Arcane Tradition: School of Modification

by Jason Vaitilingon

Search GM Binder

Arcane Tradition

School of Modification

As a modifier you gain an understanding of spells that few can match. You can take existing spells and adjust them slightly to better fit your circumstances. As your mastery grows you can eventually modify and hijack magic cast by others as your own, and quickly change the nature of spells while casting it.

Experimental Preparation

Starting 2nd level you can prepare additional spells equal to your proficiency modifier.

Spell Editing

Thanks to your intensive study on the theory of spell crafting you can modify existing spells to better suit your needs.

Starting 2nd level at the end of a long rest, while preparing your wizard spells, you can choose to prepare modified versions of those spells, as long as you also prepare the original spell. You can modify a wizard spell in one of the following ways:

  • If the spell deals damage, you can change one damage type to any other damage type.
  • You can change the range of the spell to touch, or 1 mile. Changing a spell of range 'Self' allows you to cast it onto one creature within the modified range as if they casted it.
  • If the spell requires a creature to pass a saving throw, you can change the saving throw ability to Dexterity, Constitution, or Wisdom.
 
  • You can replace the Verbal component of a spell with a Somatic one, and vice versa. For example you can modify the spell knock to require a somatic component, and thunderwave to only require a verbal component.

Arcane Hijack

At 6th level, you start to learn to modify and edit spells of other creatures and beings for your own benefit. As an action choose a creature, object, or magical effect within touching distance. If you expend a spell slot higher than the spell used on your target, then the spell effect ends, and you can immediately cast the same spell at its originally casted level and save DC.

Once you use this feature, you can't use it again until you finish a short or long rest.

Complex Spell Editing

Starting 10th level, you have learned to modify your spells with less risk of instabilities. When using your Spell Editing feature, you can now modify a spell twice instead of once per prepared spell.

For example you can prepare a modified fireball that deals ice damage and has a range of 500 feet.

Improvised Modification

At 14th level when you cast a wizard spell you can choose to modify your spell once as part of the casting, choosing from the spell modifications in the Spell Editing feature.

Changes

v0.2

  • Spell Editing
    • Clarified that you have to prepare the original spell to be able to prepare a modified version of it.
    • Effects of a 'Self' spell casted on another creature allows the targeted creature to determine the specifics of the spell. Eg. they get to determine the illusion for Disguise Self, or the target position for Misty Step.
  • Complex Spell Editing
    • Clarified wording of feature.

Feedback Credits

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.