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Order of Dimensional Magi

Planar Order

Order of Dimensional Magi

 

The Dimensional Magi are an order of channelers that study the structure of the multiverse itself, learning to slip between its many layers. For all intents and purposes, these channelers are scholars, and choose a tome full of planar secrets as their key. Master Dimensional Magi have collected the universe’s most cryptic mysteries within their spellbooks, and can call upon them in times of need for a sudden burst of potent magic.

Portal Key: Book

At 1st level, your portal key is a spellbook, humming with planar energy. The book begins inscribed with two 1st-level spells of your choice that have the ritual tag from any class’s spell list. Spells copied into this spellbook don’t count against the number of spells you know. With your spellbook in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast any channeler spell you know as a ritual if it has the ritual tag.
     On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell is of level which you can cast and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Cantrips

At 1st level, you learn three cantrips of your choice from the following list: acid splash, chill touch, force dart, light, mage hand, mending, message, minor illusion, poison spray, prestidigitation, ray of frost, and resistance. Intelligence is your spellcasting ability for these spells.
     At 8th level, you learn a fourth cantrip from this list.

Bonus Focus

Starting at 7th level, you gain the following Planar Focus option:
     Shadowfell. On your turn, you can use your bonus action and spend 2 arcana points to become invisible until the beginning of your next turn, and can spend an additional arcana point at the start of your turn to maintain this effect for an additional round. This effect ends if you attack or cast a spell.

Phase Shift

At 10th level, you can shift your body out of phase with the Material and Ethereal Planes as an action. For the next minute, you can subtract your Intelligence modifier from bludgeoning, piercing, and slashing damage you take. This effect is bypassed by damage that would normally affect creatures on the Ethereal Plane.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Secret Arcana

Starting at 15th level, you know three spells of your choice of 7th level or lower from the wizard spell list. While holding your spellbook, you can cast one of these spells without using a spell slot or arcana points.
     Once you use this ability, you can’t use it again until you complete a long rest.

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