Base Class: Wizard
Accessing obscure threads of knowledge, weaving spells of vastly different origins together, even altering the flow of magic- that is one of the School of Arcanology. Those of the school have a great focus on the inner workings of magic, pulling strings behind the scenes to orchestrate intricate works of magic. Aiding fundamental theory work is a study of a broad array of magics. Things slowly shift away from that as new discoveries are made.
One of the central formulas of the school is string theory, which looks at specific properties of the Weave and the building blocks of how magic manipulates it. String theory then focuses on innovation, and studying how to uncover previously unseen functions of magic.
While magicians of the School of Arcanology are rightly known as bookworms, many of them share a curiosity that extends to the world at large, finding magic in the most unlikely things and places.
Subliminal Recognition
Choose a class: cleric, druid, sorcerer. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feature, you can cast the spell once at its lowest level without expending a spell slot, and you must finish a long rest before you can cast it in this way again.
The cantrips and spell count as wizards cantrips and spell for you.
Arcane Register
Beginning at 2nd level, you gain the ability to tap into a register of mystic knowledge and power. The pool equals your Wisdom modifier times your Wizard level. Once on your turn, you can draw up to Wisdom modifier points to gain a bonus to one skill check or initiative roll or attack roll equal to the points drawn; you can make this choice after you see the roll but before the results are announced. At level 5 you can extend this roll to a friendly creature within 30 feet of you. At level 11 you can draw proficiency+Wisdom modifier points from the register to regain a level one spell slot, and at level 18 you can draw Proficiency times Wisdom modifier points to cast a spell without a component if it has no gold cost and the spell level is no higher than your Wisdom modifier divided by 2(rounded up). You can use this a number of times equal to your Intelligence modifier before you take a long rest, and all the points in the register are restored after a long rest.
Aether Flux
You can spend an action to cast a spell, triggering a kaleidoscopic snap of plasma by changing the state of The Weave. Roll Proficiency+Intelligence modifier+Wisdom modifier+Half Wizard level d12. The total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell is left reeling under a distortion of the Weave and space-time and takes Wizard level Intelligence damage, and is unable to take reactions until the start of your next turn; if a creature's Intelligence would be reduced below 0, it also takes damage equal to the amount below 0 its Intelligence would go. This spell's damage is Fire and Lightning type simultaneously, but cannot be resisted or immunized unless both Fire and Lightning damage are on a target, and a target is not vulnerable unless it is vulnerable to both. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Vector Scaling
Beginning at 10th level, you have a finer control of the Weave and can reduce the die class of a spell to increase its range or area in one dimension. If reducing the die class, add an additional die for each class reduced. For example: a spell that used 2d6 would now use 3d4, or a spell that used 4d10 would use 6d6, and a spell that used 3d12 might use 7d4.
For each die class reduced, you can increase the range by Wizard level feet or the area by Intelligence modifier feet, but only add a damage die for every other die class reduced. So, a spell with a range of 120 feet that dealt 3d10 damage and had a 5-ft. radius area that had its die class reduced by two might now have a range of 130 feet and an area with a radius of 9 feet, and deal 4d6 damage.
You can't reduce the die class more times than the level of the spell, or below 1d4. You can only use this feature Intelligence modifier times before a long or short rest.
Thread and Thrum
Starting at 14th level, you are able to shift the way in which your spells are woven, and can change the school of your spells, based on the following chart:
1: Abjuration--------------Force
2: Transmutation-------Poison
3: Necromancy----------Necrotic
4: Enchantment---------Lightning
5: Illusion-------------------Radiant
6: Divination---------------Psychic
7: Evocation---------------Fire
8: Conjuration------------Bludgeoning
When you do so, you can change to a school immediately above or below on the table for free. To move beyond that you must expend a spell slot for each space moved, and you cannot expend more spell slots than the spell originally uses. If a spell did not deal damage before the change of schools, any untyped damage it deals then becomes the type of the new school. When you change an Evocation spell, any damage it deals becomes the type associated with the new school. When you change another school to evocation, any damage it deals becomes Fire. When a spell is changed to Necromancy that normally would not be able to affect undead or constructs, it is able to. When you change another school to an Illusion spell the duration of any difficult terrain created by it is doubled to a maximum of 24 hours. When you change another school to Abjuration, any distance it forces a target to move is doubled. When you change another school to a Transmutation spell, any material components without a gold cost are not consumed. When you change another school to an Enchantment spell, any bonuses it provides are increased by Wisdom modifier. When you change another school to a Divination spell, its targets cannot benefit from cover or concealment for its duration. When you change another school to a Conjuration spell, the hit points of any creatures summoned is increased by 1/2 Wizard level times Wisdom modifier. You can use this feature up to Intelligence modifier times before a long rest.
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