Base Class: Wizard
Study the language of magic and manipulate the way it is cast. Taught by Gregory VonStiple at Greenstar College, this niche school of study focuses on the process of verbally casting spells and analyzing how it can be manipulated to change the effects of a spell. The students of this school study long to comprehend languages and how spoken words interact with the effects of a spell. Simply changing your inflection on a single word in the casting process can lead to vastly different outcomes. the students of this school do not specialize in any one type of magic but they can a versatility to their spell casting unrivaled by any other school.
Magical Words
Your study of language has weaved small amounts of magic into your normal words when speaking.
When you make a deception or persuasion check you can add your Intelligence modifier instead of Charisma
You also naturally come to understand languages. After listening to a language you do not understand for at least 10 minutes you can magically understand it permanently
Casting Modifications
Using your knowledge of spell-casting mechanics you can modify your spells in various ways. Beginning at 2nd level you can select from a list of casting modifications. These modifications can be used each time you cast a spell by spending a modification point.
Your number of modification points is equal to your Intelligence modifier and is reset back to maximum after each long rest.
Modify Area
When casting a spell that causes an effect over a specified area you can modify the area size and type. The area can be modified up to double the normal size of half the normal size. and the type of area, being cube, circle, line, or cone can be changed to any of the three options.
For area-of-effect spells that have their area doubled, it causes the normal effect of the spell to be halved. (damage, duration, healing, etc.)
Modify Casting Time
By spending a modification point you can decrease the time required to cast a spell by weakening its effect. Allowing you to cast a spell as a bonus action but in return, all the normal effects of the spell are halved whenever possible. (duration, damage, area, healing, range, etc)
Modify Components
When casting a spell that requires a material component, spend a modification point so that it is no longer necessary. This is a risky modification as it can often cause the spell to fail. Make an arcana check, DC = 10 + Level fo the spell cast, If you do not pass the check then the spell fizzles out and does nothing.
Modify Damage Type
When casting a spell that deals damage you can spend a modification point to change the type of damage that is dealt
Modify Duration
Spend a modification point to change the duration of a spell. You are able to double the normal duration of the spell up to a maximum of 24 hours.
Modify Level
Use your knowledge of the spell-casting process to modify the level at which a spell is cast. When casting a spell, spend a modification point to be able to upcast a spell at a high level even if you do not have the appropriate level spell slot available. To accomplish this task, you combine lower-level spell slots to create a higher-level spell slot. You can only increase up to the highest level spell slot you currently have. The spell slots combined must total the same level of spell you want to increase up to. For example, up cast to a level 5 spell, could instead use 5 level 1 slots, 1 level 3 and 1 level 2, a level 1 and level 4 slot, etc.
Modify Power
When casting a spell that requires the target to make a saving throw, you can modify the power of the spell so that it is more difficult for the target to pass the save and impose a disadvantage on all saving throws made.
Area of effect spells have their area of effect halved as you sacrifice the reach of the spell for more concentrated power
Modify Range
When casting a spell, spend a modification point to double the effective range of the spell
Modify Targets
When casting a spell that lets you select a target, you can spend modification points to select an additional target for the spell's effect. The effect of the spell is split between the two targets (damage, duration, healing, etc. are halved between the two targets)
Verbal Casting Master
Your master of verbal spell casting has made it so the somatic components of spells are no longer required. This means that as long as you are able to speak you can cast your spells. Material components are still required as determined by the DM
Record Incantation
When casting a spell, you can magically mark a small area with a recording of the spell's incantation. The caster can then choose to trigger the recording, this causes the spell to be cast at the marked point. You can make a number of recordings equal to your proficiency bonus and you regain all uses when you finish a long rest.
Words of Power
Your years of study have given your words power. You gain access to the Power Word Heal, Power Word Stun, Power Word Pain, and Power Word Kill spells. After each long rest, you can prepare one of these spells and gain a free casting of it. After using this feature you have to recharge the magic in your words. Roll a D10, the number equals the number of days before you can use this feature again.
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