Base Class: Wizard
Scholars of the arcane spend decades and lifetimes to unravel the secrets of the unknown. Usually, mages will find certain forms of magic to their liking or strength, and decide to base their abilities around a few or even one type of arcane energy in their quest for more knowledge. However, only a select few find themselves being able to sense the slight differences of different types of magic, and even fewer can synchronize their own magical frequency with an existing frequency. Masters of this school are able to imbue their spells with the lingering sources of magic all around, often times altering the original spell with new types of damage, as well as quickly improvising magical effects that they witnessed recently.
Adaptive Spells
At 2nd level, you gain the ability to adapt your spells with the environment. Depending on the underlying magic energy in the area or recently cast spells, you can replace one damage dice of your spell with another type of damage. The DM will determine if there is a suitable amount of magic to modify your spell either from the environment or after effects of another spell(Fire dying out after a fire-bolt, the electrical difference from a lightning storm, the aura from a divine creature, all could be suitable examples of this, ). Applicable damage types are: fire, cold, lightning, thunder, force, poison, acid, necrotic, physic, and radiant.
You can also roll an additional 1d6 damage of the adaptive damage type on any leveled spell. You can only add one dice per spell, a number up to your proficiency modifier.
ELEMENTAL PRESTIDIGITATION
You can also use existing elemental energy in the world to add additional negligible effects to your Prestidigitation cantrip. These effects are easily ignored in serious situations with enough willpower or focus, and are almost always ineffective during combat.
Fire - You can create a quick, instant, minor scald on a creature. It does no damage, but a person may quick retract a hand or limb as if grabbing a hot pot.
Lighting - You can create a weak shock, similar to a static shock from a rug.
Cold - You can slightly numb a limb/hand/foot or reduce swelling on a wound.
Poison - You can give a creatures minor sniffles.
Psychic - Give a creature a minor headache that lasts for 4 seconds.
Thunder - You can make a creature's ears pop as if there was a drop in altitude
Restoration - You can slightly dull pain from a wound, but it does not close.
Enchantment - You can slightly compel certain emotions to come forward from a creature. The creature can easily resist this effect
Necrotic - You make a creature's heartbeat feels more intense
Radiant - The creature's skin starts to naturally glow, as if they just received a great skin care routine.
Echo Enchanter
At 6th level, you start to be able to harmonize with the arcane frequencies of other mage's spells, even if those spells are not able to be learnt through traditional study. Even divine spells only given by gods to their worshipers or demonic spells from infernal patrons are able to be replicated.
Using a reaction, you can make an arcane check (DC 10 + Spell Level) when an creature within sight casts a spell. If you succeed, you instantly harmonize with the magic of the spell, allowing you to understand the spell. You gain the ability to cast the spell as your own, as if you instantly learnt the spell. The spell can be outside the wizard spell list.
Spells learnt this way do not count against your list of known spells, and you lose the ability to cast any echo-ed spell after an hour of learning it (if you witness the spell again, you can retry to harmonize with it). You can only harmonize with three spells at a time, and must forget your oldest echo-ed spell when you attempt to learn another spell after already having 3 echoed spells.
Arcane Synergist
At 10th level, your spells automatically adapt to any situation due to your inherent attenuation to the environment.
Using "Adaptive Spells", you can now replace two dies instead of one with your adaptive element. All damage from the adaptive elements ignore immunities and resistances.
You can also now roll an additional 1d10 of the adaptive damage type on any leveled spell. You can only add one dice per spell, now a number up to your INT modifier. If you add a dice, you can replace 3 dies of damage with adaptive damage as well.
Whenever you use a cantrip with adaptive damage, you automatically add 1d4 adaptive damage. This requires no additional resources.
Aether Mimicry
At 14th level, your ability to mimic and harmonize with existing magic delves even deeper. You can almost feel the source of magic itself, allowing you to completely adapt any spell, even without environmental stimulus. You can completely change any or all dies of damage on any spell, even if there may be no hints of the magic type you choose to use.
Whenever you echo an outside spell, as part of the reaction, you can attempt to quickly unleash an unstable version of that spell as long as there is an attack roll or saving throw (and is an action/bonus action/reaction.) You steal some of the original spell's magic, allowing you to release it without using any spell slots. However, due to the quick and unstable nature of the spell, a spell with an attack roll undergoes a -5 penalty, and a spell with a saving throw has the DC lowered by 4. You can only use this feature 3 times per long rest.
Previous Versions
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1/6/2025 6:15:03 PM
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