Base Class: Wizard
This school teaches the importance of language within the practice of the magical arts. Wizards heralding from this school weave words seamlessly into their casting, allowing for their spells to be cast in new and unique ways. Many of these wizards become famed translators or librarians, but there are always a few who choose to travel the world in an attempt to discover forgotten languages and ancient texts.
Master of Texts
Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.
Arcane Language
Starting when you choose this school at 2nd level, you gain the ability to create magical languages at an incredibly fast rate. If you spend 8 hours doing nothing but studying and writing down notes, you can create an arcane language, it's name, form, and syntax being left up to your character's choice, but it cannot simply copy an already existing language. Afterwards, you can spend 1 hour teaching the arcane language to any amount of willing creatures that can hear you and already share at least one language with you. After the hour has passed, a target creature knows how to read, write, and speak the arcane language fluently.
One week after learning the arcane language, a creature (that isn't you) forgets all aspects of the language. A creature can be retaught the language if you use an hour to teach it again.
Persuasive Wording
At 2nd level, your knowledge with languages transfers over into how well your spoken words are received. Whenever you make a Deception or Persuasion skill check, you may use your Intelligence ability modifier instead of your Charisma modifier.
Wordy Spellcasting
Starting at 6th level, you meld your mastery of linguistics into your spellcasting. Whenever you cast a spell that requires a somatic component, you may instead treat the somatic component as a verbal component.
Additionally, you learn the comprehend languages spell if you do not already have it. You may cast it at will without expending a spell slot, and it doesn't count against the number of spells you can have prepared.
Infinity Scroll
Starting at 10th level, your mastery with language and texts transfers over into how you may choose to cast spells. When you gain access to this feature, you copy all the spells from your spellbook onto a magically acquired scroll with no defined length. Sort all of your known wizard spells (that are of spell levels that you can cast) into a numerical list of any order of your choosing, all numerically ranging from 1 to 100. You cannot list a spell more than once, and you cannot leave any spell out from your spellbook unless you know more than 100 spells (in that case, you would choose which spells to leave out of the list as to not cause it to be in excess of 100 spells). You may have blank spaces between, after, or before spells if your spells do not fill the entire 100 spaces. You may change the numerical order of the spells and add more spells onto the list whenever you finish a long rest.
Anytime after listing the spells, as an action you may choose to cast a spell without using a spell slot by randomly selecting a number from the scroll. Roll two d100's and choose which result to keep. Look at your numerical spell list and choose the spell the corresponds with the chosen result. You may choose to cast the spell normally without expending spell slot, but you may also choose to do nothing if you decide to not cast the spell. If the casting time of the spell is 1 action or 1 bonus action, you cast the spell using the same action you expended to use this feature. If the casting time is longer than 1 action, the action you used to cast this spell marks the first turn of the casting time's length. In the case that the casting time is 1 reaction, if the event that triggers the spell happens between the action used for this feature and the beginning of your next turn, you may cast it without expending a spell slot. If no spell is assigned to the rolled result, nothing happens.
You can use this feature to randomly select a spell from your list a number of times equal to your Intelligence modifier (minimum of one), regardless of whether you actually cast a spell or not. You regain all expended uses when you finish a long rest.
Legendary Linguist
Starting at 14th level, whenever you cast the comprehend languages spell, you may target any creature within 120 feet of you that you can see instead of targeting yourself. The target creature doesn't need to understand a language, but they must have an Intelligence ability score of at least 6.
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