Wizard School: Arcamancy

Arcamancy is a form of magic taught to wizards. It's form and teachings encompass manipulating the wave farther than just creating spells, and controlling the magic within those spells. Arcamancers learn to sense the elements of the weave the make up spells and effects, and unravel the knots to suit their own purpose.

Arcana Well

Starting at 2nd level, when you choose this school, you gain a repository of special points that represent how much pure magical energy you have under your control at any one time. This is represented as Arcana points. The maximum number of points that you can have in your Arcana Well is equal to your wizard level + 10. Whenever you do one of the following actions, you gain arcana points depending on the action. The actions you can perform to gain arcana points are:

  • hit with a melee attack creature capable of magic with a nonmagical weapon + 1
  • be missed by a magical attack: + 2
  • consume a charge of a magical item without triggering the item's effect + 4
  • spend a turn syphoning from a deceased creature capable of magic + 8

You may also turn a spell slot into arcana points equal to twice its level. Whenever you take a long rest, your arcana points diminish to 5 points

Shapeless Energy

At 2nd level, you may use arcana points to perform the following effects as a bonus action:

  • add an additional 1d4 damage to a spell or weapon attack (4 arcana points)
  • add +2 to your armor class for one turn (4 arcana points)
  • push back up to 3 medium or smaller creatures up to 10 feet away (6 arcana points + 2 for every creature beyond 1)
  • cast shield (8 arcana points)

When you reach 6th level you can perform the following additonal actions with arcana points

  • add an additional 1d6 damage to a spell or weapon attack (4 arcana points)
  • add +4 to your armor class for two turns (4 arcana points)
  • push back up to 3 large or smaller creatures up to 20 feet away (6 arcana points + 2 for every creature beyond 1)
  • Cast magic missile (6 arcana points + 3 for every missile beyond 3)
  • Make a melee weapon attack as a bonus action (Proficiency bonus + int to hit. 1d8 + int force damage)
  • Convert arcana points into spell slots (5 arcana points per slot level)

    When you reach 10th level you can perform the following additonal actions with arcana points

    • add an additional 1d10 damage to a spell or weapon attack (4 arcana points)
  • add +10 to your armor class for two turns (4 arcana points)
  • push back up to 3 large or smaller creatures up to 30 feet away and cause them to fall prone(6 arcana points + 2 for every creature beyond 1)
  • cast bigby's hand
  • cause your strength, dexterity, or constitution to increase by 1 every 3 arcana points used for 1d4 + 1 turns. When you reach 14th level you can perform the following additonal actions with arcana points
  • add an additional 1d damage to a spell or weapon attack (4 arcana points)
  • add +4 to your armor class for two turns (4 arcana points)
  • push back up to 3 large or smaller creatures up to 20 feet away (6 arcana points + 2 for every creature beyond 1)
  • Cast a cantrip you know as a bonus action (8 arcana points)
  • cast hold monster (7 arcana points)

Contest Of The Mystical

When you reach 6th level, you learn to influece and change spells done by other casters. You can use 8 arcana points to roll an intelligence contest with the caster of a spell of 5th level and lower. If you win, you can change the spell as if you had cast it.

Absorb Magic

When you reach 10th level, you gain the ability to syphon magic from magical effects around you. You can cast counterspell and dispel magic without using a spell slot each an amount of times equal to your intelligence modifier, refreshing after a long rest. When you do, you gain arcana points equal to the level of the spell you affected. You must be within 5 feet of the effect to do this.

Nuclear Syphon

When you reach 14th level, you are able to absorb and contain all of the magic in an area. As an action, you may cast antimagic field without expending a spell slot. The field has an area of 30 feet and does not move with you. It affects everyone in its area except for you. You gain 2d10 + 8 arcana points from this, up to your maximum. You cannot use this ability again until you finish a long rest.


Art credits

Page one: Cnocky_Draws on reddit (and a few other sites)

page two: Todd Lockwood on their own site