Base Class: Wizard
The School of Sorcery teaches the traits of a sorcerer to a wizard. This education encompasses a wide variety of spells and magical skills, including traditional sorcerer skills such as metamagic and memorized spells. You must have an Intelligence score of at least 16 at level 2 to attend this school.
Spell Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell into your spellbook is equal to ¾ of the normal rate.
Muted Metamagic
At 2nd level, you gain the metamagical abilities of a sorcerer, although at muted levels. You can prepare two spells with metamagic. The number of spells is increased to four at 9th level and to six spells at 16th level. When preparing spells, you may prepare them with one of the attributes below. Each spell may only have one attribute, and each attribute can only be used to prepare one spell. The metamagical abilities persist with the spell as long as it is prepared and no other spell is prepared using the same metamagic attribute. To cast a prepared spell with a Muted Metamagic attribute, you must expend a charge of Muted Metamagic in addition to expending a spell slot. You have two charges and you regain all charges with a long rest.
- Careful Spell - Can be applied only to spells that force a creature to roll a saving throw. You can assist some of those creatures in avoiding the full force of the spell. Select a number of creatures up to your Intelligence modifier (minimum of one creature). A selected creature gains advantage on its saving throw against the spell. If the creature would already have advantage, it gains a +3 bonus to the roll.
- Changing Spell - Can be applied to only damaging spells. If the spell deals elemental damage, you may change the damage type to any elemental type. If the spell deals non-elemental damage, you may change the damage type to any non-elemental type.
- Distant Spell - Can be applied to any spell. If the spell has a range of 5 feet or greater, you can extend the range of the spell by 50%. If the spell has a range of touch, you can make the range of the spell 15ft.
- Empowered Spell - Can be applied only to healing or damaging spells. You can reroll a number of heal or damage dice up to your Intelligence modifier.
- Extended Spell - Can be applied only to spells with a duration of 1 minute or longer. You can increase the duration of the spell by 50%.
- Heightened Spell - Can be applied only to spells that force a creature to roll a saving throw.. You can select on target to receive a -3 bonus to its saving throw roll.
- Quickened Spell - Can be applied only to spells that have a casting time of 1 bonus action. You can cast the spell as a reaction at the end of another creature’s turn.
- Subtle Spell - Can be applied only to spells with verbal or somatic components. You can ignore either the somatic or the verbal component of the spell, but not both.
- Twinned Spell - Can be applied only to spells that target a single creature and doesn’t have a range of self. You can target a second creature. If the spell forces a creature to roll a saving throw, the creature has advantage on the roll. If no saving throw is required, the creature takes half damage.
Muted Metamagic Adept
At 6th level, your experience with metamagic leads to the memorization of some of the Muted Metamagic spells. Select two spells from your spellbook and give them each one Muted Metamagic attribute. Add these spells to your spellbook as the first two Mastered Muted Metamagic spells. More information regarding these spells is available below.
You also gain the ability to experiment with metamagic and adapt spells on the fly. You gain an additional charge of Muted Metamagic. When casting a spell of third level or lower, you can add any Muted Metamagic attribute to them by expending a charge of Muted Metamagic. Roll an Intelligence check against a DC of 10 + spell level. This feature cannot be used on a spell that already has a Muted Metamagic attribute.
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Roll + INT Modifier (Description) |
Result |
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1 to 5 (Critical Failure) |
The spell fails, both the spell slot and the Muted Metamagic charge are expended. |
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Above 4 but Below DC (Failure) |
The spell casts normally and both the spell slot and the Muted Metamagic charge are expended. |
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Above DC but Below 23 (Success) |
The spell casts with the improvised Muted Metamagic attribute and both the spell slot and the Muted Metamagic charge are expended. |
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23 to 25 (Critical Success) |
In addition to successfully casting the improvised spell, you are able to remember the spell well enough to add it to your spellbook if you are able to begin transcribing the spell within 24 hours and before a long rest. The spell is recorded as a Mastered Muted Metamagic spell. Please see below for more information regarding this spell type. |
The ritual process of recording a Mastered Muted Metamagic spell into your spellbook also seals the spell in your mind. These spells have the following properties:
- Are always prepared (memorized) and do not count against your number of prepared spells.
- You may only have a number of these spells equal to 3 + INT modifier memorized at a time. If you have memorized the maximum number of the spells and are recording a new spell, you may choose to memorize the spell while recording (and forget another spell) or just record the spell.
- You may spend 1 hour per spell level to forget a Mastered Muted Metamagic spell and memorize a different one. The forgotten spell remains in your spellbook and can be prepared.
- Are the original spell plus the Muted Metamagic attributes.
- Are the same spell level as the original spell.
- Can be cast by expending a spell slot equal to the original spell and a charge of Muted Metamagic. No roll is required, the spell is automatically a success.
- The original spell must still be prepared in order to be cast normally.
- These spells cannot be cast at a higher level.
- Multiple levels of the same spell can be recorded/memorized. For example, you can have a critical success when expending Muted Metamagic charges on a first level Healing Word and a second level Healing Word at different times and have recorded/memorized both of them.
If your spellbook is lost or destroyed, the Master Muted Metamagic spells you currently have memorized can be recorded into your new spellbook. If another wizard transcribes a Mastered Muted Metamagic spell into their spellbook and attempts to cast it, they will be required to expend the same spell level as the original spell and succeed on a [DC15 + spell level] Arcana check to cast the spell. If the wizard choses to expend a spell slot 1 level above the original spell, they must succeed on a [DC10 + spell level] Arcana check to cast the spell. As long as these spells are recorded in your spellbook and you have them prepared (or are ritual casting them), you may follow the same rules for casting them without expending a Muted Metamagic Attribute charge. A failed Arcana check results in the spell failing to cast and the corresponding spell slot to be expended.
Sorcerous Teachings
At 10th level, add the following sorcerer spells to your spellbook: Chaos Bolt, Enhance Ability, Daylight. These are spells that are ordinarily available only to sorcerers and not to wizards. Due to being taught by sorcerers, you are able to piece together these spells with a wizard’s skill. These spells can be cast using Wizard spell slots and Intelligence can be used instead of Charisma. These spells are memorized and do not need to be prepared.
Through intense study you are able to make a breakthrough with metamagic. You can now use Muted Metamagic charges with spells of 5th level or lower. You also gain an additional charge of Muted Metamagic and choose one of the following:
Muted Metamagic Manipulation: Select two spells of 3rd level or below that are not Mastered Muted Metamagic spells from your spellbook and give them each one Muted Metamagic attribute. Add these spells to your spellbook as Mastered Muted Metamagic spells.
Muted Metamagic Maximization: Select one Mastered Muted Metamagic spell of 3rd level or below from your spellbook and give it an additional Muted Metamagic attribute. All other properties of and requirements to cast the spell remain the same.
Greater Muted Metamagic
At 14th level, you now have advantage on all checks to succeed at casting a spell with Muted Metamagic. Your further expertise with metamagic has granted you the ability to cast two 1st or 2nd level Mastered Muted Metamagic spells per long rest using only a Muted Metamagic charge, requiring no spell slot. You also gain an additional charge of Muted Metamagic and choose one of the following:
Muted Metamagic Manipulation: Select two spells of 5th level or below that are not Mastered Muted Metamagic spells from your spellbook and give them each one Muted Metamagic attribute. Add these spells to your spellbook as Mastered Muted Metamagic spells.
Muted Metamagic Maximization: Select one Mastered Muted Metamagic spell of 5th level or below from your spellbook and give it an additional Muted Metamagic attribute. All other properties of and requirements to cast the spell remain the same.
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