Wizard
Base Class: Wizard

You focus your studies on the mechanics of magic and reality, and how to twist them. The school of reality is an academic school that broke off from the lore masters that focuses on mixing spells together and inverting magical effects, and bending reality in small ways to fit their purposes. Theories are not as important to them as mechanics they can put to function; however the promise of learning a new way to twist or remachine the gears that make magic and reality work is usually required to evoke from them a life of adventure. 

 

Known as weavers or forgers, they are often artists and draw out their spells in glyphs or through other methods of grouping; where other wizards write and record in their tomes, a weaver's spellbook looks more like a sketchbook than a tome in which spells are recorded. This helps them tailor their spells to their purposes, as they need only swap out a glyph in their mind to assemble a new spell on the go. They are often willing to explain their magecraft the same way artists explain their art, and are often simultaneously recluses and extroverts, keeping to themselves for the most part but outgoing when in conversation. Many have a flair for the dramatic, even if they try to hide it.

Greater Understanding

Beginning when you take this school at level 2, your spellcasting ability changes to wisdom and you gain advantage on wisdom saving throws and ability checks.

Twist Spells

Beginning at 2nd level, you can twist the damage types of your spells, replacing the damage type with that of a different spell you know of equal level. You can change only one damage type per casting of a spell. You replace one energy type for another by altering the spell’s formula as you cast it.

 

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can do this a number of times equal to a quarter of your wizard level rounded down (minimum of 1 time) per short or long rest.

Inverse Magecraft

Starting at 6th level, you gain the ability to completely invert a spell's effects, making damaging spells heal or healing spells deal damage. A fireball can be cast on your allies and heal them for 8d6 fire, or a cure wounds spell can deal 1d8+ your wisdom modifier of force damage to the target. If you are healing with a damaging spell, resistances and immunities carry over against healing. You can't use this ability on spells above level 5. You can do this once per long rest. This changes to twice per long rest at 14th level.

Twisting the Weave

Beginning at 10th level, you can add your wisdom modifier (minimum of +1) to the healing/damage rolls of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Alternatively, as a reaction, you can dampen the damage of an incoming spell by the same amount if it is targeting you specifically. You can do this a number of times equal to your spellcasting modifier per long rest.

Reversal of Roles

At 14th level, you gain the ability to redirect any spell you are targeted by as a reaction, sending it back as if you were the caster, with the original caster as the target. You can only use this feature once per short or long rest.

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