Wizard
Base Class: Wizard

Unbound Wizards are those who do not focus on one school of magic. Rather they wish to learn about the concept and substance of magic and channel the raw energies into effects of their own will. They perfect their spells by knowing the laws of magic and how to bend the rules to create more powerful effects.

Lore Savant

Beginning when you select this school at 2nd level, you may copy spells not on the Wizard spell list into a spellbook. You may prepare a number of these spells equal to your Proficiency Bonus in addition to your prepared Wizard spells.

In addition you can add a spell to your spellbook through observation and experimentation. After you have seen a spell being cast you may spend a day and ten gold per spell level to recreate the spell using your own magic, it may then be added to your spellbook. 

Manifest Effect

Starting at 2nd level when you choose this school, you gain a greater knowledge of how magic manifests and is used. This allows you can create magical effects on the fly by combining effects you are familiar with.

Using this ability you may cast any spell from any spell list, up to the level of your highest spell slot. If the spell has a component cost you must spend gold equal to the cost as a fuel source. The spell is cast at the highest level you can cast. This ability recharges on a long rest.

Spell Crash

Your knowledge of how magic is woven into spells allows you to violently pull apart a casters carefully cast spell.

Beginning at 6th level, you always have Counterspell and Dispel Magic prepared. Whenever you cast these spells using a spell slot, you regain one expended spell slot. The slot you regain must be a level lower than the spell cast. If you regained a slot by casting Counterspell in this way, you may have the caster of the countered spell take 1d6 Force damage per level of the spell countered. This effect happens instead of gaining the spell slot. 

Arcane Reservoir

Starting at 10th level, you gain a pool of Arcane Power Points equal to you Proficiency Bonus + Intelligence. You may spend these points to enhance your spells or create effects.

[1] As an action fire a bolt of magical power that deals 3d6 Force damage to a target within 120' that you can see.

[1] When casting a spell spend a point to remove a Verbal, Somatic or Material component from the spell.

[2] As a reaction spend points to project a shield over an ally. Giving them a shield of temporary hp equal to 1d4 per character level, the shield lasts until the end of their next turn. 

[3] When you cast a spell, spend points the double the range of the spell.

[3] As a reaction spend points to cast Counterspell.

[4] As an action double the duration of a spell you have cast.

[5] As an action you can stop concentrating on a spell you have cast. That spell will remain active for the remaining duration.

Perfecting the Arcane

Starting at 14th level, you have further mastered the ability to manipulate the raw magics of the world and bend them to your will. You may now use your Manifest Effect ability three times per long rest.

Also you perfect one spell you know. That spell is always prepared and you may cast a perfected version of that spell once per long rest. The perfected is cast using the lowest spell slot possible but all attributes of the spell are doubled. Including range, duration, and number of damage dice. Other effects being doubled are subject of GM approval. 

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