Base Class: Wizard
The School of Arcanism emphasizes the study of magic and understanding of the theories behind spells and the ability to reshape them. As a student of this school you are innately attracted to magic, the discovery of new magics and ways to use it. The School of Arcanism is sometimes called a "generalist" or "universalist" school but this isn't true. The other schools study specific ways to use different types of magic, you use magic to understand more magic and how to alter it.
Students of this school are called Arcanists or simply Mages.
Meta-Composition
At the 2nd level you gain the a greater understanding of the underlying energies in your spells and how to manipulate them. You can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.
A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.
A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn.
Arcane Savant
Beginning at 2nd level, as you study the fine nuances of magic and spells and all the conditions that must come together to cast a spell its easier for you to learn and scribe new spells. When you witness a spell being cast you know its level, damage type and components, you can also scribe it in your spellbook based on your observations. To do this you must succeed in an intelligent check. The DC for this is 10 plus the level of the spell you are trying to learn. You must do this before a long rest. Scribing spells in your spellbook also takes only 1 hour and 25 gp of materials to add new spells to your spellbook when you are copying from a scroll or another spellbook.
Empowered Spells
Beginning at 6th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast.
Potent Abjuration
Beginning at the 10th level, as you learn more about the nature of magic you learn more how to sculpt it and change it to your will and to better aid your defense. You have learned ways to shield yourself with raw arcane energy. As a reaction you can sacrifice a spell spot to increase your AC twice the level of the spell slot.
Master Weaver
Beginning at the 14th level, you have learned how magic works and what objects and energies effect it. You understand that any spell may be cast as a ritual. You have also learned how to cast rituals much faster and more efficiently than before since you understand the underlying meta-magic involved in all magic workings.
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