Wizard
Base Class: Wizard

The School of Hidden Knowledge focuses on a combination of Conjugation, Divination, Enchanting, and Illusion magic. The School focuses on the arcane abilities that are not as well known by the common folk and often times are the cause and solution to great arcane outbreaks in the world of Acrious. Many wizards who hail from this school actually create their own spells, being that the school is a branch of research and exploration. 

Outward Knowledge.

Beginning at 2nd level, a Wizard of this school may also choose spells from another class spell list (Bard, Cleric, Druid, Sorcerer, or Warlock) Any spells on this list that are not on the Wizards spell list may be recorded into your spell book and use that selected classes spell casting modifier for those spells. For Example dissonant wispers is a bard spell and if cast by a Wizard in the School of Hidden Knowledge, must use Charisma instead of it's Intellegence for this spells modifier. (Clerics and Druids use Wisdom, Bards, Sorcerers, and Warlocks use Charisma) Choose one other class spell list and add 2 spells from that list to your spell book. You may add an additional spell every other time you level up from here forward.

Arcane Runes

Starting at 2nd level, you may choose up to 3 spells from your spell list to make them stronger and more potent. You imbue your spell book with Arcane Runes and it gives these spells that you've selected the following effects. Spells that deal damage might increase by one dice size, spells that help protect you might increase your ac by 2 points, spells that require concentration might no longer require concentration, and many other effects can change depending upon the discretion of your DM. You may add an additional spell to your Arcane Runes list each time you receive a ability score improvement as you level up. At 4th 8th 12th 16th and 19th level. 

Mind Graft

Starting at 6th level, you are Abel to reach into the mind of a willing or unwilling creature if they fail an Intellegence  saving throw against your your spell save DC. You can pluck knowledge from their mind and use it for your own gain for the next 24 hours. Any Racial feature, Class Feature, Spell, Skill Proficiency, or Proficiency for Tools, Weapons, Armor, and Language, now becomes yours. You may also do this to seek out a memory, or an experience they might have had that will give you more information. 

For Example

- if you use this on a barbarian you may use the Barbarian Rage Feature over the next 24 hours. 

- if you use this on a Rogue you can learn Theives Can't for the next 24 hours. 

- If you use this on a Teifling you can gain the hellish resistance feature and become resistant to fire for the next 24 hours. 

All of this is at the discretion of the DM. Anything taken can not be of higher level than the Wizards own level for example a 6th level Wizard can not take a Barbarians Feral Instict Feature because the Barbarian gains it at level 7, however an 8th level Wizard can. You can only do this once every 24 hours. 

Split Mind

Beginning at 10th level, you now have the ability to concentrait on 2 spells at a time that require concentration. If the 2nd spell you cast is the same as the 1st spell you cast it does not use a spell slot to cast it that 2nd time. 

Spell Craft

At 14th level you now have the ability to create your own spells. With the DM's discretion, you can create a spell and add it to your spell book. You must make a spell casting saving throw against your own spell save DC to determine if you are successful, however if you fail the spell changes and might have a negative effect depending upon what your DM decides. Your DM determines the level of the spell, as well as the time spent and money spent in the study, research, and experimentation of creating this spell. (Normally 4× the amount of gold and time it takes copying a spell into your spellbook) 

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