Wizard - Dynamancy Magic in Zekenom's Guide to Tyradiil | World Anvil
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Wizard - Dynamancy Magic

Wizards of the school of Dynamancy are scientists in their own right. Through the power of magic, they have discovered the existence of atoms, and have studied their properties in relation to casting and energy immensely. As a wizard of this school, you will be able to manipulate energy to a degree never seen in magic before. Dynamancers are able to take hold of the energy of beings around them and bend it to their will. Weaken your enemies. Strengthen your allies. Do what has never been done.  

Energy Surge

2nd level Dynamancy Magic feature   Starting at 2nd level, you are able to store energy in your body for later use. This allows you to react to danger in a quick but powerful way. You are now able to add you Intelligence modifier to your initiative rolls, and you have advantage on Dexterity saving throws.  

Arcana Defraction

6th level Dynamancy Magic feature   Starting at 6th level, you are able to pull magical energy from other spellcaster's bodies to give yourself more power. Once per short rest, as an action, you may cause a creature that you can see to expend a spell slot to replenish one of your own. The level of spell slot you can force it to expend and replenish is equivalent to your spellcasting ability. For example, if you can cast 3rd level spells, you can force up to a 3rd level spell slot to be expended.  

Power Gate

10th level Dynamancy Magic feature   Starting at 10th level, you gain the ability to create magical fields called Power Gates that add energy to whatever passes through them. Twice per short rest, as an action, you are able to create a 15ft wide 10ft. tall "gate" that buffs objects and creatures sent through it in either direction. Any projectiles sent through the gate deal an extra 3d6 force damage, and any creature running through the gate deals an extra 3d6 force damage on its next melee attack.   At Higher Levels. Add an extra d6 to the damage for every three Wizard levels you have past 10.  

Superionizer

14th level Dynamancy Magic feature   Starting at 14th level, you gain the ability to superheat the atoms in a section of air within 150 feet of you, causing massive instantaneous damage to anything nearby. Once per long rest, as an action, you may choose a point you can see within range. Each creature within a 40-foot-radius-sphere centered on that point instantly takes 15d6 fire damage.   The heat does not spread around corners, but it does ignite any flammable objects in the area.

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