Mancers of the towers

## Mancers of the tower: Alterra's toy

Mancers of the tower is an idea by one of the 12 tower gods, Alterra, they decided that how the true gods made there mana system is lapse in their opinion, so they made there own the mancer classes. in essence there is 2, Pure mancers and Duo mancers, master of one or controller of 2.

## Master of one

Pure mancers the singular elemental master, what will you do with it, well that's up to you.

### Class name

Depending on the element you pick the class name changes accordingly:

* Fire: pyromancer
* Light: photomancer
* Ice: cyromancer
* Dark: nyctomancer

### Spellcasting

You pick one of the four elements of Arcane Magic. You learn how to cast the amount of spells on a certain rank as show in the class table. You do not have to prepare spells and once chosen you are not able to change the spells throw normal means.
You can cast spells at higher levels but only if you have spells of that level.
If as a caster you gain a spell book you can put in this book proficiency bonus amount of dice type selected by DM, from this book you can prepare half of arcane prepare amount of these spells, when rolling for mana all 1s are a 2. If you are a user of the arcane spell system, this counts to your preparation slots.

### Spellcasters notation

During your wizard training you learned Spellcasters Notation, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Spellcasters Notation understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

### Arcane points

You have a number of Arcane Points equal to your intelligence modifier + half your level (minimum of 1)

### Arcane ward

As you learn arcane magic you learn how to not only to defend from it but also strengthen it. You gain your proficiency bonus + 1 to your pac and your spell casting bonus for you chosen Arcane Magic Element.

### Arcane recovery

Once per day when you finish a short rest you can spend three Arcane Points to regain half your short rest mana on top of your normal short rest mana.

### Creating mana

You can spend Arcane Point to restore your mana with Arcane Points using one point to restore 10 mana. In combat this takes an action per point spent.

### Ability score improvement

When you reach 4th level, and again at 5th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 30 using this feature.

### Alterra magic

At 5th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Alterra magic options of your choice. You gain another one at 10th and 17th level.
You can use only one Alterra magic option on a spell when you cast it, unless otherwise noted.

### Arcane guidance

When you reach 7th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 3 arcane points to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

### Elemental spell

Depending on the element you picked you can cast the following spells, with a automatic six on your mana cost.

 Ice

If you have these spells in your list from the feature "Spellcasting" they are removed and you can pick new ones.

### Spell resistance

Starting at 15th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.

### Arcane restoration

At 20th level, you regain all expended Arcane Points whenever you finish a short rest.

## Controller of 2

Duo mancers the two element ruler, what will you do with it, well that's up to you

### Class name

Depending on the element you pick the class name changes accordingly:

* Light and dark: cosmomancer
* Fire and ice: aquamancer
* Dark and ice: venemancer
* Light and ice: vitamancer
* Fire and dark: necromancer
* Light and fire: solarmancer

### Spellcasting

You pick two of the four elements of Arcane Magic. You learn how to cast the amount of spells on a certain rank as show in the class table. You do not have to prepare spells and once chosen you are not able to change the spells throw normal means.
You can cast spells at higher levels but only if you have spells of that level.
If as a caster you gain a spell book you can put in this book proficiency bonus amount of dice type selected by DM, from this book you can prepare half of arcane prepare amount of these spells, when rolling for mana all 1s are a 2. If you are a user of the arcane spell system, this counts to your preparation slots.

### Spellcasters notation

During your wizard training you learned Spellcasters Notation, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Spellcasters Notation understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

### Arcane points

You have a number of Arcane Points equal to your intelligence modifier + quarter your level (minimum of 1)

### Arcane ward

As you learn arcane magic you learn how to not only to defend from it but also strengthen it. You gain your proficiency bonus to your pac and your spell casting bonus for you chosen Arcane Magic Element.

### Arcane recovery

Once per day when you finish a short rest you can spend four Arcane Points to regain half your short rest mana on top of your normal short rest mana.

### Creating mana

You can spend Arcane Point to restore your mana with Arcane Points using one point to restore 9 mana. In combat this takes an action per point spent.

### Ability score improvement

When you reach 4th level, and again at 5th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 30 using this feature.

### Alterra magic

At 5th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Alterra magic options of your choice. You gain another one at 10th and 17th level.
You can use only one Alterra magic option on a spell when you cast it, unless otherwise noted.

### Arcane guidance

When you reach 7th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 4 arcane points to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

### Elemental spell

Depending on the elements you picked you can cast the following spells, with a automatic six on your mana cost.

 Fire and light

If you have these spells in your list from the feature "Spellcasting" they are removed and you can pick new ones.

### Spell resistance

Starting at 15th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.

### Arcane restoration

At 20th level, you regain all expended Arcane Points whenever you finish a short rest.