Wizard
Base Class: Wizard

In mysterious and rarely explored depths of the arcane there exists a group known as the Council of Fourteen. Revered by some of a race called the wingles, the reach of the Council has since spread, offering their power to any race. Ancient fables tell of them being associated with various work of magic, and collectively, their might is immense- it is not just the magical within their domain.

The School of the Council of Fourteen is a tradition that draws on the broad magical influence and knowledge of the council and the wingle people. The founder is claimed to be one of the fourteen(named Jaleel), whose fascination was with the nature of magic itself; his students used his teachings to develop unorthodox approaches to magic that focused on elements common to all spellcasting. The influence of other council members and contact with different races helped enrich and expand on this foundation.

Though relatively few in number, today the schools are open to those not of wingle blood: they take all entrants, though not all entrants are able to acclimate to the unique style and stick with it. Those who do, however, are known for their astonishing intellect and gifts in other areas, able to perform unexpected works of magic on a whim with ease. Frequently odd, members of the school are nonetheless sought after to unravel magical mysteries and serve as advisors to military and public officials. As a student of the school your adventures will likely be as surprising as your approach to magic, accomplishing the improbable in equally improbable ways.

Savant

Beginning when you select this school at 2nd level, your study methods and growing wealth of knowledge have expanded your intellect and made you an expert in all things arcane. You have a +1 bonus to your Intelligence score and Intelligence score max, and Expertise in Arcana.

Jaleel's Theorem

Beginning at 2nd level, you can use a technique pioneered by the school's founder and refined over the ages to emulate minor magical effects. It allows you to fashion just the magic needed for a given situation, crafting it on the fly with nothing prepared beforehand.

As an action, you can duplicate the effect of a cantrip, provided the cantrip has no material components with a cost. You can do this up to proficiency times a day.

Dweomer Dust

Starting at 6th level, you have learned how to recognize the faint traces of magic previously cast, and how to make use of this residual glimmer of magic to further strengthen your own. This attention to fine detail further enhances your intellect.

When you cast a damaging spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are marked for 1 minute, and when marked creatures are damaged by another spell of yours, the mark is consumed and the spell deals extra damage equal to the spell's level+your Intelligence modifier. You also have +1 Intelligence and Intelligence score max.

Karr's Durance

Beginning at 10th level, your understanding of how magic suffuses the cosmos allows you to fortify yourself as you cast spells, a method said to be pioneered by the wingle smith Karr, one of the Council of Fourteen. This magic is also invigorating and rejuvenating, and expands your intellectual potential.

When you cast a spell of 1st level or above,  for one round non-magical Bludgeoning, Slashing, or Piercing damage you take is reduced by an amount equal to 1+the spell's level. You have +1 Intelligence and Intelligence score max.

Maegwyn's Vision

Starting at 14th level, you have an improved awareness and magical vision of magic, and are able to store up power and weave together far-flung strands of the arcane to cast spells with what seems to be no apparent effort. The vision and magical pattern recognition raise your intellectual potential to its very limit.

You gain a bank that can store up to proficiency spell slots. When you expend a spell slot of 1st level or higher to cast a spell, you can store the slots used in the bank; slots in the bank last until you take a long rest. When you would expend a spell slot, you can choose to use the ones stored in the bank instead, and if you do you must use all of them. Once you expend the bank's spell slots you must finish a long rest before you can do so again. You have +1 Intelligence and Intelligence score max.

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