Wizard
Base Class: Wizard

While most wizards specialize in a particular sub section of magic, the Peculiarity wizard uses their perplexing skills to focus on the general abilities wizards get as well as the properties of magic as well. This way of thinking allows them to make their general magic more powerful than once thought possible rather than focusing on one area of expertise. This was of thinking comes with an out of the box perspective and an inherent desire to bewilder others by making them re-analyze their rigid idea of magic as a whole

Lingering Spells

When concentration is unwillingly broken on a concentration spell you have cast, as a reaction you can force the spell to continue to remain until the beginning of your next turn, during this time, though the spell is still active and functions as normal, you are not concentrating on it, it is just functioning on its own until the beginning of your next turn. You can do this a number of times per long rest equal to your proficiency bonus. Even if made unconscious, your spell will still remain until either the beginning of your next turn or until the end of combat

Arcane reprint

When you witness a new spell you can cast, up to 3 times per long rest at no cost, you instinctually and immediately add it to you spell book at as part of your next long rest, though you will still need to take the necessary time to practice the spell before using it, as seen in the spell book rules. As "arcane reprint" only notes spells that have been cast, if a user of the ability were to look at a spell scroll, nothing out of the ordinary would happen

Bizzare casting

Your unique way of going about casting spells is hard to read and quickly understand and as a result, your spells cannot be affected by the counterspell spell

Sticky Spells

When casting a concentration spell that has an area, as a bonus action, once per long rest you can target one creature that is within range of your casted spell and cause them to constantly be the point that the spell centres around. This means that if they move somewhere, so does the area of the spell such that the target is always the centre point of the spell. If you choose a willing target, the spell immediately sticks to them, if they are unwilling, the must pass an intelligence saving throw equal to your spell save dc or the spell will stick to them

ex 1: You cast wall of force and chose yourself as the target meaning your are the centre point of the spell. If you move 10 feet forward, so does the spell. If something like a narrow corridor or a doorway stopped the wall of force from fitting though, you too cannot move in that direction.

ex 2: You cast ray of sickness and chose someone else as the target meaning they are the centre point of the spell if they fail the saving throw. If they move 10 feet forward, so does the spell

Previous Versions

Name Date Modified Views Adds Version Actions
3/29/2024 8:17:06 AM
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6/7/2024 11:28:57 PM
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10/12/2024 3:29:41 AM
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