Wizard
Base Class: Wizard

Introduction

The Planes of Existence in the Caphora campaign follow the Great Wheel cosmology, including the quasi-elemental inner planes, Feywild/Shadowfell and the Far Realm and any number of demiplanes but lacking the Temporal Plane and mirror planes. These planes are inhabited by all manner of corresponding creatures, including beings of great power known in other campaign worlds as gods. In Caphora, these beings are known by some sages, but they generally remain in their own planes and have little influence if any on the Material Plane, preferring to pursue lives on their home planes and interact with the gods of Caphora, whose power far exceeds these other beings. The exceptions are the fiends and celestials, which take a more active role in the lives of mortals, acting as servants of the gods, though most fiends see themselves as serving the principles of the Twilight Pantheon but not the gods themselves, whereas the celestials gladly bow to the Lords of Light. While most mortals have never seen a fiend nor a celestial, the former constantly seek entrance onto the Material Plane, and the latter come when sent for a specific purpose.

In addition to these planes, two more planes separate the Great Wheel from the Far Realm: the Psychic Plane and Oblivion.

Psychic Plane

The Psychic Plane is the source of intellect, creativity, and the energy that forms the substance of the soul. While only the gods could ever visit this plane without immediate overload of mental energy and dying or falling into complete irrevocable catatonic tortured dementia, this plane also serves as the source of all psionic ability.

Oblivion

Also known as the Plane of Annihilation or simply the Void, Oblivion is the plane of destruction and negation. Not just emptiness, Oblivion is an actively destructive black energy that obliterates anything that it touches. Certain wizards known as nullimancers have learned to tap into and manipulate the destructive energy, manipulating it to destroy matter or nullify magic or energy, but most nullimancers eventually lose control of the powerful force and destroy themselves. Even so, dark conclaves continue to train wizards in these dangerous arts.

Other Campaign Worlds

While the Nullimancer was developed specifically for the Caphora campaign world, it will work with most existing campaign worlds, either drawing its power from a demiplane or, in Eberron, from the power of Khyber.

Arcane Tradition: Nullimancy

Nullimancers have learned the secret art of tapping into and manipulating the all-consuming energy of Oblivion. They can generate it and transform it to a variety of effects, all of which destroy matter or energy in some way. This results in new spells and features, and several existing spells have Nullimancy versions that use Oblivion instead of the Weave.

Nullimancy Conversion

2nd-level Nullimancy feature

Starting at 2nd level, you learn to manipulate certain existing spells as nullimancy spells. When a nullimancer learns one of these spells, they learn it as a nullimancy spell instead with differences as noted:

1st Level Spells

  • Shield Instead of invisible, the shield appears non-reflective black
  • Absorb Elements  Regardless of the incoming effect, the effect the following round is always force
  • Fog Cloud  The fog consists of specks of darkness, appearing like soot but otherwise intangible and functions identically to the original spell.
  • Grease  Instead of a layer of grease, the spell turns the surface black and nearly eliminates friction for the duration, feeling like ice. The material component is a bit of fur from a dog.
  • Mage Armor  The armor appears pitch black.
  • Magic Missile  Instead of glowing, the darts are black energy.

2nd Level Spells

  • Cloud of Daggers  The spinning daggers are black and cause force damage instead of slashing.
  • Darkness  The material component is a bit of ground obsidian.

3rd Level Spells

  • Tiny Hut  Only the caster can see through the barrier to the outside.
  • Protection from Energy  Force damage is another energy option.
  • Dispel Magic  The target seems to be enveloped with darkness for a split-second as the spell ends.
  • Nondetection  The material component is 25 gp worth of powdered obsidian instead of diamond dust.

4th Level Spells

  • Private Sanctum  The barrier also offers the option of resistance from psychic energy.

5th Level Spells

  • Modify Memory  A Remove Curse will not reverse this, because the target’s brain has been permanently modified by the Oblivion energy.

6th Level Spells

7th Level Spells

  • Mordenkainen’s Sword  The sword is black and ignores non-magical armor.
  • Finger of Death  As an evocation, it causes force damage, not necrotic, and instead of producing a zombie, a target killed by this spell is disintegrated per the [Tooltip Not Found]  spell.

8th Level Spells

  • Antimagic Field  Even magic effects created by artifacts and relics cannot function within this field, short of direct intervention by a deity.
  • Feeblemind  Using Oblivion energy to damage the target’s mind, the target takes force damage, not psychic, but otherwise, the effects are the same.

Oblivious Resistance

2nd-level Nullimancy feature

Starting at 2nd level, your manipulation of Oblivion gives you [Tooltip Not Found] to all psychic damage.

Forced Oblivion

6th-level Nullimancy feature

Starting at 6th level, your mastery of Oblivion manipulation allows you to cast Counterspell and Dispel Magic each once per long rest as a bonus action or reaction at 3rd level without expending spell slots. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Anti-Psionic Sphere

10th-level Nullimancy feature

Starting at 10th level, you can create an anti-psionic sphere around you with a radius in feet equal to your level once per long rest. This sphere negates all psychic abilities, including any effect described as psionic, including psionic racial and character class abilities, gem dragon spells, and any spell with a Psychic Damage/Effect. This effect lasts up to 1 minute per level.
Every time this feature is used, the you must roll 1d100. A result of 1 nullifies the psionic energy of one creature within the sphere, randomly chosen including you, causing permanent Feeblemind. This effect is only reversible by a Greater Restoration or Wish.

Oblivious Mind

14th-level Nullimancy feature

Starting at 14th level, your mastery of Oblivion energy, especially its negation of psychic energy, creates the effect of a permanent Mind Blank spell on only you.

Nullimancy Image

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