Wizard
Base Class: Wizard

An Arcane tradition for Wizards

Savant Spell School

Beginning at 2nd level, you delve into a particular study in a school of magic, choose one school of magic when you take this Arcane Tradition, the gold and time required to copy a spell into your spellbook is halved if it is of the chosen school of magic.

Abjuration

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Chronoturgy

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Conjuration

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Divination

Beginning at 2nd level, you delve into a particular study in a school of magic, choose one school of magic when you take this Arcane Tradition

Enchantment

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Evocation

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Graviturgy

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Illusion

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Necromancy

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Arcanist Formulas,

 

Beginning at 2nd level when you take this tradition, you can manipulate spells of your chosen school a number of times equal to your Intelligence Modifier in one of the following ways once you cast them, regaining all expended uses when you finish a long rest;
• You can cast a spell without any Material, Vocal, or Somatic Components, the materials must be no more than 100 gold in value.
• That spell has its casting time changes from 1 Action to 1 Bonus Action
• Damage dealt by a spell can have its damage type changed to another, the chosen type must be of a spell you currently have in your spellbook.
• Spells that target a single creature may target a second creature so long as the range is not self, and the spell does not require concentration.
• If a spell you cast requires rolling dice as part of the spell, you may reroll a number of dice up to your intelligence Modifier, once you use this ability you must use the second result.

Experimental Equation

  • At 6th level, you've learned to manipulate spells from your chosen school of magic in ways unheard of by most by funneling more of your spell slots into them, and putting experimental arcane formulas to work. When you cast a spell that is either a cone, line, circle, or cube, you can replace the effects that spell would normally have by upcasting it to instead either change from one type of area to another listed type. Alternatively, you can extend its range by 5 feet for each spell slot above its base level. If it is a single target spell, you may instead increase its range by 15 feet

    In addition, You may copy a single spell from a spell scroll into your Spellbook so long as it is of your chosen School, you may cast that spell using your Intelligence Modifier as its spellcasting ability when prepared. You may do this only once, and can do so again at wizard level 9th, 11th, 15th and 17th levels.

Arcane Theorems

At 10th level, when you cast a spell and affected by your Experimental Equation feature, you may have it maintain it's original effects when upcasting in addition to effects given by that feature. If you do choose to use this feature to maintain both effects, roll a d20, on a 5 or bellow the effects cancel out and fail, and you roll on the wild magic surge table.

Experimental Theorems

At 14th level, when you cast a spell and alter it with your Arcanist Formulas feature, you can continue to alter it with any number of alterations to a limit of one alteration each. This does not use up any uses of your Arcanist Formula feature, but does require you roll a d20, on a 5 or bellow, increasing by 1 for each alteration beyond the first, you lose any and all alterations you make onto that spell and must immediately roll on the Wild Magic Surge table.

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