Wizard
Base Class: Wizard

Founded by a powerful wizard named Oliver Yenma A.K.A. "Old Man Yenma". Yenma being ostracized by his peers as his theories and experiments were seen as nothing more than absurd nonsence. Yenma took that to heart and founded a magic school.

"Yenma's School of Absurdity", a school dedicated to teaching its students out of the box and abstract thinking. A school that lives up to the saying that "No Idea is a Stupid Idea".

This school explores the idea that no magic law is concrete and can be worked around and improved apon. With this in mind a wizard can find his true potential with experimentation of Arcane formulas and finding new ways to manipulate the weave, outside the conventional. 

Absurd Savant

Starting at 2nd level, when copying any spell (Regardless of School) into your spell book you may choose to cut the cost and time in halve. Although if you do so, roll a d6 (This die is increased to a d8 at 8th level, a d12 at 14th level, and a d20 at 20th level), if you roll a 1 then the spell you copied is added but must now use a spell slot of 1 or more higher than the initial spell slot used to cast. this does not affect the spell's effect unless the spell is able to be up-casted. If you wish to rectify this, you must make a DC 10 + the spell level wisdom saving throw to recognize the mistake, then if you still have (Or Come Across) a source of the spell, a book, scroll, ect, you may try again spending the time and gold to copy the spell.

On a fail save to recognize the mistake you must wait 24 hours before you may attempt the save again. 

Spell Tuning

Your ideas and arcane theories have led you to find a way to manipulate and tinker with spells by adjusting the Arcane Formula in your spell book.

Starting at 2nd level, whenever you cast a spell (Other than Cantrips) you can choose to spend extra spell slots that are greater than or equal to the spell's level to add one of the following effects. Additionally if you choose to use this feature for your spell you must roll a d20 (After the Necessary Spell Slots are Spent) if you roll a 1 or a 2 the spell fails the spell slots and extra spell slots are still spent and instead of the spell taking affect you must roll from the "Wild Magic Table" for an effect to take your spell's place.

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. Choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Heightened Spell:  When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.

Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. Secondly when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.

Quickened Spell: When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

Empowered Spell: When you roll damage for a spell, you can instead treat the damage roll as if you rolled maximum damage.

Subtle Spell: When you cast a spell that uses, either or both, verbal or somatic components; you can choose to ignore either the verbal or somatic components (Not Both).

Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.

Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell.

Free Spell: When you cast a spell that has a material component requirement, you can ignore the material component to cast the spell.

Ritual Spell: When you cast a spell, you can cast it as a ritual giving it a 10 minute casting time.

 

Absurd Recovery

Your absurd thinking has led you to come up with a new innovative way to study your spell book.

Starting at 6th level, when you use the Arcane recovery feature, you now recover more spell slots who's total slot levels equal your (intelligence modifier + your proficiency bonus). Spell slots recovered this way can exceed 6th level.  

Spell Weaving

Starting at 10th level, your knowledge of magical formulas and your out of the box thinking has led you to developing new spells. Creating a new spell costs time and money, 500 hours and 5,000 gold per spell level of the spell you wish to create. Once the costs have been completely paid the spell has been developed. As well as down-time you may also use time from any short or long rest to develop the spell. A spell that you create must include a name, spell level of 1 or greater, casting time, range, school, duration, effect, and at least 2 component types (Verbal, Somatic, or Material). Once a spell has been developed with both time and gold costs paid, you must present your spell to your DM for approval before you may use the spell. If your DM Denies your spell, take it as if the God of Magic of that world is denying you access to that magic.

Once denied you cannot use the spell and must start again, spending the cost of gold and time again, to make another spell. You can choose to tweek a denied spell and spend half the cost of time and gold to rework the spell but you must keep its name and spell level the same. 

Once approved by your DM, your spell can be used and is added to your spell book. Created spells can be copied by other wizards but cannot be used by any other class unless approved by your DM. (Created spells cannot be used with the "Spell Tuning" feature).

Permanent Spell Tuning

Starting at 14th level, when ever you cast a spell with the "Spell Tuning" feature you can choose to make to make the added effect permanent. To do so you must spend spend twice as much time and gold that the spell normally takes to copy it into your spell book (Without "Absurd Savant"). Once the time and gold has been paid the "Spell Tuning" effect becomes permanent. Now any time you cast that spell it will be casted using the chosen "Spell Tuning" effect added to it, without needing to spend extra spell slots or risking the spell going wild.

You can only add one permanent "Spell Tuning" effect to a spell, and only have a maximum number of spells with a permanent "Spell Tuning" effect equal to your (Intelligence Modifier + Your Proficiency Bonus). You can not use the "Spell Tuning" feature with any spell that has a permanent "Spell Tuning" effect.

If you wish to remove the permanent effect off of one of your permanently tuned spells you must copy the spell into your spell book again from another source as if you don't know the spell. (The permanently tuned spell is removed and the original is added). 

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