Wizard
Base Class: Wizard

Wizards from the School of Spellcraft have dedicated their lives to studying the very essence of what spells are, what makes them and how they are manipulated through the weave. What differentiates a spell from magic that merely exists? Why is it that certain incantations rewrite the very fabric of reality? The School of Spellcraft is dedicated to answering these questions. In doing so, their ability to manipulate reality helps their allies and hinders their foes in ways never seen before.

Through researching the very fabric of spells and casting them, Spellcrafters have gained the unique ability to assist people by making the mundane not so mundane. Any person who is the ally of a Spellcrafter can be given a temporary ability to cast spells regardless of their affinity for the arcane as a Spellcrafter will craft spells to suit any caster.

Spell Savant

2nd-level School of Spellcraft feature

Once per long rest, until the end of your next long rest, any wizard spell you see cast by someone other than you can be memorized for the purposes of copying into your Spellbook. This spell must be of a level that you can cast. A spell memorized using this feature cannot be cast until it is added into your Spellbook.

While you have a spell memorized with this feature, you can spend gold and time to copy the spell into your Spellbook the same way you would normally do so, even during a long rest. You can only memorize one spell using this feature at a time.

Spellcraft

2nd-level School of Spellcraft feature

Your practice in crafting strands of magic from the weave have given you such an understanding of spells and the ability to cast them that you have acquired the ability to imbue your allies temporarily with magic spells they otherwise would not have.

Once per long rest, at the end of the long rest, you can choose a number of allies up to your Intelligence modifier. You allow these allies to use spells from your own Spellbook by imbuing spell slots into them. You imbue spell slots in your allies equal in level to 1 + half your Wizard level, rounded down, which can be divided amongst your allies similarly to your Arcane Recovery feature. Spell slots granted to allies cannot be higher than 3rd level. These spell slots can only be used to cast a spell from your Spellbook you give to an ally.

For each spell slot you give an ally, they receive one spell of your choice from your Spellbook. Your ally can only cast these spells using the spell slot you have given them. Any spell cast from your ally using this feature would use your spellcasting ability, although the spell would be considered cast by your ally for all other purposes including concentration.

Any spell slots granted to an ally through this feature that are not used by the next long rest are gone, as the magic imbued into your ally fades.

Overcharge

6th-level School of Spellcraft feature

Through the practice of imbuing spells and navigating the weave in a way not many do, you have gained the ability to modify the power of certain spells cast by you or your allies.

When you or an ally within 60 feet of you that you can see casts a spell that causes an enemy to make a saving throw and it passes the saving throw, you can use your reaction to overcharge the spell, causing that enemy to fail it's saving throw.

You can use this ability a number of times equal to half your proficiency bonus rounded down per long rest.

Anti-Spell Field

10th-level School of Spellcraft feature

Your affinity with the arcane has allowed you to develop techniques to shield yourself and allies from magical harm to some extent.

You gain Expertise in Arcana, whether you are proficient or not. If you are already proficient in Arcana through choosing a class or background proficiency, you can replace that proficiency choice with another.

Any Intelligence check you make that does not already benefit from your proficiency bonus can receive a bonus equal to half your proficiency, rounded down.

You gain an invisible aura. This aura extends in a 15-foot radius away from you. You and any allies within your aura have advantage on all saving throws made against spells and magical effects.

If any ally within your aura must make a constitution save to maintain concentration on a spell they are casting, they add your intelligence modifier to the roll.

At 15th level, the range of your aura increases by another 15 feet, to a total radius of 30 feet.

True Spellcraft

14th-level School of Spellcraft feature

You have become a wizard nigh unparalleled within the world. As you've continued to practice casting spells, dispersing the magic of others and increasing your repertoire of spells, you have become able to manipulate your spells imbued in your allies and even alter spells through the weave.

When you imbue any spell slot(s) into an ally, choose a school of magic. When your ally casts the spell imbued into them by you using that spell slot, they gain an additional effect from the chosen school.

Evocation: When your ally casts the spell that you gave them and deals damage with that spell, they can choose a number of damage dice equal to the level of the spell slot they used for the casting. The chosen dice deal max damage.

Abjuration: When your ally casts the spell you gave them, they cannot be charmed and they are under the effects of the Shield spell for as many turns as the level of the spell slot used to cast the spell.

Conjuration: When your ally casts the spell you gave them, they can teleport to a point within 30 feet that they can see immediately before or after the spell is cast, potentially changing the range of the spell. After this, your ally can use a bonus action to teleport up to 30 feet to a point they can see for as many turns as the level of the spell slot used to cast the spell.

Divination: When your ally casts the spell you gave them, they gain advantage on attack rolls (including for the spell if the spell they cast has an attack roll), ability checks and saving throws they make until the end of their next turn.

Enchantment: When your ally casts the spell you gave them, they are under the effects of the Bless spell with no concentration required and their attacks count as magical if they did not already do so. This lasts for as many turns as the level of the spell slot used to cast the spell.

Illusion: When your ally casts the spell you gave them, they are under the effects of the Invisibility spell for as many turns as the level of the spell slot used to cast the spell with no concentration required. Invisibility still ends early if your ally attacks or casts a spell as normal.

Necromancy: When your ally casts the spell you gave them, they can choose a creature within 30 feet they can see. Your ally chooses one ability score. For as many turns as the level of the spell slot used, the target has disadvantage on ability checks and saving throws made with that ability score, and the creature cannot recover hit points in any way.

Transmutation: When your ally casts the spell you gave them, they can become resistant to one type of damage they choose. If they are already resistant to the damage chosen, they become immune. This effect lasts for as many turns as the level of the spell slot used to cast the spell.

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