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dokugin
2016-02-07, 02:58 AM
Prototype idea for a spellshaper from magic the gathering into a sorcerers like class. For the big MTG D&D project over in this thread (http://www.giantitp.com/forums/showthread.php?474659-Magic-The-Gathering-5e-overhaul-project-WIP)

Spellshapers are amongst the most narrowly focused spellcasters. They devote themselves to perfecting a single spell or selection of spells, relying on their mastery of their focus to make up for their lack of versatility.(MTG salvation)


Prismatic Specialization
At 1st Level you choose your color identity, this will determine your spell list(For those who don't follow the other thread, spells have been split up into color categories and the spells you can access are based on what color you choose) and interact with other class features down the road

Prismatic Destiny
Starting at 1st level, you can manipulate the forces of the planes to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Prismatic Affinity
Starting at 6th level, when you cast a spell that deals damage of the color you are aligned with, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain advantage on defending spell checks of that color for 1 hour.

Loved by the Land
At 14th level, while in the lands of your color identity, you gain the ability to grant the ability to fly about and move freely to you and 4 willing creatures. You(they) gain a flying speed equal to your current speed. You can grant this ability as a bonus action on your turn. It last until you dismiss them as a bonus action on your turn.

White-Plains
Blue-Islands
Black-Swamps
Red-Mountains
Green-Forests


Prismatic Barrage
Beginning at 18th level, the power of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

https://image.jimcdn.com/app/cms/image/transf/none/path/sb1df218019fb8c52/image/i7d4fd188f19edeea/version/1454440285/image.png
Link to spell list (http://mtgdnd.jimdo.com/spell-colors/)(Subject to change)
White:White puts value in the group, the community, and its civilization as a whole. White's ultimate goal is peace, harmony, and perfection — a world where everyone gets along and no one seeks to disturb the bonds of unity that White had worked so long to forge. To govern and protect its community, White makes use of and puts value in a number of broad concepts; morality (ethics, grace, truth), order (law, discipline, duty), uniformity (conformity, religion), and structure (government, planning, reason). White is a color commonly associated with good and justice, but if leave it alone and free, white can become authoritarian, inflexible and capable of sacrificing a small group for the sake of a larger one. Everything necessary to preserve the laws, rules and governance that white created.(MTG salvation)

Blue:Blue is the color that looks on the world and sees opportunity. For Blue, life is a chance to contemplate oneself, and what is possible, and to bring about the best of both. Implicitly, in that general world view, Blue believes in tabula rasa: it sees in each thing, the potential for being anything. One need only understand how, to make the change. So with this ill-formed goal before it, Blue reasons that if it is to make itself better, it must become capable of everything it could be capable of, for that is to "merely add" to its own capabilities. Blue believes it can't possibly be bad to acquire the potential for any conscious action. Thus, Blue, believing it is capable of changing anything if it understands the change, and believing it is imperative that it acquire every capability it could have, concludes that it is imperative that it understand change. Moreover, Blue decides that it must understand everything; for truly, understanding can only improve one's effectiveness in any task. To gain understanding, Blue must acquire knowledge. Since knowledge itself will inform every other decision, Blue forms its principle goal: omniscience, the knowledge of all.(MTG salvation)

Black:Black is the color of self-indulgence, parasitism, amorality and unfettered desire for power. It believes that the world is made for its taking and that the weak exist to be exploited by the strong. The essence of Black is to see one's own ego[1] as so supremely invaluable, that the prospect of enslavement, of subordinating that ego to another, is utterly inadmissible. So, to be in accord with its perceptions and beliefs, Black simply must discard all obligations but to acquire power for itself. It can be no less than the one supreme being who is subordinate to no other, the possessor of all power in the universe - it must become omnipotent. This does not mean that black is evil, is more like a pessimist or even a realist. Black sees the world as a place of struggle and pain, and if black wants to survive in such a place, it needs power. Maybe is not the best world, maybe is not a happy choice and some people will suffer, but black didn't make the rules and is determined to accept the truth and get what it wants by any means necessary.(MTG salvation)

Red:Above all else, red values freedom of expression. It wants to do what it wants, when it wants, to whom it wants, and nobody can tell it otherwise. Red loves life much more than any other color and so it believes that all people must live to its fullest. Red believes that life would be much more fun if everyone stopped caring about rules, laws and personal appearances and just spent their time indulging their desires. This leads into red's other core value: chaos. Red sees order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest. Finally, Red is the color of immediate action and immediate gratification. If it wants something it will act on its impulses and take it, regardless of the consequences.(MTG salvation)

Green:Green is the color of nature, growth, interdependence and instinct. It believes that obeying the natural order alone is the best way to exist and thus favors a simplistic way of living in harmony with the rest of the world. Green accepts the world as it is and tries to coexist with it instead of trying to change it, regulate it, norm it, or take advantage of it. This can often lead to it be perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate.(MTG salvation)


Spell Shaper as a Class By MAL1CE (http:/http://www.giantitp.com/forums/member.php?129580-MAL1CE)
Spellshaper Chart here (http://mtgdnd.jimdo.com/classes/spellshaper/)

CLASS FEATURES
As a spellshaper, you gain the following traits:

Hit Dice: 1D6 per spellshaper level
Hit Points at 1st level: 6 + your constitution modifier
Hit Points at higher levels: 1D6 (or 4) + your constitution modifier per spellshaper level

Proficiencies:-
Armor: none
Weapons: Finesse Weapons, Quarterstaffs, Light Crossbows
Tools: none
Saving Throws: Intelligence, Dexterity
Skills: Choose two from: Arcana, Insight, Intimidation, History, Nature and Insight

Equipment
A crossbow or any finesse weapon
A component pouch or an arcane focus
An adventurer's pack or a Dungeoneer's Pack
A Quarterstaff

SPELLCASTING
You are a very specialized wizard, focusing on a very select few spells, practicing and refining them to perfection. You began your studies at a very young age, and only now, after years of study, are you beginning to see your potential.

Cantrips
At 1st Level, you know 4 cantrips of your choice in your chosen color. You learn additional cantrips as shown in the chart above.

Spell Slots
You have a number of spell slots as indicated above in the spellshaper chart. To cast a spell, you must expend a slot of the appropriate level. You regain all spell slots at the end of a long rest.

Spells Known
You know two first level spells from your chosen color of your choice at level 1. You learn spells at later levels according to the Spellshaper's chart. You may only learn spells of which you have a spell slot in the same level. Additionally, When you level up, you may choose one known spell and replace it with another spell of the same level.

Spellcasting Ability
As a spellshaper, intelligence is your spellcasting ability. You are a learned individual, and you have dedicated much of your life to perfecting the spells you know.

Spell save DC = 8 + INT Mod + Proficiency bonus
Spell Attack Mod = Proficiency Bonus + INT Mod

SPELLSHAPER FOCUS
At level 1, Choose a focus which describes the nature of your studies; Chaotic, Lawful, Ambitious, Natural or Knowledge. These Focuses are detailed in the links below. These focuses determine your spell list and grant you features at 1st, 6th, 14th and 18th levels.

MAGIC AFFINITY
At 2nd level, you gain an affinity for the magic that you specialize in. Pick one spell that you know. You may now cast that spell once per long rest without expending a spell slot. At 5th level and 9th level, you may choose an additional spell with which you gain affinity.

METAMAGIC
You have a number of Spellshaper points equal to your spellshaper level. These points reset after a long rest. At 3rd level, you begin learning the intricacies of spellcasting. You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even ifyou have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, 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 20 using this feature.

SPELL MASTERY
At 20th level, you have totally mastered a specific spell. Choose any spell you know up to level 7. You may cast that spell 3 times a day without expending a slot. Additionally, you may cast that spell as a reaction.

As a chaotic spellshaper, although the source of your abilities is in your studies, you are primarily driven by emotion. Your color Identity is red, and your spell list is any spell in the red or colorless columns.

FIERY NATURE
Your bold and emotional nature often comes through in your combat style. Beginning at 1st level, you may choose to re-roll for damage on any spell you cast once per day. Once you have used this ability, you cannot use it again until you finish your next long rest.

AFFINITY FOR FIRE
Starting at 6th level, when you cast a spell that deals fire damage, add your Intelligence modifier to that damage. You are also resistant to fire damage.

HASTE
Beginning at 14th level, you may dash as a bonus action. Your jump distance is also doubled.

FEARFUL PRESENCE
Beginning at 18th level, you can strike fear into the hearts of those around you by channeling red mana. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Here is what I have so far for the Ambitious Spellshaper.

As an ambitious spellshaper, you are driven by personal gain. Morality and rules are of little concern to you. Your color identity is black, and your spell list is any spell in the black or colorless columns.

POWER OVER DEATH
Beginning at 1st level, your familiarity with death and decay gives you some aspect of control over it. If a source of damage would reduce you to below 1 HP, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

DEATHTOUCH
Beginning at 6th level, when you make a nonmagical effect, you may spend 1 spellshaper point. If you do, the attack deals 1d6 poison damage. Additional, any foe who takes poison damage from this attack becomes poisoned.

LEECH LIFE
Beginning at 14th level, you may spend 2 + 1 per spell level Spellshaper points while casting a spell. If you do, you gain HP equal to the amount of damage that spell deals up to your maximum HP. This ability counts as a Metamagic option.
e.g. Fireball (lvl 3) + Leech Life = 5 Spellshaper Points.

REVERSE DEATH
Beginning at 18th level, you may cast revivify without any of its material components and without expending a spell slot. Once you use this ability, you cannot use it again until after you have completed a long rest

Emotion has no place in your work as a Knowledge focused spellshaper. Only your studies are important. Logic and reasoning prevail. Your color identity is blue, and your spell list includes all spells in the blue spell column, as well as colorless spells.

SENSE MOTIVE
Beginning at 1st level, your trained mind, assisted by magic can see through the intentions of others with ease. You may add your proficiency bonus to any perception (wisdom) roll. This includes if you already have proficiency in perception.

TRUE VISION
Beginning at 6th level, your familiarity with illusion magic makes you more likely to recognize it when you see it. You have a passive ability to recognize illusions equal to 10 + your INT modifier. If this passive ability score is higher than the caster's spell save DC, then you see through the illusion as though you had made a successful Investigation check.

MAGE WINGS
Beginning at 14th level, you gain the ability to sprout a pair of illusory wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

MIND BREAK
Beginning at 18th level, your extensive knowledge gives you unnatural power over the mind. You may target a creature within a range of touch, and spend 5 spellshaper points. If you do, that creature makes an intelligence saving throw against a DC equal to your spellshaper level. If they fail the saving throw, then they must obey any order you give them as long as you have concentration. Alternatively, you may render the creature unconscious. When a command is given that defies their nature, they may reroll their intelligence check to try and break free of the spell. On a success, the creature is unaffected.

Don't have much experience with making classes or archetypes, and so in the original prototype I basically just mashed together wild magic and draconic origins and re-fluffed them. At the moment it is sort of a mess, Blue doesn't even have any damaging spells so you might be boned if you choose it as your alignment. Would love feedback and suggestions on how to better balance it so that no matter what color you pick you can have a good time. If you have any better ideas for archetype features let me know! Also if you are interested you should check out the Big MTG D&D thread (http://www.giantitp.com/forums/showthread.php?474659-Magic-The-Gathering-5e-overhaul-project-WIP) and add you voice to the discussion.

MAL1CE
2016-02-07, 07:06 PM
Rather than making the spellshaper a single archetype of the sorcerer, I think that I may make the spellshaper it's own class with an archetype for each color. The reason for this is that they should be intelligence based, and dont have the same nature or inate abilities as sorcerers. (meaning that their spellcasting ability is intelligence.) Spellshapers are technically a type of wizard, so they will have some very wizard-like traits, but they are far more specialized than a typical wizard. Their abilities will include metamagic, spell memorization and the like.

The Spellshaper Class (http://mtgdnd.jimdo.com/classes/spellshaper/)

The spellshaper's more specific abilities come from their focus (which color they align with.) This will determine their spell list, which is whichever color they choose, such as some other specific path abilities. I'll let you know when I have this all further worked out, but you can check out my progress above.

PotatoGolem
2016-02-07, 10:41 PM
Yeah this would be better as a class. Also, all of the +damage effects aren't really appropriate for most non red shapers.

I'd actually vary the shaper ' s casting stat by color to show how they wield magic differently. Probably W/G wis, U int, B/R cha, but B could be int as well

MAL1CE
2016-02-08, 01:17 AM
I'd actually vary the shaper ' s casting stat by color to show how they wield magic differently. Probably W/G wis, U int, B/R cha, but B could be int as well

The only reason I disagree with this is because of the way a shaper comes by their abilities; Hard work and relentless study. They have no inner well of magic or natural affinity for it, So charisma doesn't make sense. W/G could be WIS, but I think its both simpler and more appropriate to have them all as INT based.

MAL1CE
2016-02-08, 12:50 PM
Here is my base class idea for the spellshaper. As a note, the focuses are not written out yet. This is ONLY the base class. I also will point out that this is very much based on the sorcerer class, and that is on purpose. I made changes where I saw fit.

You can find the spellshaper chart and class here (http://mtgdnd.jimdo.com/classes/spellshaper/)

CLASS FEATURES
As a spellshaper, you gain the following traits

Hit Dice: 1D6 per spellshaper level
Hit Points at 1st level: 6 + your constitution modifier
Hit Points at higher levels: 1D6 (or 4) + your constitution modifier per spellshaper level

Proficiencies
Armor: none
Weapons: Finesse Weapons, Quarterstaffs, Light Crossbows
Tools: none
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Arcana, Insight, Intimidation, History, Nature and Insight

Equipment
A crossbow or any finesse weapon
A component pouch or an arcane focus
An adventurer's pack or a Dungeoneer's Pack
A Quarterstaff

SPELLCASTING
You are a very specialized wizard, focusing on a very select few spells, practicing and refining them to perfection. You began your studies at a very young age, and only now, after years of study, are you beginning to see your potential.

Cantrips
At 1st Level, you know 4 cantrips of your choice in your chosen color. You learn additional cantrips as shown in the chart above.

Spell Slots
You have a number of spell slots as indicated above in the spellshaper chart. To cast a spell, you must expend a slot of the appropriate level. You regain all spell slots at the end of a long rest.

Spells Known
You know two first level spells from your chosen color of your choice at level 1. You learn spells at later levels according to the Spellshaper's chart. You may only learn spells of which you have a spell slot in the same level. Additionally, When you level up, you may choose one known spell and replace it with another spell of the same level.

Spellcasting Ability
As a spellshaper, intelligence is your spellcasting ability. You are a learned individual, and you have dedicated much of your life to perfecting the spells you know.

Spell save DC = 8 + INT Mod + Proficiency bonus
Spell Attack Mod = Proficiency Bonus + INT Mod

SPELLSHAPER FOCUS
At level 1, Choose a focus which describes the nature of your studies; Chaotic, Lawful, Ambitious, Natural or Knowledge. These Focuses are detailed in the links below. These focuses determine your spell list and grant you features at 1st, 6th, 14th and 18th levels.

MAGIC AFFINITY
At 2nd level, you gain an affinity for the magic that you specialize in. Pick one spell that you know. You may now cast that spell once per long rest without expending a spell slot. At 5th level and 9th level, you may choose an additional spell with which you gain affinity.

METAMAGIC
You have a number of Spellshaper points equal to your spellshaper level. These points reset after a long rest. At 3rd level, you begin learning the intricacies of spellcasting. You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even ifyou have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, 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 20 using this feature.

SPELL MASTERY
At 20th level, you have totally mastered a specific spell. Choose any spell you know up to level 7. You may cast that spell 3 times a day without expending a slot. Additionally, you may cast that spell as a reaction.

MAL1CE
2016-02-08, 06:24 PM
Here is my prototype Chaotic Focus. Feedback is welcome.

As a chaotic spellshaper, although the source of your abilities is in your studies, you are primarily driven by emotion. Your color Identity is red, and your spell list is any spell in the red or colorless columns.

FIERY NATURE
Your bold and emotional nature often comes through in your combat style. Beginning at 1st level, you may choose to re-roll for damage on any spell you cast once per day. Once you have used this ability, you cannot use it again until you finish your next long rest.

AFFINITY FOR FIRE
Starting at 6th level, when you cast a spell that deals fire damage, add your Intelligence modifier to that damage. You are also resistant to fire damage.

HASTE
Beginning at 14th level, you may dash as a bonus action. Your jump distance is also doubled.

FEARFUL PRESENCE
Beginning at 18th level, you can strike fear into the hearts of those around you by channeling red mana. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

MAL1CE
2016-02-09, 02:09 AM
Thanks for changing over the info. The 1st post still refers to the class as an archetype, which you may want to fix. Also, perhaps shortening or deleting the color descriptions would be helpful, its a lot to read/scroll through. Or perhaps spoiler them.

dokugin
2016-02-09, 02:12 AM
Thanks for the catch, fixes made.

MAL1CE
2016-02-09, 02:03 PM
Here is what I have so far for the Ambitious Spellshaper.

As an ambitious spellshaper, you are driven by personal gain. Morality and rules are of little concern to you. Your color identity is black, and your spell list is any spell in the black or colorless columns.

POWER OVER DEATH
Beginning at 1st level, your familiarity with death and decay gives you some aspect of control over it. If a source of damage would reduce you to below 1 HP, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

DEATHTOUCH
Beginning at 6th level, when you make a nonmagical effect, you may spend 1 spellshaper point. If you do, the attack deals 1d6 poison damage. Additional, any foe who takes poison damage from this attack becomes poisoned.

LEECH LIFE
Beginning at 14th level, you may spend 2 + 1 per spell level Spellshaper points while casting a spell. If you do, you gain HP equal to the amount of damage that spell deals up to your maximum HP. This ability counts as a Metamagic option.
e.g. Fireball (lvl 3) + Leech Life = 5 Spellshaper Points.

REVERSE DEATH
Beginning at 18th level, you may cast revivify without any of its material components and without expending a spell slot. Once you use this ability, you cannot use it again until after you have completed a long rest.

MAL1CE
2016-02-10, 01:48 PM
Here is my take on the Knowledge (blue) Focus

Emotion has no place in your work as a Knowledge focused spellshaper. Only your studies are important. Logic and reasoning prevail. Your color identity is blue, and your spell list includes all spells in the blue spell column, as well as colorless spells.

SENSE MOTIVE
Beginning at 1st level, your trained mind, assisted by magic can see through the intentions of others with ease. You may add your proficiency bonus to any perception (wisdom) roll. This includes if you already have proficiency in perception.

TRUE VISION
Beginning at 6th level, your familiarity with illusion magic makes you more likely to recognize it when you see it. You have a passive ability to recognize illusions equal to 10 + your INT modifier. If this passive ability score is higher than the caster's spell save DC, then you see through the illusion as though you had made a successful Investigation check.

MAGE WINGS
Beginning at 14th level, you gain the ability to sprout a pair of illusory wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

MIND BREAK
Beginning at 18th level, your extensive knowledge gives you unnatural power over the mind. You may target a creature within a range of touch, and spend 5 spellshaper points. If you do, that creature makes an intelligence saving throw against a DC equal to your spellshaper level. If they fail the saving throw, then they must obey any order you give them as long as you have concentration. Alternatively, you may render the creature unconscious. When a command is given that defies their nature, they may reroll their intelligence check to try and break free of the spell. On a success, the creature is unaffected.