```metadata title: School of Manipulation description: '' tags: '' systems: - 5e renderer: legacy ``` ### School of Maniipulation The wars of the School of Manipulation wizards are not often won with swords and bows. They have their place, but at the end of the day, a war won means nothing without its people left alive to subjigate. From this need to keep their enemies alive came the Order of the Broken Mind, a group of wizards who delved deep into the psyche of humanoids. Studying the remains of lost Illithid civilizations, and performing unthinkable experiments on humanoids of all races to figure out exactly what makes them tick. This arcane tradition was the result of every inhumane act performed on the behalf of the Order of the Broken Mind. ##### School of Manipulation features | Wizard Level | Feature Name |:----:|:-------------| | 2nd | Bonus Proficiencies |2nd |Mind Shatter | 6th |Dampen the Psyche | 10th | Empowered Memory Modification | 14th | Enfore Will #### Restriction: Void Elves Only Only Void Elves may learn from the Order of the Broken Mind. Their position fulfulls a particular role in Void Elf society, which is absent in other civilizations. Your DM can lift this restriction to better suit the campaign. This restriction exists for Ixitaria. It may not apply to your DM's setting or your DM's version of Ixitaria. #### Bonus Proficiencies When you choose this arcane tradition at 2nd level, you gain proficiency in the Deception and Persuasion skills. #### Mind-shatter Also at 2nd level, you learn how to disrupt the minds of your enemies. As a bonus action, you can force a creature you can see within 60 feet of you to make an Intelligence saving throw. On a failed save, the creature can only speak falteringly, and has disadvantage on your choice of Intelligence, Wisdom, and Charisma saving throws for the next minute. The creature also has disadvantage on any saving throws made to maintain concentration. You may use this feature a number of times equal to your intelligence modifier. You regain all expended uses when you complete a long rest. Beginning at 9th level, you may choose two of Intelligence, Wisdom, and Charisma saving throws. When you reach 17th level, all three are affected. ``` ``` #### Dampen the Psyche Beginning at 6th level, you are capable of magically dulling the senses. When a creature you see within 60 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction and expend a spell slot to increase the DC of that saving throw for that creature. The DC is increased by a number equal to half of the expended spell slot, rounded down (minimum 1). If multiple creatures make the saving throw at the same time, you may only target one of them at a time with this feature. You must do this before the target rolls their saving throw. If the saving throw is being made against a spell or magical effect you caused, you may do this without expending your reaction, but you cannot target the same creature multiple times with it. (i.e., you cannot expend 2 1st level spell slots to increase the DC by 2.) #### Empowered Memory Modification At 10th level, you add the Modify Memory spell to your spellbook, if it is not already there. It always counts as prepared, but does not count against your prepared spells. When you cast Modify Memory, it always counts as being 1 level higher than the spell slot expended to cast it, up to 9th level, and the memory effected by the spell can be up to 1 hour long, rather than 10 minutes. If the effects of this spell are ended for any reason, you immediately become aware of this. #### Enforce Will Beginning at 14th level, you are able to enforce your will on those around you. As an action, you can force a creature to make a Wisdom saving throw. Creatures that are immune to the charmed condition automatically succeed on this saving throw. On a failed save, the target is Charmed, and you may spend up to 1 minute giving the creature instructions. If a minute passes and you have not finished delivering the instructions, if the instructions you give are impossible for the target to complete within 24 hours, if the instructions at any time become impossible for the target to complete within 24 hours, or if the instructions would cause direct harm to the target (such as instructing the target to kill themselves, activate a trap the target knows to be dangerous, etc) this ability has no effect. When you complete your instructions, the target must immediately begin to follow them as closely as possible. This effect ends when 24 hours have passed, when the instructions have been completed, or when the creature takes damage from you or your allies. If the creature takes damage from any other source, it may make another Wisdom saving throw, ending this effect on itself on a success. You are immediately alerted, as if by the alarm spell, when this effect ends, and whether or not the instructions were completed. You may have up to 2 creatures charmed in this way at a time. You may use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you complete a long rest.