Ever have a hard time choosing between playing a druid or a wizard? Look no further. I think I may have solved that problem.
I recently had a delightful experience being interviewed by FC3 Monkey Business podcast, and over the course of the show, turns out one of the hosts of the show, Chris had a bit of a conundrum, he had always wanted to find a way to re-create a druid/wizard hybrid he referred to as a “geomancer”. Well, as a thank you for a wonderful time, and to show off a little (because what else do Archmages do?), I decided to create this Arcane Tradition as a promo.
Have fun showing off, you Primeval Mystics!
Art: Dual Casting by Johannes Voss, Wizards of the Coast
Few arcane traditions acknowledge that arcane magic is only part of a whole system, let alone master this principal. Those who follow in the footsteps of the primeval mystic, achieve both. These wizards, often called geomancers, or wu jen by some, wield both arcane and druidic spells in tandem. As a mix of both hermetic sages and scientists, the most powerful of these mages appear as whirlwinds of elemental, arcane, and primal magic. In other words, living forces of nature and spellcraft.
You have learned to blend both arcane and druidic magic. Beginning at 2nd level, when your Spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the druid spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.
Additionally, you can add druid spells to your spellbook as you normally could a wizard spell. Doing so requires twice the amount of gold and time as normal.
You understand the secrets of nature, and can manipulate them as you would any other any other formulaic component. Starting at 2nd level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).
Additionally, you learn one cantrip from the druid or wizard spell list that deals one of these types of damage. It becomes a wizard spell for you and doesn’t count towards your number of cantrips known.
By expanding your consciousness, you can exert a greater mental flexibility than most wizards. Beginning at 6th level, when you use your Arcane Recovery feature, you can change a number of your prepared spells equal to your Intelligence modifier (minimum of 1).
As you unlock the secrets of nature and the cosmos, you can attune yourself to an element, strengthening your bond to that primal force. Starting at 10th level, whenever you finish a long rest, you can choose one of the following types or damage: acid, cold, fire, lightning, or thunder. You have resistance to the damage type of your choice, and you can add your Intelligence modifier to one damage roll of any spell you cast that deals damage of that type until you use this feature again.
Once at 14th level, your spells now more closely resemble cascades and storms of intense magic. You can use your action to expend a spell slot to cast two spells simultaneously. Both spells must be spells witha a casting time of an action or bonus action that don’t require concentration. The two spells you cast must have a combined level equal to the spell slot you expended. When you cast the two spells, you can decide the order in which they take effect.
For example, you could expend a 7th-level spell slot to cast a 3rd-level burning hands and dimension door, choosing to teleport with dimension door first, and then casting burning hands once you reappear, or vice versa.
You can use this feature a number of times equal to your Intelligence bonus (minimum of 1) and you regain all expended uses of it when you finish a long rest.
EDIT: Spell Storm no longer allows you to cast two spells that require concentration at once.