You expand a number of charges equal to the spells level and you regain all charges after completing a long rest.Īt level 14th, Your master of consistency after honing your mind and magic has allowed you to cast effortlessly. You have 5 charges to use spells without using spell slots when you cast a spell that targets the user. Starting at level 10th, you have learned how to store enough magic to cast spells as a contingency. You can cast one non-damaging level 1st or higher spell. The spell level has to equal half your level for this ability to work. You take half the damage taken from a spell. You can add your proficiency bonus to your next damage roll to a spell. You can use a reaction to apply one of the following additional effects When you cast a spell or hit by a spell attack or effect. This can apply this effect to the spell you just casted or can be a separate effect.Īt level 6th, your mental sharpness allows you to quickly change magic around you. You can have up to three of any instant effect as well as non-instant effects active at a time. When you cast a spell level 1st or higher, you can cast Prestidigitation as a bonus action separately or targeting the spell you just casted. If you already know this cantrip, you learn a different wizard cantrip of your choice. You use this feature on an number of spells equal to triple your intelligence modifier.Īlso at level 2nd, You can imbue your magic with additional flare. Starting at level 2nd, when you learn a spell by adding it to your spellbook, That spell takes half the time and money to copy into your spellbook. Your curiosity for all types of casting allows you to empower projectiles, fend off harm, cast efficiently and alter spells in a pinch. Wherever to expand one's ways of casting, sheer versatility or for outright power. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.Members of the School of Universal casting don't abide to any particular school of magic or like to learn a little bit of everything typically go under the umbrella of universal casters. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Deflecting ShroudĪt 14th level, your Arcane Deflection becomes infused with deadly magic. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. Durable Magicīeginning at 10th level, the magic you channel helps ward off harm. The extra damage equals half your wizard level. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. If you end a short rest with no power surges, you gain one power surge. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. Whenever you finish a long rest, your number of power surges resets to one. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). In its stored form, this energy is called a power surge. Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?" Arcane DeflectionĪt 2nd level, you have learned to weave your magic to fortify yourself against harm. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. In great battles, a war mage often works with evokers, abjurers, and other types of wizards. War mages are also adept at turning other spellcasters' magical energy against them. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages act fast in battle, using their spells to seize tactical control of a situation. They see their magic as both a weapon and armor, a resource superior to any piece of steel. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.įollowers of this tradition are known as war mages. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. A variety of arcane colleges specialize in training wizards for war.
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