Base Class: Wizard
While other schools focus one or more schools of magic (like Evocation or Necromancy), or a single type (such as time spells), the Magister wishes to bend and break the bounds of magic. By studying the forms of magic used by other mages, (like Druids, Clerics, and Warlocks) a Magister learns to use their magics, replicating them, and breaking down the walls between divine and arcane magic.
Allmagic Savant
Beginning when you select this school at 2nd level, you can learn magic from other classes. However, the gold and time you must spend to copy a spell from another class into your spellbook is doubled.
Expanded Potential
Starting at 6th level, you learn to manipulate your spells similar to how a Sorcerer would. You select two options from the list below, using one or the other. Once you've used a metamagic, you must take a long rest before you can use this feature once more.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Practiced Countermeasures
Beginning at 10th level, you learn to cast spells without verbal components, somatic components, or material components costing less than 100gp. You still require material components costing more than 100gp, and when casting as a ritual, you still require full components.
Archmage's Might
Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 1st through 5th level, you can treat it as one spell level higher without spending a higher spell slot. This can be done a number of times equal to half your proficiency modifier (rounded down) before you must take a long rest.