JNAProductions
2017-05-31, 12:29 PM
Magical Theorist-At level 2, you halve the time and costs of copying any spell into your spellbook, owing to your greater understanding of magical theory compared to your counterparts. In addition, you may learn one extra spell each time you level up.
Arcana Master-At level 2, you also gain proficiency in Arcana. If you already had proficiency, gain Expertise.
Arcane Efficiency-At level 6, you are able to use magic with greater efficiency than others. Up to Intelligence modifier times per long rest, when casting a spell from a higher level slot, you may treat the slot as one higher than it actually is, up to a maximum of the highest level slot you can cast.
Theory Applied-At level 10, you may, once per short rest, apply your Intelligence modifier to one of the following attributes of a spell you cast:
-Damage
-Range (can only be applied to spells that have a range greater than Touch, increases range by 5' times your intelligence modifier)
-Duration (add your Intelligence modifier in rounds)
Efficient Magicks-At level 14, you may downgrade magical effects. Any spell which is capable of being upscaled in slot, you may now downgrade to a lower level slot. When doing so, invert and double the bonus for going up a level. (For instance, Fireball, a 3rd level spell, does 8d6 fire damage in a radius, and increases by 1d6 for every level higher. To cast it as a 2nd level spell, you would take the bonus, double it, and apply it as a penalty-so decreasing damage by 2d6, for a total of 6d6 fire damage.)
Can basically only be applied to damaging spells, since most single target spells simply scale up in number of targets they can hit. Still, it gives you that many more options.
Arcana Master-At level 2, you also gain proficiency in Arcana. If you already had proficiency, gain Expertise.
Arcane Efficiency-At level 6, you are able to use magic with greater efficiency than others. Up to Intelligence modifier times per long rest, when casting a spell from a higher level slot, you may treat the slot as one higher than it actually is, up to a maximum of the highest level slot you can cast.
Theory Applied-At level 10, you may, once per short rest, apply your Intelligence modifier to one of the following attributes of a spell you cast:
-Damage
-Range (can only be applied to spells that have a range greater than Touch, increases range by 5' times your intelligence modifier)
-Duration (add your Intelligence modifier in rounds)
Efficient Magicks-At level 14, you may downgrade magical effects. Any spell which is capable of being upscaled in slot, you may now downgrade to a lower level slot. When doing so, invert and double the bonus for going up a level. (For instance, Fireball, a 3rd level spell, does 8d6 fire damage in a radius, and increases by 1d6 for every level higher. To cast it as a 2nd level spell, you would take the bonus, double it, and apply it as a penalty-so decreasing damage by 2d6, for a total of 6d6 fire damage.)
Can basically only be applied to damaging spells, since most single target spells simply scale up in number of targets they can hit. Still, it gives you that many more options.