Base Class: Wizard
There are some scholars that believe that magic first began in the form of elaborate rituals. Symbols, runes, glyphs, and complex written script worked as a set of arcane instructions to guide The Weave towards a desired goal. Since then, magic as an art has advanced significantly. The School of Rituals, however, aims to go back to the basics and improve upon this most structural of magical techniques.
Ritual Savant
Beginning when you select this school at 3rd level, the gold and time you must spend to copy a ritual spell (has the "ritual" tag) into your spellbook is halved.
Rapid Rituals
When you choose this school at 3rd level, you learn a special shorthand for conducting rituals, producing intricate runes and glyphs within a manner of seconds. Ritual spells you cast all have a casting time of 1 action. If you would cast any of these spells as a ritual, the additional ritual time is 1 minute instead of 10.
Ritual Crafter
Starting at 6th level, your studies of ritual magic has expanded to spells typically not associated with the practice. You now have the ability to cast any spell in your Spellbook with a spell level equal to or less than your Proficiency bonus and a casting time of 1 action as a ritual.
If you ritually cast a spell this way, it takes an additional 10 minutes to cast as you craft the ritual for the spell.
Runic Codex
Beginning at 10th level, your encyclopedic knowledge of arcane symbols and runes makes spell preparation second nature for you. When you use your Memorize Spell feature, you may replace a number of spells equal to half your Wizard level, instead of one.
Arcane Overflow
By 14th level, the efficiency of your perfected rituals causes your unused magic to surge outward back into The Weave. You have learned how to capture that surplus magic and use it to benefit yourself and your allies.
Whenever you cast a ritual spell (has the "ritual" tag) and/or cast a spell as a ritual, you may choose a number of creatures within 30 feet of you that you can see (including yourself) up to your Intelligence modifier.
Each chosen creature gains 4d10 temporary hit points. While a chosen creature has temporary hit points, they gain a bonus +2 points to their Armor Class, a bonus +10 feet of movement speed, and a +2 bonus to attack and damage rolls.
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