Arcane Tradition; Spell manipulator

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Arcane Tradition; Spell manipulator

Wizards from far and wise are always learning ways to manipulate their magic. Those who follow this tradition find ways to manipulate the magical basis for all magic allowing them to alter and cast spells differently than most. though studies of sorcerers and other magical beings these wizards have learned how to use the knowledge they gain to change the magical energies they use to produce similar to effects seen in other non-religious casters.

Ability Table:

Level Ability
2nd Elemental change
6th Meta-magic, Magical augmentation
10th Wizards empowerment
14th Magical regeneration

Elemental change:

Starting at 2nd level you have learned to change your spells damage types. When casting a spell you can change the damage type to another out of the following list: Fire, Cold, Poison, Acid, Necrotic, Lighting, Thunder, Force, or Psychic. For example if you cast FireBall you can change its fire damage to cold damage if you choose. If a spell deals multiple damage types you can only change one.

Magical augmentation:

At 6th level, You have learned how to manipulate the very energies of magic allowing you To change how magic is cast, this knowledge is represented by wizardry points, which allow you to create a variety of magical effects. You can never have more wizardry points than shown on the table for your level. You regain all spent Wizardry points when you finish a long rest. You can use your Wizardry points to gain additional spell slots, or sacrifice spell slots to gain additional Wizardry points. You learn other ways to use your Wizardry points as you reach higher levels.

Wizards empowerment:

starting at 10th level, you have learned to give your spell more magical energy when initially casting them. You can spend 3 wizardry points to give yourself advantage on your next ranged spell attack

Alternativly you can spend these points on a spell that requires a saving throws. You can select a number of creatures up to your intelligence modifier (to a minimum of one), those creature will have disadvantage for their first attempt at the saving throw.

Magical regeneration:

Starting at 14th level, On your turn if you are out of wizardry points you regain 3.

Additionally if you roll for a Initiative and are out of spell slots you will regain 1 first level spell slot.

Meta-Magic:

At 6th level, you gain the ability to twist your spells to suit your needs. You gain three of the following Metamagic options of your choice from the list below. You gain another one at 13th and 20th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Meta magic list

Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 wizardry point and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 Wizardry point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 Wizardry point to make the range of the spell 30 feet.

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

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Wizardry point to double its duration, to a maximum duration of 24 hours.

Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 Wizardry points to change the casting time to 1 bonus action for this casting.

Subtle Spell When you cast a spell, you can spend 1 Wizardry point to cast it without any somatic or verbal components.

Twinned Spell When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of Wizardry points equal to the spell's level to target a second creature in range with the same spell (1 Wizardry point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Wizardry Points per level table

These points are these basis for your magic ability and are spent in some of your abilities.

Level points per level
6th 4
7th 5
8th 6
9th 7
10th 8
11th 9
12th 10
13th 11
14th 12
15th 13
16th 14
17th 15
18th 16
19th 17
20th 18

Spell slot conversions to points

Like sorcerers you can use spell slots to create more wizardry points. The table Below shows the conversion of spells slots to Wizardry points.

Spell slot level Points
1st 2
2nd 4
3rd 5
4th 6
5th 8
6th 10
7th 14
8th 16
9th 18

Spell conversion rules

Converting a Spell Slot to Wizardry Points As a bonus action on your turn, you can expend one spell slot and gain a number of Wizardry points equal to the points shown on the spell conversion table.

Creating Spell Slots You can transform unexpended Wizardry points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher than level than 7th.

 

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