Belac93
2015-08-10, 06:39 PM
This is a wizard school that is very good at fighting other magic users. Please give ideas for balance.
School of Disruption
The school of disruption is a subclass of wizard specifically focused on fighting other magic users.
Minor Counterspell
At level 2, as a reaction (or bonus action on your turn) you may attempt to use a minor version of counterspell. When you see a creature within 30 ft of you attempting to cast a spell, you may attempt to disrupt their casting. That creature makes a Intelligence saving throw against your spell save DC. If you succeed, the creatures spell fails and has no effect. You may not attempt this on a spell whose level equals more than half your wizard level (rounded down). You may use this feature a number of times per day equal to your Intelligence modifier.
Detect Arcane
At level 2, as a bonus action on your turn, you may make an Intelligence check with proficiency. For every 5 points you make on your check, you may use the spell Detect Magic, but only out to that range. You must take a short or long rest before you can use this ability again (e.g. total roll of 17, detect out to 15 ft.)
Improved Counterspell
At level 6, add the counterspell spell to your spell book. Whenever you cast this spell, you gain the following benefits.
Once per round, you may cast counterspell without using your reaction.
Whenever you succeed on countering a spell, the creature who cast the spell takes 1d6 psychic damage for each level of the spell they cast
Magic Fighter
Starting at level 10, whenever you cast a spell on a creature that can cast spells, you have advantage on your attack roll, or that creature has disadvantage on its saving throw. In addition, that creature has disadvantage on a saving throw to concentrate on any spell it is concentrating on.
Spell Resistance
Starting at level 14, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells
Disrupt
1st-level abjuration
Casting Time: 1 bonus action
Range: 50 ft
Components: V
Duration: Instantaneous
Choose a creature within 50 ft of you. If that creature is concentrating on a spell, they must make a Intelligence saving throw against your spell save DC. If they fail, they lose concentration on the spell.
School of Disruption
The school of disruption is a subclass of wizard specifically focused on fighting other magic users.
Minor Counterspell
At level 2, as a reaction (or bonus action on your turn) you may attempt to use a minor version of counterspell. When you see a creature within 30 ft of you attempting to cast a spell, you may attempt to disrupt their casting. That creature makes a Intelligence saving throw against your spell save DC. If you succeed, the creatures spell fails and has no effect. You may not attempt this on a spell whose level equals more than half your wizard level (rounded down). You may use this feature a number of times per day equal to your Intelligence modifier.
Detect Arcane
At level 2, as a bonus action on your turn, you may make an Intelligence check with proficiency. For every 5 points you make on your check, you may use the spell Detect Magic, but only out to that range. You must take a short or long rest before you can use this ability again (e.g. total roll of 17, detect out to 15 ft.)
Improved Counterspell
At level 6, add the counterspell spell to your spell book. Whenever you cast this spell, you gain the following benefits.
Once per round, you may cast counterspell without using your reaction.
Whenever you succeed on countering a spell, the creature who cast the spell takes 1d6 psychic damage for each level of the spell they cast
Magic Fighter
Starting at level 10, whenever you cast a spell on a creature that can cast spells, you have advantage on your attack roll, or that creature has disadvantage on its saving throw. In addition, that creature has disadvantage on a saving throw to concentrate on any spell it is concentrating on.
Spell Resistance
Starting at level 14, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells
Disrupt
1st-level abjuration
Casting Time: 1 bonus action
Range: 50 ft
Components: V
Duration: Instantaneous
Choose a creature within 50 ft of you. If that creature is concentrating on a spell, they must make a Intelligence saving throw against your spell save DC. If they fail, they lose concentration on the spell.