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Wizard - War Magic
About This Mod
A variety of secret colleges specialize in preparing wizards for war. The Tradition of War Magic Combines Principles
resurrection and renunciation, not specializing in any of these
schools. He teaches techniques that enhance the spells of the caster, and
it also provides the wizards with methods to strengthen their own defenses.
Followers of this tradition are known as battle mages. They see in their magic both weapons and armor, a resource superior to any
a piece of steel. Warlords act quickly in battle, using their spells to capture
tactical control of the situation. Their spells strike hard, and
defensive skills thwart attempts by adversaries to counterattack.
Wizards can also draw magical energy
other spellcasters against themselves.
In great battles, the war magician often works with summoners, spellcasters, and other types of wizards. Callers, in particular, sometimes
mages of war are teased for turning their attention between attack and
protection. A typical war magician's answer is, "What's the use of
"tom to throw a mighty fireball if i die before i can throw it?"
Enchantress Reflection: At 2nd level, you have learned to weave your magic to protect yourself from harm. When you get hit or don't perform
save, you can use your reaction to get a +2 bonus to your AC
against this attack or +4 bonus to this save.
When you use this feature, you cannot cast spells other than cantrips until the end of your next turn.
Tactical Ingenuity: Starting at Level 2, your sharp ability to assess tactical situations allows you to act quickly in combat. You can give yourself
bonus to initiative throws equal to your intelligence modifier.
Surge Strength: Starting at 6th level, you can accumulate magical energy within yourself to later enhance your damage spells.
You can keep the maximum number of power surges equal to your intelligence modifier (minimum one). When you finish a long rest,
the number of power surges is reset to one. Whenever you successfully complete a spell with Magic Dispersal or Spell Cancelation, you gain one power boost as you steal magic from a broken spell. If you finish a short rest without surges, you get one surge.
Once per turn, when you deal damage to a creature or object using a wizard spell, you can spend one surge of power to deal additional power damage
to that end. Additional damage is equal to half of your wizard level.
Solid magic start: At level 10, the magic you direct helps to ward off harm. As long as you keep your focus on the spell, you have a +2 bonus to AC
and all the rescues.
Deflecting Shroud: Not yet implemented (Function
Level 14 Loading order:
Baldur's Gate 3 Community Library
ImprovedUI ReleaseReady
Wizard - War Magic Tradtion
Compatibility Framework
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