Base Class: Wizard
Wizards that learned from this school are much more effective at casting spells in ways that others can’t, they manipulate the weave itself. Interacting directly with the pure fibers of magic, they are far more flexible than other kinds of wizards.
Spell slot moulding
As a bonus action on your turn, you can use your knowledge of magical energy to break down or combine spell slots, essentially giving you more flexibility in your casting, when you use this you can break down a spell slot into 2 or more lower level spell slots, like a 3rd level spell into a 1st and 2nd, or vice versa turning 2 or more low leveled spells into higher ones. You cannot create or destroy 9th level spells using this feature, and you cannot create 8th level spells using this feature.
Arcane knowledge
You learn 2 additional wizard cantrips of your choice.
Powerful upcasting
Spells that you cast at higher levels have increased abilities. You can choose one of the following additional effects per level you cast the spell above its base level, each effect can be taken more than once if you so choose and is given in addition to the increases of casting the spell at a higher level.
Extended Casting:
If the spell has a duration of 1 minute or more, you extend the duration of the spell by 1 additional minute.
Powerful Casting:
A spell that does damage adds one additional dice of its damage type. This extra increase in damage may only apply the first time the spell does damage.
Far Casting:
If the spell has a range of 60 feet or more, its range increases by 30 feet.
Accurate Casting:
If a spell requires an attack roll, you gain an addition +1 to the attack roll when you cast this spell.
Binding Casting:
If the spell you cast requires a saving throw, the DC of the saving throw is increased by 1. This only applies to the first saving throw when you cast this spell.
Bonded to magic
Your bond to magic is far more powerful than before, it gives you proficiency in constitution saving throws and an additional bonus depending on the spell’s school. The additional bonuses are as following:
Abjuration:
You gain a +2 to all saving throws.
Conjuration:
You can use a reaction after being attacked to teleport 5 feet in any direction.
Divination:
You gain proficiency in Dexterity saving throws as you gain the ability to predict certain things.
Enchantment:
You gain a +2 to all charisma checks.
Evocation:
Any attack you make does or spell you cast does an additional 1d8 damage of the chosen type, except the spell you’re concentrating on.
Illusion:
You gain a +2 to your AC.
Necromancy:
Attack rolls made by an undead creature score a critical failure on a 1 or a 2.
Transmutation:
Any time a creature attacks you with a melee weapon attack while within 5 feet of you, that creature takes 1d6 slashing, piercing, or bludgeoning damage (the weapons damage type) as their weapon bends momentarily and attacks them.
Magical restoration
When you cast a spell that requires a saving throw, and they roll a 1 on the d20 roll for the first save, you recover the spell slot used to cast that spell or a lower leveled spell slot. Or if you cast a spell that requires an attack roll, and you score a critical hit, you regain the slot used to cast that spell or one of a lower level. Any spell slot you regain must be of fifth level or lower and must be the level of the spell you cast or lower.
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