of spells and incantations which you can call upon to aid you in your quest. The full list of spells follows these instructions.
Spells are identified by a three-letter word. Throughout your adventures you will be given the option of using spells to overcome problems and opponents. The spells will be identified only by these three-letter words, so it is important that you memorize at least some of the codes.
Thus before you can start using your powers of sorcery, you will need to spend some time memorizing spells, as would a real wizard learning the magic arts. Obviously, you will not be able to memorize all forty-eight spells at once, but the more you use the book, the more familiar you will become with the most useful spells.
Analand Training
At 2nd level, you have proficiency in Simple and Martial weapons and light, medium, armor and half proficiency in heavy armor.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip
You add your Intelligence modifier to the damage you deal with any cleric cantrip.
Libra’s Blessing
Beginning at 10th level, you can call on your deity, Libra, the Goddess of Justice to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. You can either choose to restore your hit points to their maximum as if you taken a long rest, or to remove all curses and diseases with which the player has become afflicted. In addition to this, you is given the opportunity to call upon Libra to release them from imprisonment, or more importantly, instant death.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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