Wizard
Base Class: Wizard

Not all mages choose to specialize in a field. Some choose the walk the line dividing the many schools or magic; instead of mastering one way of doing thigs, they become somewhat versed in all of them. They dabble in this and that, and often find ways of doing things that never would have occurred to single-school wizards. Indeterminate wizards are versatile and flexible, allowing them to truly shine in almost every situation.

Indeterminate wizards may not have as many flashy or unique abilities, but they make up for it with practicality and utilitarianism. Most of the time, the most brilliant students in a class are pushed to pursue the path of Indeterminacy, as it is the least wrought with distractions and offers the quickest path to truly grasping magic.

The intricate nature of spells mean that many wizards don't do much more than memorize the words and hand motions; and most of the time, that's enough to get them by. Indeterminate wizards have made it their duty to know the construction and application of spells so thoroughly that they seem mystical even to other magic-users.

Spellcraft Savant

Beginning when you select this school at 2nd level, the gold you must spend to copy a spell into your spellbook is reduced by an amount equal to 5 times your wizard level, and the time is reduced by 1 hour for every 3 wizard levels (round down).

Flexible Mind

Beginning at 2nd level, your mind has become much more skilled at remembering the incantations for spells. Whenever you use your Arcane Recovery feature, your wizard level counts as four levels higher than it actually is. Additionally, you may recover a single 6th, 7th, or 8th level spell slot per short rest.

Spell Tampering

Starting at 6th level, you can pluck at the strings of other spells to produce disastrous effects. As a reaction to a creature within 30 feet of you casting a spell, you can force them to make an Intelligence saving throw against your spell save DC. If they fail, they take 3d8 force damage as magical energy is mis-directed from their spell. 

Sagely Knowledge

Your grasp of the magical is second to none. You gain expertise in Arcana.

Arcane Manipulation

Beginning at 10th level, you can warp your enemies' spells for your own benefit. When you take damage from a spell or become afflicted by blindness, deafness, poison, disease, paralysis, petrification, exhaustion, or stun by a spell, you can use your reaction to gain a number of magic points equal to the level of the spell. These magic points can be spent to cast a spell without expending a spell slot; expend a number of points equal to twice the level of the spell you wish to cast. These points can also be used to negate spells; if you would be damaged by a spell or afflicted with any of the above conditions, you may expend a number of magic points equal to twice that spell's level as a reaction; if you do, you suffer no ill effects from the spell cast on you. You lose any unspent magic points at the end of a long rest, and you cannot gain magic points from spells cast on yourself.

Split Focus

You have gained the deepest knowledge of spellcraft available to mortals, and you can practically see the strands of magic tied together in the air. Starting at 14th level, you may cast two spells at the same time. These spells must have the same casting time, and you can concentrate on both spells for only half of their entire durations, if they require concentration. If you use this feature more than once before taking a long rest, your mind begins to falter, and you suffer a cumulative -1 to your Intelligence score for every usage after the first.

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