Wizard
Base Class: Wizard

     The School of Mimicry is a school that was developed for the wizards that prefer to not keep themselves limited. This school is meant for those that enjoy the adaptable nature of magic, being able to effortlessly deconstruct the arcane elements of spells and replicate them as their own simply by observing it. 

Skilled Mimic

     You have become adept in writing and transcribing spells. Whenever you copy a spell into your spellbook it only takes half the time and gold to do so.

     You also gain proficiency with the forgery kit.

Arcane Imitation

     Starting when you choose this tradition, you are able to deconstruct the elements of spells you see and use them in the future. When you see a hostile creature cast a wizard spell that you can prepare and cast within 120 ft. of you, you can use your reaction to attempt to imitate the spell. Make an INT ability check (DC 10 + the spell's level). On a success you commit the spell to memory and can transcribe it into your spellbook. The spell stays in your memory until you finish or gain the benefits of a long rest. To transcribe the spell into your spellbook it takes 10 minutes and costs 25 gold worth of magical ink (ignoring the Skilled Mimic ability). You can only have one imitated spell memorized at a time. If you use this feature again to imitate another spell, and already have one memorized, you can choose which spell to remove. You can use this ability a number of times equal to your INT modifier and regain all uses after a long rest. 

Crude Imitation

     Starting at 6th level, you have become more skilled at deconstructing and reconstructing spells you have seen. Whenever you use the Arcane Imitation ability you can choose to use the spell you have committed to memory by using crude arcane crafting. When you use this ability, make an INT ability check (DC 10 + the spell's level). On a success you can cast the spell as if it were prepared in your own spellbook, consuming the necessary spell slot. If the spell requires a material component that has a cost, or is consumed by the spell, you must have the components in order to do so. After you cast the imitated spell using this feature the spell leaves your memory. You can use this feature up to a number of times equal to half of your INT modifier rounded up.

Foreign Arcane Imitation

     Starting at 10th level, you have studied and observe magical practices and have begun to understand them more. Whenever you use your Arcane Imitation ability you are now able to memorize spells from the Sorcerer, Artificer, and Warlock spell list.

Expert Mimic

     At 10th level, you have improved on your ability to copy arcane writing. Now when you copy a spell into your spellbook it takes 1/4th of the time and gold to do so. Additionally you gain expertise with the Forgery Kit.

Imitation Syphon

     Starting at 14th level, you have learned to rewire the magical essence of another spell cast to use for your own. As a reaction, when you see a hostile creature cast a spell within 80 ft. of you, you are able to nullify the spell, as if you cast the counterspell spell (at 4th level). If you successfully nullify the spell, you can store the syphoned energy within your body. On subsequent turns, until an hour has passed, you can reform the magical energy to cast any spell that you know within your spellbook regardless if it is prepared. You must have all of the needed spell materials and components to cast the spell, and may store a single node of syphoned energy at a given moment. Once you expend the syphoned energy to casts a spell it disappears, and you can't use this ability again until you complete a long rest. 

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