Wizard
Base Class: Wizard

You take pride in your discovery and do what you can to uncover more about the aura that surrounds everything.

Mana pool discovery

Beginning when you select this school at 2nd level,You replace your Spell slots with a mana pool with a number of points equal to your proficiency bonus+ your intelligence modifier+half your level. Cantrips, casting, spell save DC, and attack modifier stay the same. When casting a spell you expend points from your mana pool equal to your spell level. You are able to expend a number of points equal to a higher level to cast a lower level spell at that higher level (ex:spend 4 points to cast a second level spell at 4th level) you must be able to cast that level of spell to do this (see wizard spell chart).

When you take this ability modify your Arcane Recovery feat, when using the power you gain back half of your Mana points. When you complete a long rest gain back all of your Mana points in your pool. 

 

Empowering mana Discovery

Starting at 2nd level, your discovery of mana has lead you to experiment with its other uses, you gain two empowered abilities and gain an additional ability at 5th, 9th, 14th, and 17th lvl.

Cantrip Doubling

You exhaust the mana used in casting a cantrip instead of recapturing it in order to increase its effectiveness.

Spend one mana point to double the amount of targets or effects of a cantrip.

Forced mana flow

Spend 2 points of mana when casting a spell to give targets disadvantage on saving throws against the spell.

Lasting mana

Spend an additional 2 points of mana when casting a spell to double its duration.

Mana armor

You have sharpened your awareness and casting capabilities to be able to cast mage armor when threatened and at a higher effectiveness.

The mage armor granted by this ability gives an additional 2 bonus to ac.

Spend 2 mana points to cast improved mage armor as a reaction to being targeted.

Mana overcharge

When you roll damage for a spell, you can spend 1 mana point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Mana reach

Spend an additional 2 points of mana when casting a spell with a range of at least 5ft to double its range.

Mana soaked attack

Spend 1 point of mana when rolling any damage roll to add your Intelligence modifier to the damage roll.

Precise mana flow

Spend 2 points of mana when casting a spell to give a +3 bonus on hit rolls.

Quick mana

Spend 3 points of mana when rolling initiative to gain a bonus equal to your Intelligence modifier.

Mana Conservation Discovery

Beginning at 6th level, you discover a flaw in your casting of higher lvl spells, when casting spells at 3rd lvl or higher you leek out extra mana that can be recovered.
as a bonus action or action you may recover the extra mana that would have gone to waste, regain mana points equal to the amount of spells cast at 3rd lvl or higher within 60ft of your location in the past minute.

Mana - Health aura discovery

Beginning at 10th level, you begin to understand how mana and the lifeforce of all living things interact. When a creature within 60 ft of you regains hp you may bolster or obstruct the healing, to do so you may spend 4 mana to double the healing or half the healing. If you are halving the healing the target makes a constitution saving throw against you spell save dc on a success the healing is unaffected and your mana resides in the local aura and can be recollected, on a failure half of their healing is negated and turned into mana in the local aura waiting to be collected.
For every 3 hp negated in this way 1 point of mana is deposited in the local aura.

Mana bolt Discovery

At 14th level, your understanding of how to harness mana has changed in its entirety, when ever you spend mana not in in the base casting cost of a spell you may send a bolt of mana at an opponent for each point of mana dealing half your wizard lvl in un-typed damage.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2019 4:43:45 PM
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