Base Class: Wizard
You utilize Conjuration, Necromancy, and Transmutation for your own devices.
Magus Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration, necromancy, or transmutation spell into your spellbook is halved.
Magus' Drain
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to thrice the spell’s level. You don’t gain this benefit for killing constructs or undead.
Magus Movement
Starting at 6th level, you can use your full action to teleport up to 15 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration/necromancy/transmutation spell of 1st level or higher.
Magus Morph
At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is equal to a quarter your Wizard level or lower.
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Magus Master
Starting at 14th level, you now gain do the following benefits:
- Transmutation spells do not need material components to cast.
- You have immunity to necrotic damage, and your hit point maximum can't be reduced.
- While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
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