Base Class: Wizard
Wizards of this school of magic learn of a different source of magic, one they have dubbed "Magic Potential" or MP for short. This magic source, unlike traditional spell slots, is free flowing and changing. Wizards of this school can still use spell slots, but they may manipulate this MP as either a replacement for spell slots, or they can channel it directly into magical effects.
Magic Potential
Beginning when you select this school at 2nd level, you gain access to "Magic Potential" or MP for short. You have the amount of MP equal to twice your wizard class level. You may change MP into spell slots using the table below, the amount of spell slots you have cannot exceed the amount shown in the Wizard table. You may also change spell slots into MP, when you do this you gain MP equal to the level of spell slot spent. You regain all spent MP at the end of a long rest. Any MP gained over the maximum for your level will be lost.
|
Spell Slot Level |
MP Cost |
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
8 |
|
5th |
12 |
|
6th |
17 |
|
7th |
23 |
|
8th |
30 |
|
9th |
38 |
Influential MP
Starting at 2nd level, you learn ways to channel your MP into magical effects that either enhance your spells or do direct effects. You may choose 2 influences at 2nd level.
You may choose additional influences at 5th level, 9th level, 13th level and 20th level. At the end of a long rest, you may replace any influence choices.
Chains of MP
You may spend 5 MP and an action to attempt to chain a target within 60 feet of you with MP. The target has to succeed on a dexterity saving throw against your spell save DC or become chained. The chained target is Restrained, Incapacitated and automatically fails Strength and Dexterity Saving throws.The target can try to break the chains with a Strength Check against your spell save DC at the end of it's turn. At the end of each of your turns, if the target is still chained, you must spend 2 MP or the effect ends.
This requires concentration (as if concentrating on a spell).
Elemental Attunement
You may spend 4 MP and a bonus action to gain resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for 1 minute.
Elemental Beam
You spend 2 MP and an action to create a line of elemental damage (either Acid, Cold, Fire, Lightning, or Thunder damage) 80 feet long and 5 feet wide which emanates from you in a direction you choose. Creatures in the line must succeed on a dexterity saving throw against your spell save DC or take 1d8 of the chosen damage type, half as much on a successful save. You may spend an additional MP to deal an additional 1d8 damage per 2 MP.
Elemental Explosion
You may spend 2 MP and an action to create an explosion radius 10 feet centered on a point within 60 feet of you. All creatures in the area must make a dexterity saving throw against your spell save DC or take 1d8 elemental damage (either Acid, Cold, Fire, Lightning, or Thunder damage), half as much on a successful save. You may spend additional MP to deal an additional 1d8 damage per 2 MP.
Enlarged Spells
You may spend 2 MP to increase the range of a spell that does not have a range of self by 30 feet. You may spend additional MP to increase the range by 30 feet per 2 MP.
Golden MP
When you cast a spell with costly components that are not consumed, you may spend 1 MP to reduce the cost by 50 gold pieces. You may spend additional MP to reduce the cost by an additional 50 gold pieces per 1 MP.
Lasting Spells
You may spend 1 MP when you cast a spell that has a duration of 1 minute or longer, to increase the duration by 1 minute. You may spend additional MP to increase the duration by 1 minute per MP spent.
Leech MP
You may spend 2 MP and an action to try to leech MP from a creature within 60 feet of you. The target must succeed on a constitution saving throw against your spell save DC or take 1d4 necrotic damage, you regain MP equal to the damage dealt. You may spend additional MP to deal an additional 1d4 necrotic damage per 2 MP.
MP Bolt
You may spend 1 MP and an action to shoot a bolt of MP at a target within 60 feet of you. Make a ranged spell attack, on a hit it deals 1d6 force damage. You may spend additional MP to increase the damage by 1d6 force damage per MP.
MP Compression
You may spend 2 MP and an action to compress MP into a small bead. You may spend additional MP to make the bead more powerful. You may throw the bead using a bonus action to make a ranged spell attack range 60 feet and deal 2d6 force damage on a hit, additional 1d6 force damage per MP spent above 2. You may give the bead to a creature that has points like Sorcery points for sorcerers or Ki points for monks, they restore half the amount of MP spent. If the bead's effects are more than 5 MP, you may give the bead to a creature (including yourself), that creature restores 1 ability that recovers on a short rest. If the bead's effects are more than 15 MP, you may give the bead to a creature (including yourself), that creature restores 1 ability that recovers on a long rest (other than spell slots & points like MP, Sorcery points or Ki points). If the bead's effects are more or equal to the MP cost to spell slots+2, you may give the bead to a creature (including yourself), that creature restores a spell slot of that level or lower, for example, A bead worth 10 MP is given to a creature, that creature can restore one spell slot of 4th level or lower. You may also use the bead as a magical power source for things that require it. The bead loses potency over time, the effects decrease by 20% of its current MP (rounded up) every round unless the bead is in a specially made container. If you are in contact with an existing bead, you may channel more MP into it as a free action. The largest MP bead that you are able to make is equal to 5 times your wizard level. If you make an MP bead larger than that, it will be unstable and release excess magic energy into the area, all creatures within 5 feet of the MP bead must make a Constitution saving throw against your spell save DC or take 1d8 force damage per MP above the maximum, half as much on a successful save, this damage ignores resistances and immunities.
MP Shield
You may spend 1 MP and an action to grant 1d4 temporary hit points to a creature you touch. You may spend additional MP to grant an additional 1d4 temporary hit points per MP spent. Temporary hit points granted by this go away after a long rest.
Quick Casting
You may spend 1 MP to reduce the casting time of a spell by 10 minutes. You may spend additional MP to reduce the casting time by 10 minutes per MP spent. A spell's casting time can be reduced by this feature to a minimum of 1 action. The 10 minutes added by ritual casting a spell is unaffected by this feature.
Spell Disruption
You may spend 4 MP and an action to prevent 1st level spells from being cast in a sphere radius 15 feet centered on a point within 30 feet of you. The sphere lasts for 10 minutes. You may spend additional MP to prevent an additional spell level per 4 MP.
Spell Empowerment
You may spend 4 MP and a bonus action when you cast a spell that deals damage to increase the damage die of the spell by 1 level to a maximum of a d12. eg: 2d10->2d12
Spell Reflection
Prerequisite: 5th level
When you are targeted by a spell, you may spend 2 + twice the spell's level MP and a reaction to attempt to reflect the spell. You must make a check using your spellcasting modifier DC 10 + the spell's level, on a success, the spell is reflected back at the caster, on a failure, nothing happens.
Spell Transfusion
You may spend an amount of MP equal to the amount shown in the MP to spell slot table and a bonus action to target a creature within 60 feet of you that has spell slots, that creature regains one spell slot of a level equal to the level of spell slot shown in the MP to spell slot table.
Arcane MP Recovery
During a short rest, you may spend your use of Arcane Recovery to instead recover an amount of MP equal to your level in this class.
Improved MP Spell Slots
When you change Spell Slots into MP, instead of gaining MP equal to the level of spell slot spent, you gain the amount shown in the MP to Spell Slot table.
Group Arcane Recovery
Your mastery over MP has made it so you can help others recover their spent magical reserves. During a short rest, you may expend a use of this feature and choose up to a number of creatures that have spell slots equal to your Intelligence modifier. The chosen creatures act as if they have used your Arcane Recovery class feature.
Once you use this feature, you cannot use this feature again until you finish a long rest.
Previous Versions
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8/20/2021 4:00:11 AM
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2
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