Base Class: Wizard
Few wizards master the art of altering magic to their whims. You, however, are one of those wizards. You specialize in changing the flow of magic to suit what you need from it, from simple ways like altering spells, to more complex ideas like learning a spell that you would normally be unable to. Those that follow this order are usually called Inventors, and their attempts at magic can be as chaotic as a Wild Mage, or as tame as a Psion. Regardless of the nature of their creations or alterations, nobody can deny that they aren't good at what they do.
Arcane Alteration
Beginning when you select this school at 2nd level, you can change the various properties of your spells. Whenever you finish a long rest, you may expend one use of your Arcane Recovery feature to alter a number of your wizard spells. You can alter the same number of spells as you can recover with your Arcane Recovery feature, with no maximum spell limit. When you alter a spell, you may choose from any of the Arcane Alteration options below. A spell may only have one alteration on it at a time, and the spell in question must be 1st level or higher. You may have a number of alterations equal to half your wizard level (rounded up) at a time, and whenever you finish a long rest, you may remove any number of alterations you have. When you reach 20th level, any alterations on your Signature Spells do not count against your maximum number of alterations.
Component Adaptation
The spell loses either it's verbal, somatic, or material component. You may only remove a material component if you would normally be able to use an arcane focus in place of it.
Consistency Alteration
Any damage dealt by the spell is averaged.
Damage Adaptation
One of the spell's damage types changes to a different damage type of your choice.
Difficulty Alteration
If the spell has a save DC, it instead becomes an attack roll, and vice versa. The save required is dependant on the spell, and the DM decides what type it is. If a spell can affect multiple targets at once and you turn it into an attack roll, roll one attack roll and compare that against each target’s AC.
Duration Extension
The spell's duration doubles, up to a maximum duration of 24 hours. However, the spell's damage is reduced by 1/4.
Persistent Spell
If the spell has a concentration requirement, you gain a +5 bonus to Constitution saves made to maintain concentration on that spell. However, the spell's duration is halved (minimum of 1 round)
Power Surge
The spell is cast as if it was one level higher than the slot expended. However, there's a 10% chance for the spell to backfire, dealing 1d10 force damage to you per level of the spell instead of its normal effects.
Quick Casting
The spell's casting time is shortened. If it has a casting time of 1 action, it's shortened to 1 bonus action. If it has a casting time of 1 minute, it's shortened to an action. If it has a casting time of over 1 minute, it's casting time is halved. However, the spell's damage is reduced by 1/3.
Range Alteration
The spell's range doubles, up to a maximum range of 1000 feet. If a spell has a range of touch, it gains a range of 30 feet, and if a spell has a range of self, it gains a range of touch. However, any damage the spell deals is reduced by 1/4.
Ritual Adaptation
If the spell is not already a ritual, you may cast it as a ritual spell. You may only apply this alteration to spells of 5th level or lower.
Experimenter's Spells
Also starting at 2nd level, you may select an extra wizard spell to put into your spellbook whenever you level up.
Magic Identification
Starting at 6th level, you may easily figure out what spell a creature is casting just from observing it being cast. Whenever you see a creature other than you cast a spell, you may try to identify it, using no action to do so. Make an Intelligence (Arcana) check, with the DC equal to 12 + the spell's level. If it is a wizard spell, you have advantage on the check, and you automatically succeed if the spell is in your spellbook. On a success, you know the spell that's being cast, as well as its effect. Once you attempt to identify a spell, you may not do so again until the start of your next turn.
At the end of combat, you may spend time taking notes on the spells you've seen cast. You spend 30 seconds per spell seen to record each spell you've identified into your spellbook for future reference. Doing so does not add the spell to your spellbook, but instead simply allows you to know what the spell is from the arcane gestures or phrases used to cast it.
Scroll Preservation
Starting at 6th level, you've learned how to preserve scrolls when you cast or copy from them. When casting a spell from a scroll, you may choose to expend a spell slot of the spell scroll's level or higher to preserve the scroll, causing it to not be destroyed when you finish casting it. Additionally, when you copy a spell into your spellbook from a scroll, failing to copy it does not consume the spell scroll.
Experimental Construction
Starting at 10th level, you've begun to experiment with casting spells you've seen cast. You may expend resources to add any spell you've identified and recorded using your Magic Identification feature to your spellbook, provided it's of a level you can cast, and it's 1st level or higher. To do so, you must spend 4 times the cost and time as it would normally take to copy a spell scroll of the same level into your spellbook. Additionally, when you attempt to do so, you must make an Intelligence (Arcana) check with the DC equal to 13 + the spell's level. On a success, the spell is added to your spellbook. On a failure, the time and money are wasted, and you cannot attempt again for 7 days as you feel uninspired by your failure. A spell added to your spellbook in this way counts as a wizard spell for you regardless of what class lists it appears on, cannot be affected by your Arcane Alteration feature, nor can it be copied from your spellbook.
Additionally, the time it takes for you to create a spell is halved (round up to the nearest workweek).
Arcane Nullification
Once you reach 14th level, you gain the ability to cast a countersymbol to most spells, entirely preventing their effects from occurring. Whenever you attempt to use your Magic Identification ability, you may spend a reaction immediately after identifying the spell (provided the identification was successful) to nullify the spell's effects, as if casting counterspell at 9th level. You must have a hand free as if performing somatic components, and you must be able to speak as if performing verbal components. You may use this feature once per long rest without incurring adverse effects. Any time you attempt to use this ability again afterward, you take 1d8 force damage per level of the spell you are nullifying. This damage cannot be reduced in any way.
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