Base Class: Wizard
The natural way of the universe is to work toward efficiency; a river finds the most direct path to the ocean, a hawk dives directly onto prey with minimal deviation, and magic can be used as quickly as a small gesture. In this universe of efficiency, delay is unexpected and undesirable, which causes us to be taken off our guard or become annoyed when it occurs. While delay is just a common nuisance, it has the potential to be a powerful tool if used by the right hands.
A practitioner of Moratormancy sees the utility that can be brought about by creating a disparity between typical or perceived reality from true reality. They can delay the effects of their spells from their original casting, which can bring a tactical advantage by creating confusion over what should be happening at that point in time. They can also delay the perception of other creatures to make it harder for them to be hit by harmful attacks. With enough practice, they are able to harness the potential of delay more than any other magic user.
Spell Suspension
Starting at 2nd level, you begin to understand how to manipulate your magic to use delay to your advantage. When you cast a spell with a duration of "Instantaneous," you can choose to have the effects of that spell to be separate from the casting. The casting of the spell would occur as normal (the spell can be countered and uses a spell slot), but the effects of the spell would not occur until you decide to at the beginning of one of your turns. If a spell effect is suspended for 1 minute, the effect fizzles and is lost.
This ability can be used a number of times equal to your Intelligence modifier (minimum 1), and you can only have one spell suspended by this ability at a time. When you finish a short or long rest, you regain all expended uses.
Elapsed Recollection
Beginning at 2nd level, as you have come to manipulate the concept of delay, your mind has gained the ability to suspend the fading away of memories. You gain proficiency in History checks. Your proficiency bonus is doubled for any ability check you make with that skill.
Amplify Dilation
Starting at 6th level, you have found a way to manipulate the delay caused by the distance between you and your opponent to your advantage. As a bonus action, you can choose one creature that you can see within 30 feet of you. For the next minute, that creature cannot take opportunity attacks against you. Additionally, if you are 30 feet or further away from the creature, the first attack role per round you make against the creature during the next minute is made with advantage.
This ability can be used a number of times equal to your Intelligence modifier (minimum 1). If you use this ability on a different creature, the effect ends on the original creature. You regain all expended uses when you finish a long rest.
Ingrained Insignia
Your understanding of delay has reached the point where you can imprint magical essence onto yourself to be used when you choose. Beginning at 10th level, you can inscribe a magical insignia onto yourself. This insignia functions similarly to a 3rd Level Glyph of Warding, except that rather than disappearing once it is triggered, it goes into an inactive state until the end of your next long rest. The insignia also does not automatically activate if you move 10 feet past where it became active. Additionally, at the end of a long rest, you can choose the insignia to function as an explosive rune or a spell glyph, as described in the Glyph of Warding spell, and specify the trigger for the insignia (you must cast a stored spell as normal, expending necessary spell slots and material components, and you cannot cast it as a ritual). If the insignia is still active at the end of a long rest, any stored spells and specified triggers are removed.
Delay Adept
Beginning at 14th level, you have integrated yourself with the use of delay, and can now manipulate delay according to your specified whims. You can now use your Spell Suspension ability an unlimited number of times.
Also, you add the Contingency spell to your spellbook, if it is not there already, and can cast Contingency without needing the material component. Additionally, you can cast Contingency without expending a spell slot (the contingent spell does expend a spell slot and any necessary material components, and it cannot be cast as a ritual). When you do so, the duration of the spell is reduced to 24 hours. Once you cast Contingency in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.
Previous Versions
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1/24/2021 6:11:19 PM
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7/11/2021 6:03:28 AM
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