Wizard
Base Class: Wizard

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.

Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Lore Mastery

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. In addition, the time you must spend to copy a spell into your spell book equals 2 minutes per spell level.

Book of Formulas

Using the building blocks of magic and ancient incantations passed down by your wizardly order, you have transformed your spellbook into one full of fundamental formulas with which you can alter the way you cast your spells.

At 2nd level, while you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend. You replace one damage type for another by altering the spell’s formula as you cast it.
  • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by writing arcane sigils in a blank book or a magic spellbook to which you're attuned, which  transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Alchemical Casting

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell’s range. If the spell’s range is touch, its range becomes 30 feet. If the spell's range is at least 30 feet, the spell's range doubles.

An additional 2nd-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by a number equal to half your proficiency bonus (rounded up).

Fundamental Alteration

At 10th level, you have attained a greater mastery of spell theory, enough that you are able to change the base components of a spell on the fly. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can change a saving throw this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unparalleled Mastery

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

You can’t use this feature again until you finish a long rest.

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