Base Class: Wizard
Wizards of The School of Experimentation, don't specialize in any one school of magic. They specialize in developing their own unique style of magic, where they experiment to combine traits of spells with other spells, making their own signature spells. Mages of the School of Experimentation, or not often sought out for their arcane expertise, but shunned for their more dangerous and untapped use of magic.
Arcane Ingenuity
Beginning at 2nd Level the time and gold it takes to create a new spell using the guidelines in the Dungeon Master's Guide, and add it to your spell book is halved.
Magical Melding
Beginning at 2nd Level when you are preparing spells at the end of a long rest, you can expend two prepared spells of the same spell level, and combine them into one modified prepared spell.
Below is a table of ways of to use Magical Melding.
- You can take the status effect, damage dice, and damage type of a Wizard Spell you know, and trade it for the status effect and damage type of another Wizard Spell you know, of the same level.
- You can take the Casting Time of a Wizard Spell you know, and trade it for the casting time of another Wizard Spell you know, of the same level.
- You can take the Range/Area of a Wizard Spell you know, and trade it for the Range/Area of another Wizard Spell you know, of the same level.
Magical Fizzle, when casting a spell created using Magical Melding, you critical fail on a roll of 1 and 2.
Spontaneous Casting
Starting at 6th Level, after casting a spell you have customized with Magical Melding or Spell Weaving, you can roll the attack roll again. You can do this after you cast the spell, but before the DM tells you if it hits.
You can do this a number of times equal to your Intelligence Modifier, you regain expended uses after a Long Rest.
Spell Weaver
Beginning at 10th level, you can Magically Meld two prepared spells together on the fly. As an action you can use the Magical Melding spell options to give a prepared spell the desired traits of another prepared spell, and cast it. After casting the spell, the customized version of it does not stay as a prepared spell.
Magical Misfire, when casting a spell using the Spell Weaver feature, your range to critically fail becomes 1-5. On a critical failure the spell misfires, and gains random elements of the two spells, possibly being quite disastrous. The exact effect of the Magical Misfire is determined by your DM.
(Optional Rule: Magical Misfire causes a roll on the Wild Magic Surge Table.)
Magical Specialist
Starting at 14th level, you are proficient with the Arcana skill, if you are not already. Additionally whenever casting a spell that you created, prepared using Magical Melding, or cast using Spell Weaving, you can add your Arcana skill bonus in the place of your proficiency bonus to your Attack Rolls and Spell Save DC.
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