Base Class: Wizard
As a member of the School of the Magus, you have forgone a specialization within the various fields of magic, and have instead learned how to manipulate them all in combination.
Although the specialization achieved by most Wizards through the various Schools of magic afford them access to great power within said school, many Wizards fail to avail of the others. You, on the other hand, are different. As a Magus you specialize in capturing and mixing the various schools of Magic to produce powerful effects that are out of the reach of most Wizards, who chose to follow but one strict path.
Level 3: Magical Extrapolation
Starting at 3rd level, you gain the ability to absorb motes of magic from spells cast in your vicinity. You now have three empty slots known as Magic Cores. Whenever a spell of 1st level or higher is cast within 30ft of you, including by yourself, you can use a reaction to absorb a part of it, filling one core as you do. Each spell school falls into one of four categories of magic, which are as follows;
Material Magic - Conjuration and Transmutation
Cognitive Magic - Enchantment and Illusion
Arcane Magic - Evocation and Abjuration
Devine Magic - Divination and Necromancy
When you absorb a spell mote, you fill one Magic Core, turning it into a Material Core, Cognitive Core, Arcane Core, or Devine Core depending on what school of Magic you absorbed. However, you can not have more than one of each type of Core at a time. When you fill all three cores, you can use an action to expend them, producing different effects depending on the combination of Core types expended in the casting. Additionally, these Magic Cores remain charged until either the core is expended, or you take a long rest. The effects of the combinations are listed as follows.
Devine, Arcane, Material - Magic Mend: Weave together the healing powers of the Devine, the Material manipulation of the physical, and the Arcane manipulation of the non-tangible to mend nigh anything within melee range. If cast on a living creature, it regains 4d8 + int modifier hit points as you mend its very body. If cast on a non-magical object or structure, instantly mends up to 100 ft^2 of material. If cast on a magic item, it regains charges equal to half the amount, rounded down (minimum 1), that it would regain through taking a long rest.
Cognitive, Devine, Arcane - Magic Rend: Combine the destructive damage of the Arcane, the mental targeting of the Cognitive, and the infinite knowledge of the Devine to deliver a powerful magic attack to an enemy of your choice within 30ft. The enemy must make an intelligence saving throw against your spell save DC. On a fail, the enemy takes 3d10 points of damage. The type of damage dealt is whatever type the chosen creature is vulnerable to, not including the physical damage types. If the creature has no vulnerabilities, then it deals whatever type of damage would be otherwise most effective. On a successful save, the creature takes only half damage.
Arcane, Material, Cognitive - Magic Brand: Stitch together the mental inhibition of the Cognitive, the physical and physiological manipulation of the Material, and the intangible manipulation of the Arcane to inflict a target or object within 30ft with a Magic Brand. Whenever you apply this brand, choose one non-physical damage type to weaken a target with. The target’s resistance level to the chosen damage type decreases by one level, eg. immune to resistant, resistant to normal, or normal to vulnerable. This brand lasts until the end of your next turn before fading away.
Material, Devine, Cognitive - Magic Mutation: You harness the spiritual control of the Devine, the mental fortification of the Cognitive, and the physical manipulation of the Material to enhance the body, mind, and soul of an individual of your choice within 30ft. The target of your choice gains a number of temporary hit points equal to your Wizard Level * Int modifier. While the target has these temporary health, it gains a bonus to ability checks and saving throws equal to half of your proficiency bonus rounded down, minimum of 1.
Level 3: Magic Generalization
Your familiarity with all schools of magic has granted you a general knowledge of them all, but specific knowledge about none.
Starting at 3rd level, any time you wish to copy a new spell into your spellbook, you may make an Arcana roll. If you roll bellow a 10, nothing changes about the process. However, if you roll a 10 or higher, then the price per spell level decreases to 40gp, and the time from 2 hours to 1.5 hours. If you roll above a 15, the price per spell level decreases to 30gp, and the time to 1 hour. If you roll 20 or higher, then the price per spell level becomes 20gp, and the time becomes 30 minutes. If you roll 25 or higher, the cost decreases to 10gp, and the time decreases to 15 minutes. Finally, if you roll above 30 or higher, the spell is copied instantly with 0 cost.
Level 6: Magical Divergence
You have now gained a greater control over the various motes of magic you can manipulate, allowing you to have multiple sets of Magic Cores at once.
Starting at level 6, you now have two sets of Cores, with one set of three being known as a Magic Matrix. When absorbing a mote of magic using your Magical Extrapolation feature, you may choose whether you want to fill a Core in your first or second Matrix. All other rules still apply within each Matrix as described in your Magical Extrapolation feature.
Magic Trifecta
Your talent with manipulating and mixing the various schools of magic has increased, granting you additional control of, not only other's power, but also your magic.
Starting at 10th level, the number of Magic Matrices that you posses increases to three. Whenever you absorb a spell mote through the use of your Magical Extrapolation feature, you may now fill a core in your first Matrix, second Matrix, or third Matrix. Additionally, whenever you cast a spell of any level, you may absorb a mote of the spells magic as part of the same action. You may only absorb a spell mote from your own magic once per turn.
Magical Perfection
You have reached the pinnacle of Magehood, finally becoming a true master of mixing the magics and allowing you to focus and channel greater amounts of your reservoirs of power at once, letting you accomplish incredible feats of magical prowess.
Whenever you expend the magic stored in a Magic Matrix, if you have two or more Matrices with full cores, you may instead expend more then a single Matrix to drastically increase the spell's effects. For each extra Matrix that you spend, the effects of the spell, whether that is the damage, healing, range, charges or anything else, are 2x-ed. These effects stack, meaning that if you chose to spend all three of your Matrices at once, then the effect would be increased by a total 4x multiplier.
Comments