Base Class: Wizard
As a child you knew that one day you were destined to be a wizard. You studied the basics of the now 9 schools of magic, and when the time came you headed to the tolarian academy. Appon entering you are greeted by the head master. He tells you of a new school of magic that wizards are taking part in. The school uses science to combine the magical blood from sorcerer's to make a more potent wizard. Appon hearing this you take the opportunity and study from this school, the school of origins.
Mindful Magic
As the sorcerer blood flows through your body, you have access minimum use of the sorcerer's magic. Starting when you choose this subclass at 2nd level, when you take a long rest, you can pull a spell from your spell book of no higher than 3rd level that require material components and magically place it in your memory. Doing so allows you to cast that spell without material components from your body. To place a new spell in your memory you must replace the current spell in your memory during a long rest. Doing so causes the spell to be lost unless the spell is retuned to the same spell book it was pulled from. You can add additional spell's to you memory when you reach higher levels. 1 at 6th, 10th, and at 14th.
Converting Components
You now have minimum access to the sorcerer's converting magic only you use components instead of there inner extra magic. At 2nd level as a bonus action you can convert material components into spell slots. The material components must have a minimum gold cost of 50 per component. You can recover a spell slot from a level equal to the number of material components used maximum of 5th level. You can use this feature a number of times equal to your charisma modifier minimum of 1.
Taste of Meta Magic
As your studies in this school progress, so to does the sorcerer's magic that flows through your blood. Beginning at 6th level you gain access to one of the sorcerer's meta magic's. You gain access to an additional meta magic when you reach 14th level. You can use this feature once per long rest for each meta magic known.
Charismatic Intelligence
As your studies of this school are inching closer to graduation you learn how to use your spell casting in combination with the sorcerer's spell casting. At 10th level when you make an intelligence check, ability check involving intelligence, or an intelligence saving throw, you can add half of your charisma modifier rounded down to the roll. You must add the charisma modifier before you make the roll. You can use this feature once per long rest.
Intertwining Magic
The time has come for graduation but not without learning the last of your studies. At 14th level you can now cast spells equal to 1 quarter of your wizard level rounded down that require 2 or more material components for one less material component. If the spell is a damaging spell the removed component can be added as 1 additional dc for the spells damage. This feature last for 1 hour, and can't be used again until you preform a long rest.
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