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Spells cast from your brain no longer feature a material component, but you cannot cast spells that have material component costs and you cannot copy new spells unless you learn them by leveling up.",{"name":70,"@type":61,"acceptedAnswer":71},"What are the key effects of Reinterpret at Galaxy Brain 6th level?",{"text":72,"@type":64},"When you cast a damaging spell, you can twist its damage type into psychic or force (only one type per casting). 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Who knows who The Uncovered could be: a beholderspawn? A binn? An octopus? A djinn? There are so many options that you could see.  \nAlong with their clonn doll Beebee, The Uncovered wonders, too. They think up the things they could grow up tobe, and they wonder if they'll interest you!  \nNew Arcane Traditions  \nAt 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard, in addition to the options offered in the Player 's Handbook: Galaxy Brain, Speedrunner, and Fist.  \nDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is ©2020 and published under the Community Content Agreement for Dungeon Masters Guild.  \nGalaxy Brain Tradition  \nIඍ ංඌ ඌൺංൽ ඍඁൺඍ ඉඌංඈඇංർ ඍൺඅൾඇඍඌ ൺඋൾ ൺ ඐඈඋඅൽ To get you into the brainspace of this subclass, it's  \napart from magic. An adept trains their brain like a monk trains their body, accomplishing feats without the need for the Weave. However, the wizard also has plenty of practice training their brain. The only thing keeping a wizard's brain from expanding past the Weave and into the galaxy might very well be a page turn.  \nGalaxy Brain Wizard Features  \nWizard Level Feature  \n2nd Throw the Book Away, Mind Tricks 6th Reinterpret  \n10th Material Insight, Mind over Matter 14th Galaxy Grasp  \nrecommended to use this subclass with the Spell Points variant rule from chapter 9 of the Dungeon Master 's Guide.  \nSpell Point Cost  \nSpell Level Point Cost  \n1st 2  \n2nd 3  \n3rd 5  \n4th 6  \n5th 7  \nSpell Level Point Cost  \n6th 9  \n7th 10  \n8th 11  \n9th 13  \nSpell Points by Level  \nWizard Level Spell Points Max Spell Level  \n1st 4 1st  \n| 2nd | 6 | 1st |\n| --- | --- | --- |\n| 3rd | 14 | 2nd |\n| 4th | 17 | 2nd |\n| 5th | 27 | 3rd |\n| 6th | 32 | 3rd |\n| 7th | 38 | 4th |\n| 8th | 44 | 4th |\n| 9th | 57 | 5th |\n| 10th | 64 | 5th |\n| 11th | 73 | 6th |\n| 12th | 73 | 6th |\n| 13th | 83 | 7th |\n| 14th | 83 | 7th |\n| 15th | 94 | 8th |\n| 16th | 94 | 8th |\n| 17th | 107 | 9th |\n| 18th | 114 | 9th |\n| 19th | 123 | 9th |\n| 20th | 133 | 9th |\n\nThrow the Book Away  \n\n| 2nd level Galaxy Brain feature\u003Cbr>You forego your spellbook, committing your spells to memory. Spells cast from your brain no longer feature a material component. You otherwise prepare your spells as you normally would by meditating each day.\u003Cbr>Without a spellbook, you lose the following abilities:\u003Cbr>You cannot cast spells with a material component cost.\u003Cbr>You cannot copy new spells into your brain that you don't otherwise learn by leveling up.\u003Cbr>Mind Tricks |\n| --- |\n| 2nd level Galaxy Brain feature\u003Cbr>You learn the mage hand and message cantrips if you don't already know them, and they don't count against the number of wizard cantrips you know. Both of these cantrips can be cast as a bonus action and come with the following modifications:\u003Cbr>Mage Hand. You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.\u003Cbr>Message. You don't need to point toward the target or whisper your message out loud.\u003Cbr>Reinterpret |\n| 6th level Galaxy Brain feature\u003Cbr>When you cast a spell that deals damage, you can twist the damage type of that spell into either psychic or force damage (you can change only one damage type per casting of a spell).\u003C","cbCaiiRdi1CYKGup","https://ap.wps.com/l/cbCaiiRdi1CYKGup","pdf",745130,"English","# Credits\n## Designer and editor\n## Special thanks\n# Who Is The Uncovered?\n# New Arcane Traditions\n## Galaxy Brain Tradition\n## Galaxy Brain Wizard Features\n### Throw the Book Away\n### Mind Tricks\n### Reinterpret\n### Material Insight\n### Mind over Matter\n### Galaxy Grasp\n# Speedrunning Tradition","[{\"question\":\"What does the Arcane Tradition feature grant to a wizard at 2nd level?\",\"answer\":\"At 2nd level, the wizard gains the Arcane Tradition feature and can choose from options including Galaxy Brain, Speedrunner, and Fist, in addition to the options from the Player's Handbook.\"},{\"question\":\"How does Throw the Book Away affect spellcasting for the Galaxy Brain wizard?\",\"answer\":\"You forego your spellbook and commit spells to memory. Spells cast from your brain no longer feature a material component, but you cannot cast spells that have material component costs and you cannot copy new spells unless you learn them by leveling up.\"},{\"question\":\"What are the key effects of Reinterpret at Galaxy Brain 6th level?\",\"answer\":\"When you cast a damaging spell, you can twist its damage type into psychic or force (only one type per casting). For spells requiring a saving throw, you can change the ability score to Intelligence, and you cannot do so again until you finish a long rest.\"}]","Uncovered Wonders - About Wizards - Galaxy Brain Tradition | PDF",1791261566]