Wizard
Base Class: Wizard

Students of the School of Ancient Magic study the oldest arcane principles, not the spells themselves but the structure that allows spells to exist. By studying forgotten diagrams and lost Weave lattices, these wizards learn to fold space, anchor unstable magic, and move through the hidden seams of reality.

Fractured Weave

Three Casting abilities, cooldowns to be determined

Folded Space - You are able to change the origin of a spell to be anywhere within 15 feet of you when casting it once per turn.

Planar Step - Immediately after casting a spell, you are able to distort the weave and teleport to an unoccupied space within 10 feet of spell origin. This ability can be used Proficiency Bonus times per long rest.

Spatial Swap - As a reaction at any point in combat that is not your turn, you are able to swap two creatures positions who are within 30 feet of each other and within 60 feet of you. This ability can be used once per long rest.

Primordial Knowledge

You are proficient in the study of ancient magic and have advantage on history and arcana checks when looking for knowledge related to it.

Primitive Attacks

Starting at 6th level, you are able to use a forgotten and more potent version of your spells that were lost to time. This allows for the spells to be more potent with a drawback to the caster. You can choose to use one of these two abilities when casting a spell of the proper type:

Spell Attack --

Bonus: When you make a spell attack, you are able to change the damage to be force damage and ignore up to half cover when casting. In addition, when this spell hits an enemy, it is able to pierce them and deal the minimum possible damage to the enemy that is in the continued path behind them.

Drawback: The spell becomes somewhat uncontrollable and difficult to handle. When you cast it you are knocked back 10 feet and fall prone. You take 1d6 Bludgeoning damage.

 

Spell Save --

Bonus: When you cast a spell that is area of affect, you are able to extend its range by 5 feet in either direction from its origin. If the spell is in a line, the line widens to be double its normal length. If the spell is a cone, the cone extends an extra 10 feet. If this spell is not area of affect, add an additional damage die of the same type to the damage roll.

Drawback: When channeling this spells energy into a magic circle, it becomes unstable and has some backlash, dealing its minimum possible damage to the castor.

Unknown Magic

Starting at 10th level, creatures that would normally have advantage on saving throws against the effects of your spells can not apply that advantage when making a save against a spell you cast.

Structural Defeat

Starting at 14th level, when you deal damage with a spell to a creature that has temporary hitpoints, it ignores the temp hp and isntead does damage directly. In addition, spells that would be used to thwart your magic have no affect. Examples include:

- Counterspell

- Dispel Magic

- Shield

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