Base Class: Wizard
You have dedicated your sharp mind to the task of crafting new spells. This brings much reward, but only with long experimentation and some heartache. Crafting Spells is a long and complicated process, but if you master it you can be powerful like no one before...
Spell Crafting
Beginning when you select this school at 2nd level, you do not need to possess a copy of a spell to add it to your spell book, nor does it need to be a wizard spell. You have a section in your spell book for Experimental spells.
At any time you may add any spell of any level for which you have normal spell slots from any spell list for the regular cost of ink and parchment.
When you attempt to cast these spells you expend one of your Experimental Spell Slots, and roll a d20and add your intelligence modifier. If this is the first time you have attempted this spell, you must roll 20+your intelligence modifier or the spells fizzles. on a natural 1, there is back fire and you take a number of d6 equal to the spell level of force damage. You must re spend all the materials on adding it to your book. After each failure subtract 1 from the DC. When you finally beat the DC, you may move it to your main spells section at no further cost and no longer need to roll to cast it.
Experimental Spell Slots
Beginning at 2nd level, you have developed the magical reserves for experimental spell slots. These spell slots can be used to cast any level spell so long as you have regular spell slots of that level. Spells in your experimental section can only be cast with experimental spell slots. You gain more Experimental Slots as you progress in this class.
Learn From Failure
Starting at 6th level, when targets of spells that have a DC succeed against them, it teaches you something. You may either add the difference by which they beat your spell save DC to your spell save DC for it's next use, OR subtract one from your Experimental Save.
Twisted Casting
Beginning at 10th level, If one of your experimental spells deals damage, when you attempt to cast it you can choose to alter the damage type. HOWEVER if it succeeds it will always be cast with this damage type in the future.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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