School of Numeromancy, a wizard subclass
Jun 20, 2015 6:36:31 GMT
friartook and whipstache like this
Post by Deleted on Jun 20, 2015 6:36:31 GMT
Running with a few ideas from the Arithmetik class proposed by Almarianknight... This is a school of magic to be chosen by the wizard class at level 2, in lieu of one of the traditional schools (abjuration, necromancy, etc)
School Of Numeromancy
Rather than focus on one of the traditional schools of magic, the Numeromancer concentrates his studies on the underlying metaphysics which govern all schools. By perceiving and understanding complex mathematical formulas modeled on observations of the Weave, he is able to exert his will upon magical energy in ways that other wizards cannot.
Arcane Algebra: Beginning when you select this school at 2nd level, you have become proficient in reducing many spell formulas into a more elegant and efficient format. Whenever you attempt to copy a new spell into your spellbook, you may make an Intelligence (Arcana) check against a DC equal to 10 + the spell level. If you succeed, the gold and time you must spend to copy the spell into your spellbook is halved.
Geometric Reduction: Beginning at 2nd level, you may reduce the area or volume of your own spells that target an area. The reduction must maintain the same shape as the original effect, but can be as small as the point of origin itself.
Divide By Zero: Starting at 6th level, you are able to sense the order of nearby magical effects, and may attempt to impose an impossible mathematical model by which it must operate, creating a paradox that causes reality to reassert itself and end the effect. You may cast Dispel Magic or Counterspell once, and must finish a long rest before using this ability again. When you use DB0, refer to the following equation: x= (NS - D) / S
where
N = Numeromancer Level
D = Distance between the Numeromancer and the spell effect (Dispel Magic) or spellcaster (Counterspell) measured in feet. D is treated as 0 if the effect or spellcaster is within melee range.
S = Spell level of the effect or spell being countered. Cantrips are counted as Spell level 1 for the purpose of DB0.
If x is an integer (positive or negative whole number, no decimals), then the spell or effect is canceled automatically. If x is a negative real number and not an integer (i.e. it has a decimal), the spell level of DB0 is treated as 3rd level. If x is a positive real number, the spell level of DB0 is equal to the highest level spell slot the Numeromancer can cast.
(The goal of the Numeromancer using this ability is to position himself at a distance such that the equation results in an Integer such as -5,-4...0, 1, 2... Failing this, he will attempt to get as close as necessary to achieve a positive real number, thereby maximizing the spell level at which his Dispel Magic/Counterspell ability is cast)
Parabolic Binding: Beginning at 10th level, whenever you cast a spell that targets only one creature and does not have a range of self, you may attempt to affect one other target with the same spell. The second target must appear on a parabola whose vertex is the first target's space, and which opens along an axis described by a line between the Numeromancer and the first target. The parabola is calculated by the following equation:
y=(1/S)x^2 or y= (-1/S)x^2
where
S= Level of the spell
You may not use Parabolic Binding on a cantrip. You must finish a long rest before using this ability again.
i: At 14th level, you have mastered the science of imposing imaginary numbers upon reality, allowing you to imbue your spells with paradox inducing side effects. When you cast a spell of 1st level or higher, you may augment the spell with paradox energy. The nature of the paradox is determined by the school of magic from which the spell is cast. Only one paradox may be active at a time.
Abjuration: The next time you take damage, reduce the damage by S
Conjuration: A tiny paradox mote hovers nearby. You may move it N feet in any direction as a bonus action. You may detonate it at will to cause sqrt(N+S) damage in a 5 foot space, at which point the paradox disappears.
Divination: Add sqrt.N (round up) to your next saving throw.
Illusion: Gain one duplicate as described in the Mirror Image spell.
Enchantment: Add sqrt.N (round up) to Persuasion or Intimidation checks (choose one).
Evocation: Add 1d8+S force damage to the next spell you cast which causes damage.
Necromancy: You gain resistance to Necrotic and Poison damage until you take damage from either.
Transmutation: Add sqrt.N to your AC until you take damage.
(still reviewing i for balance, but this is more or less complete)
School Of Numeromancy
Rather than focus on one of the traditional schools of magic, the Numeromancer concentrates his studies on the underlying metaphysics which govern all schools. By perceiving and understanding complex mathematical formulas modeled on observations of the Weave, he is able to exert his will upon magical energy in ways that other wizards cannot.
Arcane Algebra: Beginning when you select this school at 2nd level, you have become proficient in reducing many spell formulas into a more elegant and efficient format. Whenever you attempt to copy a new spell into your spellbook, you may make an Intelligence (Arcana) check against a DC equal to 10 + the spell level. If you succeed, the gold and time you must spend to copy the spell into your spellbook is halved.
Geometric Reduction: Beginning at 2nd level, you may reduce the area or volume of your own spells that target an area. The reduction must maintain the same shape as the original effect, but can be as small as the point of origin itself.
Divide By Zero: Starting at 6th level, you are able to sense the order of nearby magical effects, and may attempt to impose an impossible mathematical model by which it must operate, creating a paradox that causes reality to reassert itself and end the effect. You may cast Dispel Magic or Counterspell once, and must finish a long rest before using this ability again. When you use DB0, refer to the following equation: x= (NS - D) / S
where
N = Numeromancer Level
D = Distance between the Numeromancer and the spell effect (Dispel Magic) or spellcaster (Counterspell) measured in feet. D is treated as 0 if the effect or spellcaster is within melee range.
S = Spell level of the effect or spell being countered. Cantrips are counted as Spell level 1 for the purpose of DB0.
If x is an integer (positive or negative whole number, no decimals), then the spell or effect is canceled automatically. If x is a negative real number and not an integer (i.e. it has a decimal), the spell level of DB0 is treated as 3rd level. If x is a positive real number, the spell level of DB0 is equal to the highest level spell slot the Numeromancer can cast.
(The goal of the Numeromancer using this ability is to position himself at a distance such that the equation results in an Integer such as -5,-4...0, 1, 2... Failing this, he will attempt to get as close as necessary to achieve a positive real number, thereby maximizing the spell level at which his Dispel Magic/Counterspell ability is cast)
Parabolic Binding: Beginning at 10th level, whenever you cast a spell that targets only one creature and does not have a range of self, you may attempt to affect one other target with the same spell. The second target must appear on a parabola whose vertex is the first target's space, and which opens along an axis described by a line between the Numeromancer and the first target. The parabola is calculated by the following equation:
y=(1/S)x^2 or y= (-1/S)x^2
where
S= Level of the spell
You may not use Parabolic Binding on a cantrip. You must finish a long rest before using this ability again.
i: At 14th level, you have mastered the science of imposing imaginary numbers upon reality, allowing you to imbue your spells with paradox inducing side effects. When you cast a spell of 1st level or higher, you may augment the spell with paradox energy. The nature of the paradox is determined by the school of magic from which the spell is cast. Only one paradox may be active at a time.
Abjuration: The next time you take damage, reduce the damage by S
Conjuration: A tiny paradox mote hovers nearby. You may move it N feet in any direction as a bonus action. You may detonate it at will to cause sqrt(N+S) damage in a 5 foot space, at which point the paradox disappears.
Divination: Add sqrt.N (round up) to your next saving throw.
Illusion: Gain one duplicate as described in the Mirror Image spell.
Enchantment: Add sqrt.N (round up) to Persuasion or Intimidation checks (choose one).
Evocation: Add 1d8+S force damage to the next spell you cast which causes damage.
Necromancy: You gain resistance to Necrotic and Poison damage until you take damage from either.
Transmutation: Add sqrt.N to your AC until you take damage.
(still reviewing i for balance, but this is more or less complete)