Base Class: Wizard
The School of Arcanology study the fundamental workings of all magic. This gives them unique insight into the mechanical working of spells.
True Academic
Beginning when you select this school at 2nd level, you may use any writing utensil as a focus for your spells.
In addition you learn one cantrip of your choice from any spell list. It doesn't count against your number of cantrips known. If it doesn't appear on the wizard spell list, it is nonetheless a wizard spell for you.
Mystic Formula
Your familiarity with the formula and equations used to model magical events allows you to store your cantrips inside glyphs for later use.
When you cast a cantrip, you may inscribe it as a glyph that stores and later unleashes the stored cantrip. To do so you take 10 minutes to cast the cantrip and consume 1gp worth of chalk in addition to any other materials required for the spell. The glyph retains its power until the end of your next long rest at which point it is no longer able to e triggered. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 5 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this effect ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Linear Spell Scaling
Starting at 6th level, you can expend more than one spell slot when casting a spell to increase its effectiveness.
When you cast a wizard spell of 1st level or higher you may expend an additional spell slot. If you do treat the spell as if it where cast using a spell slot equal to the sum of the two spell slots. You may not treat the resulting spell as though it where of a level higher than your highest level spell slot.
Efficient Recovery
Beginning at 10th level, add half your proficiency bonus, rounded down, to the total number of spells slots you can recover each day with arcane recovery.
Multitasking
Starting at 14th level, your understanding of magical theory and your intensive study have given you the ability to concentrate on more than one spell at a time.
While you are concentrating on a spell if you cast another spell that requires concentration make an intelligence check with DC 10 + spell level of the higher of the two concentration spells. If you succeed then you may retain concentration on both spells at once. If you fail you must follow the normal rules for concentration for this casting. If you must make a CON save to retain concentration make a single save. If you fail the save you lose concentration on both spells. You may only concentrate on two spells this way and while you are concentrating on more than one spell you may not cast spells other than cantrips.
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