Wizard
Base Class: Wizard

You are one of the brightest minds of the Izzet League—and, by extension, the entire city of Ravnica. Your talent and aptitude for the manipulation of arcane energy is second to none, allowing you to do things with magic that other wizards—even those with decades more experience— wouldn’t dream of attempting. Whether it’s researching and inventing new spells, adding more oomph to the spells you do cast, or even controlling multiple spells simultaneously, you are the kind of genius that redefines what is possible.

Arcane Researcher

Beginning at 2nd level, you gain the ability to discover spells via trial and error. Instead of copying a spell from a scroll or spellbook, you can attempt to learn spells that you have heard of via arcane research, instead. For each level of the spell, the process takes 10 hours and costs 100 gp. This otherwise functions identically to copying a spell into your spellbook. At the GM’s discretion, you may also be able to use this ability to create new spells entirely of your own design. In such cases, you should work with the GM to determine the exact effects of the spell, describing what you want the spell to do and allowing the GM to translate that into game terms, including the spell’s level, range, damage, and so on.

Schismatic Concentration

Beginning at 2nd level, your mind is able to achieve incredible feats of multitasking, allowing you to concentrate on up to two different spells requiring concentration at the same time. When you cast the second spell, and each time that you spend an action to concentrate while both spells remain in effect, you must succeed on an Intelligence check (DC 8 + the spell level of the first spell + the spell level of the second spell) or you lose your concentration and both spells immediately end. If you fail this check by 5 or more, the spell fails catastrophically, dealing 1d4 points of damage to you per spell level of both spells combined (for example, if you were concentrating on a 1st-level spell and a 2nd-level spell, you would suffer 3d4 points of damage). A successful Dexterity saving throw (DC 8 + the spell level of the first spell + the spell level of the second spell) halves this damage.

Overload Spell

Starting at 6th level, when you cast a spell, you can attempt to draw on additional arcane energy, overloading the spell to make it more powerful, but less stable. You must succeed on an Arcana check (DC 8 + the spell’s level). If you fail, the spell is lost, and you suffer 1d6 points of damage per level of the spell from arcane feedback. Otherwise, the spell is treated as though you had cast it with a spell slot one level higher than the one you actually used. If this would cause the spell to be treated as a higher spell level than you are capable of casting, you have disadvantage on the Arcana check.

Empowered Evocation

Starting at 10th level, you add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Replicate Spell

Starting at 14th level, whenever you cast a spell that has a single target, you can choose to replicate it by sacrificing an additional spell slot of a spell level high enough to cast the spell. If you do, you effectively cast the spell twice at the same time, but must choose a different target for each instance of the spell. Each instance’s effects are determined based on the spell level of the spell slot used for that particular instance. If the spell requires concentration, each instance counts as a separate spell for the purposes of concentrating on them (requiring you to use your schismatic concentration class feature to concentrate on both instances). Once you use this ability, you can’t use it again until after you have completed a short rest.

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