Wizard
Base Class: Wizard

Wizards are notoriously stingy and possessive with their magic, but there are exceptions to every rule. Wizards of Abundance are magic practitioners who find that arcane power overflows within them and by channelling it they are able to bestow some of that power on others. This ability is a great boon to friends and allies but is also feared and mistrusted by some. Granting magic to others is generally considered the realm of gods and powerful beings such as warlock patrons, not mortals. Some folks prone to suspicion may question what these wizards ask in return for their generosity. Many traditional wizards may also be scornful of sharing magic in this way to people who did not earn it by years of study. But Wizards of Abundance generally find many people, both innately magical and nonmagical, who are eager to collaborate with them.

Learning By Example

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved if you have seen the spell cast by someone else, or if someone who knows the spell is assisting you. Additionally, when someone else is copying a spell that you know into their spellbook and you assist them, the gold and time it takes them is halved.

Torch-Passer

Beginning at 2nd level, your magical gifts take an unusually generous form, giving you the limited ability to bestow magic on others. Once per long rest, you may choose a target creature who fulfills the below requirements and spend 5 minutes focusing on channeling your arcane energy towards them, attempting to grant them a number of uses of a cantrip you know. If the creature does not fit the requirements or if you lose line of sight to them during the channeling, then at the end of the five minutes you discover that the attempt has failed. In the event of failure you do not expend your use of this ability for the day. On a successful channeling to a creature who fits the requirements, they receive 1d4+1 "charges" of the chosen cantrip and are immediately aware of how to cast it and how many charges they have. One charge is expended each time they cast the chosen cantrip.  Their spellcasting ability for this cantrip is Intelligence, and they must still fulfill any material, somatic or verbal components in order to cast the spell. Once all the charges are expended, the knowledge of how to cast the cantrip fades from their mind. A creature granted charges of a cantrip using this ability cannot be the target of this ability again until all charges of their previous cantrip have been expended.

After ten uses of this ability on the same target creature with the same cantrip, the target permanently learns the chosen cantrip and can cast it at will. A target creature who has learned a cantrip permanently in this way can still be granted temporary use of other cantrips. However, once a target creature has learned two cantrips permanently this way, you can no longer grant them new cantrips either temporarily or permanently. Cantrips learned this way do not count against the number of cantrips known for spellcasting class restrictions.

Requirements:

  • The target creature must have an Intelligence score of 8 or higher.
  • The target creature must not have a higher level than you.
  • The target creature must be conscious, willing, and know in advance what you are attempting to do.

Arcane Storage

Starting at 6th level, you find that there are unexpected benefits to giving your magic away. Once per long rest, you may spend 20 minutes channeling your arcane energy to gift a willing target creature one of your unused spell slots. If that creature can cast spells, they can use that slot as if it were one of their own. If not used, it can be retrieved by you as a bonus action while touching the creature. Using this ability expends your spell slot in the same way as casting a spell, however on a long rest the spell slot will refresh as normal and the additional stored spell slot will remain in the creature until used by them or retrieved by you. You may store multiple slots at the same time in this way, but you risk straining your ability to control the volatile arcane power you weild. For every additional slot stored after the first you must make a constitution saving throw or take 3d6 psychic damage and be unable to cast spells for a number of hours equal to combined levels of all slots you currently have stored. The saving throw DC is 14 for the second slot stored, 18 for the third slot stored, and 22 for any slots stored after that. For each spell slot level you may only store up to a maximum of the number of spell slots of that level you have. For example, if you have two second level spell slots you may only store up to two second level spell slots in others.

Interdisciplinary Study

Beginning at 10th level, your magic has been influenced by its excursions into the bodies of others so much that it has altered in some ways, becoming more adaptable and mutable. You find that you can cast a number of spells normally restricted from Wizards. You must learn these spells directly from people who are already able to cast them, and they are more difficult and costly for you to learn than wizard spells; for each level of a spell you are copying into your spellbook, you must spend 3 hours and 75 gold. You also learn one cantrip from any other class's cantrip list.

Minor Patronage

Starting at 14th level, your gifts begin to rival the powerful creatures who take Warlocks. You may perform a four hour ritual consuming 1000 gold worth of materials to make a pact with a single target creature who fulfills the same requirements needed for the Torch Passer ability. They must also have 0 levels in Warlock. This pact grants the following benefits:

  • The target creature gains two spell slots whose level is half your highest level slot rounded down, and learns two spells of your choice that you know. These slots refresh on a short or long rest. The ability score the creature uses to cast these spells is either Intelligence or Charisma, chosen by you at the time of the ritual. They must still fulfill any verbal, somatic or material components in order to cast the spells.
  • You and the target creature always know which direction the other is, so long as you are both on the same plane of existance. If you are not on the same plane, each of you knows which plane the other is on.
  • The target creature has disadvantage on Deception checks against you, and you have advantage on Insight checks against them.
  • As long as you are on the same plane, you and the target creature may communicate telepathically across any distance for 15 minutes, initiated by either you or the target creature. Once this ability has been used, it cannot be used again for 1d6 days.

Once you have formed a pact with a creature, you may not form another until 30 days after the previous pact is broken. However, a pact can be reinstated with the same creature as soon as 24 hours after the event which broke it. Reinstating a prior pact requires only a 1 hour ritual consuming 250 gold worth of materials.

There are only a few ways to break a pact:

  1. You may choose at any time to forcefully break this pact, which deals the target creature 8d6 psychic damage and destroys the spell slots that you were providing them. All other benefits remain.
  2. You and the target creature may mutually renounce the pact, which removes all of the above benefits and deals no damage.
  3. The pact is broken if the target creature dies, even if they are resurrected afterwards. This destroys the spell slots you were providing them, but all other benefits remain.
  4. The pact is broken if the target creature becomes the Warlock for another being. If this happens, all of the above benefits are removed but the new Warlock Patron becomes aware of your location in the same manner as the target creature was and is hostile towards you.

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