BR:School of Alteration

From UESTRPG Wiki
An Alteration mage with shields herself from harm with her wards.

School of Alteration

The School of Alteration involves the manipulation of the physical world and its natural properties. Mastering alteration magicks requires an understanding of the fundamentals of nature, as the spells within are bound by nature's rules.

Casting alteration spells is akin to convincing a greater power that it is easier to change reality than it is to leave it alone. Those that are familiar with this magick understand that expressing a spell as a subtle change, a diversion of nature's elements, is easier than creating it anew.

School of Alteration Features
Level Feature
2nd Alteration Prodigy, Arcane Ward
6th Projected Ward
10th Dampen Elements
14th Spell Resistance

Alteration Prodigy

Beginning when you select this school at 2nd level, the gold and time you must spend to learn an alteration spell is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an alteration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your mage level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an alteration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Dampen Elements

Beginning at 10th level, when you or a creature within 30 feet of you takes acid, cold, fire, force, lightning, or poison, radiant, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.