Base Class: Wizard
Arcane Specialization
Beginning when you select this school at 2nd level, choose one school of magic. The gold and time you must spend to copy spells of that school into your spellbook is halved. Additionally, whenever you gain a Wizard level, choose one spell from this school to add to your spellbook. This is in addition to the spells you would normally learn at that level. You must have spell slots of the level of the spells that you select.
Debared Knowledge
Beginning at 2nd level, choose one school of magic. You can no longer spend spell slots to cast spells from this school. If you have any cantrips from this school of magic memorized replace them with another cantrip of a different school. The school of magic selected for this class feature can not be the same as the school of magic selected for the Arcane Specialization class feature.
Intellectual Commitment
Starting at 6th level, your commitment to your path of study has given you some unique insights on the nature of certain spells, allowing you to empower and rebuke certain aspects of the arcane.
When you cast a spell from the school selected in the Arcane Specialization class feature roll a d4. If the spell requires an attack roll, increase the attack roll by the number rolled. If the spell causes another creature to make a saving throw, subtract the d4 from their saving throw.
Also, when you are the target of a spell from the school selected by the Debarred Knowledge class feature roll a d4. You can subtract the number rolled from attack rolls related to this spell. Additionally, when a spell of that school forces you to make a saving throw, you can roll a d4 and add that number to your saving throws related to that spell.
Arcane Mentorship
Beginning at 10th level, you have become so familiar with your school of magic that you can now teach magic with incredible efficiency.
You can spend 10 minutes to instruct a willing creature on how to cast a spell from the spell school you selected with Arcane Specialization class feature. When you do so you spend a wizard spell slot required to cast the spell, and as a result, give the willing creature the same spell slot, which it can then keep until it completes a long rest.
When the willing creature casts the spell it must adhere to verbal, somatic, and material requirements of the spell. You and the target creature must share a language, and the target creature must have an intelligence score higher than 3, or else the target creature can not be taught.
Additionally, other wizards can copy spells of your favored school at half the time and half the gold cost.
Point of No Return
Starting at 14th level, you have become fully committed to your path of study.
When you cast a spell from the school associated with your Arcane Specialization class feature, you can cause that spell to automatically succeed on all attack rolls, or you can cause the creature targeted to automatically fail the initial save associated with the spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, your Intelligence score is reduced by 1d4. If your intelligence drops to 1 you can’t activate magic items, understand language, communicate in any intelligible way, or cast spells outside of the school selected by your Arcane Specialization class feature. If your intelligence drops to 0 you die.
You can only recover your original intelligence score by completing a long rest.
Additionally, you can select a second school to be affected by the Debar Knowledge class feature.
Previous Versions
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