Base Class: Wizard
Wizards are known practitioners of the arcane arts, ones that learn through books, tomes, and scrolls. It is through their own intellectual capability and capacity that they are able to comprehend various arcane sequences and incantations. However, there are also outliers - those who have the ability to learn and perform, yet they have chosen a different route through their growth. This skips and turns corners to ensure their magic becomes reality.
These beings are known as Vandals by other schools, dropouts and self-proclaimed wizards with no formal education. They instead copy magic as if it was their own, greedily devouring any and all knowledge through whatever methods are available to them. Although others would say their magic is an abomination, cheap imitations, they only say it with hushed voices. The potential to wield and control the arcane, and magic itself, is considered dangerous and powerful regardless of the user.
Imitation Savant
2nd level feature
Always alert for new magic to utilize and attuned to it's many expressions throughout the Weave, you are able to copy and perform magic from any tradition. However, whenever you level up in this class, the spells you choose must still be from the wizard spell list.
When you see a creature cast a spell or identify the contents of a spell scroll, you can memorize it (no action required). A spell you memorized can be copied into your spell book, spending twice the gold and time required to inscribe it from scratch. Once you copy a memorized spell into your spell book, it is no longer memorized. You forget and remove any spells you've memorized when you finish a short or long rest. You can retain a number of spells memorized equal to your Intelligence modifier (minimum of 1).
Intelligence is the spellcasting ability for any spells gained through this feature.
Counterfeit Magics
2nd level feature
You have the capability of producing magic of lower quality as a way to save resources. You can cast a 1st-level spell without expending a spell slot. When you do so, the spell must be capable of dealing damage or forces a creature to make a saving throw, and when it does, the spell suffers from the following penalties:
If the spell's damage die is a d6 or higher, its damage die becomes one die lower, down to a minimum of d4. (a d12 becomes a d10, d10 becomes a d8, d8 becomes a d6 etc..)
If the spell's damage die is rolled three times or more, you roll one die less (if you were to roll a 3d4, you instead roll a 2d4).
If the spell doesn't deal damage, but instead forces a creature to make a saving throw, then the spell's DC is reduced by 2 for that throw.
If the spell releases a number of "missiles" or "projectiles", the number of those is reduced by 1. (If you shoot three scorching rays, it is reduced to two and so on)
When you later gain the ability to cast spells of higher levels, you can cast spells of 2nd level or higher by choosing to expend a spell slot one level lower. This will cause the spell to suffer from the same penalties as above. You may only cast spells at their base level when used through this feature. (A 4th level spell is cast at 4th level, but uses a 3rd level spell slot. Then that 4th level spell suffers the penalties written above)
You can use this feature twice and you regain all expended uses when you finish a long rest. You gain an additional use of this feature when you reach 6th level (3 uses), and 14th level (4 uses).
Arcana Replica
6th level feature
You've learned to dispel and stop magic, breaking it's structure and using it as a foundation for your new spells and tricks. You know the spells Counterspell and Dispel Magic. You always have these spells prepared and they don't count against the number of spells you can prepare.
When you cast either of these spells and successfully end or interrupt one, you gain the ability to cast that same spell until the end of your next turn. Following the normal rules of casting it, including expending the relevant spell slot. You can apply your counterfeit magic feature when casting a spell this way.
Once you use this feature, you must finish a long rest before you can use it again.
Flawed Sequence
10th level feature
Expanding on your ability to conserve your arcane energies, you are able to retain most of your magic before fully committing to a course of action. When you cast a spell that only affects a single creature and your spell attack roll missing, or the target succeeds on the saving throw, you can use your reaction to refund the spell, regaining an expended spell slot of one level below that spell was casted by (upon refunding a 4th level spell, you would receive a 3rd level spell slot back).
When you refund a spell this way, you cancel the effects of the spell entirely, even if the spell would have had an effect on a successful saving throw. Once you use this feature, you must finish a long rest before you can use it again.
Spell Plagiarize
14th level feature
Through relentless copying and studying other forms of magic, you have mastered your understanding of the Weave, allowing you to produce magic required to whatever situation you find yourself in. Whenever you finish a long rest and you have available slots to memorize spells, you can choose spells of 5th level or lower from any class' spell list and memorize them.
You gain the ability to cast any of your memorized spells, following the normal rules of casting it, including expending a spell slot. However, these spells have the Counterfeit Magic penalties applied due to the drain on your intellect.
Once you cast a memorized spell, it no longer becomes memorized and vanishes from your mind.
Intelligence is your spellcasting ability for any memorized spells casted this way.
Previous Versions
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