Wizard
Base Class: Wizard

Disclaimer: This is a non final version of the Shock Arcanist from Solasta: Crown of the Magister. The Features listed may change, and some may differ between tabletop version (Solasta Campaign Rulebook) and video game (Solasta: Crown of the Magister) due to balancing issues.

This tradition is one of the most ancient on Solasta, dating back to the armies of the Manacalon Empire. It was preserved among the forces of the New Empire, and has spread across Solasta despite the efforts of many emperors to keep it secret. Shock arcanists are elite battle-mages, specializing in offensive and destructive magic. These wizards train intensively to master a limited list of spells, called the War List. While they are free to learn any other spells if they wish, a shock arcanist is expected to master the spells of the War List, to the point that they can cast them with exceptional power.

Most of their training focuses on making these spells more powerful, which is the origin of the “Arcane Shock”. Experts in this tradition are able to overload their spells with mana, making them more destructive. However, losing control of the excess mana risks causing a dangerous magical backlash. Legend has it that the greatest shock arcanists of the Manacalon Empire could also cast spells as a group, utilizing a magical resonance that greatly amplified a spell’s power. This ability made them almost invincible on the battlefield, but this art seems to have been lost since the Cataclysm.

Arcane Warfare

At 2nd level, when you cast a spell from the War List, the spell functions as if you'd used a spell slot one level higher
Note: You still need to learn or prepare these spells just like any other spells. 

Spell Level War List Spells
1 Burning HandsMagic MissileThunderwave
2 Acid ArrowFlaming SphereScorching Ray
3 Lightning Bolt, Fireball
4 Ice Storm
5 Cone of Cold
6 Chain LightningFreezing SphereSunbeam
7 Prismatic Spray
8 Sunburst
9 Meteor Swarm

Arcane Fury

At 6th level, you can choose to add your Proficiency Bonus + Intelligence Modifier to your (total) damage roll when casting a spell from the School of Evocation. You can use this power twice per short rest. 
Note: If the spell has multiple projectiles (such as Magic Missile), Arcane Fury only increases the damage of a single projectile. If the spell deals damage in an Area (such as FireballArcane Fury increases the damage dealt to all targets.

Arcane Shock

At 10th level, you can use Arcane Shock to empower a spell from the War List. All the effects and drawbacks of the different levels of Arcane Shock are cumulative. Regardless of which level you use, you can only use this Feature once per Long Rest.

Arcane Shock Level Effect Drawback
Basic Shock Your opponent has Disadvantage on all Saving Throws and other Dice Roll against your Spell You are restrained until the end of your next turn
Improved Shock Has the effect of Basic Shock. The spell also bypasses all Damage Resistance Has the drawback of Basic Shock. You must also succeed a Constitution Saving Throw (DC = 8 + Spell Level) or become blinded and deafened for 1d4 turns. A successful throw lowers the effect duration to one turn (until the end of your next turn)
Ultimate Shock Has the effect of Basic Shock and Improved Shock. The spell also deals the maximum possible damage Has the drawback of Basic Shock and Improved Shock. You must also succeed an additional Constitution Saving Throw (DC = 8 + Spell Level) or receive 5d6 Psychic Damage and become incapacitated for 1d4 turns. A successful throw reduces damage by half and lowers the effect duration to one turn (until the end of your next turn)

Magister's Wrath

At 14th level, you are able to empower your fellow spellcasters in a global battle effort. When using Arcane Shock, you can select one friendly arcane spellcaster that you can see who has an available Reaction. By expending his Reaction, your ally can use Arcane Shock during his next turn following the same rules (including being restricted to Spells from the War List) with one exception - he receives a drawback one level lower than what he decides to use (no drawback for using Basic Shock). If he doesn't use it during his next turn (or did not expend his reaction), Magister's Wrath is still expended.

At 17th level you can select two friendly spellcasters within vision range, and at 20th level three of them.

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