Wizard
Base Class: Wizard

During your long studies in Wizardry, you have come across a connection to an ancient Eldritch being in the form of an archaic tome or other repository of knowledge. This object serves as a source of Eldritch information and forbidden secrets, as well as a dangerous connection to an unfathomable power.  Wizards of this school are few and far between, many devolving to the madness caused by the ancient secrets they uncover. Those that remain sane dedicate their lives to the study of Eldritch secrets and the alien mind they have uncovered, living on the edge of madness. As a member of this school, you are enraptured by the vast repository of secrets at your hand, and use them to enhance your magic and study of the arcane arts, all while carefully managing your relationship with an abberant being. 

Book of Secrets

When you select this school at 2nd level,  the Eldritch mind takes residence in your spellbook, and, through enough study, you can learn ancient magical secrets from it.  During a part of a long rest, you can take the time to search your spellbook for hints of eldritch power. Choose one spell of 1st level or higher and of a level you have spell slots for. This spell can be off any class's spell list, but must be of a level equal to or less than your proficiency bonus. Make an Intelligence (Investigation) check with a DC of 10 + the spell's level. On a successful check, the spell is added to your Wizard spellbook. This spell is automatically prepared and does not count against the number of spells you can have prepared. On a failure, you are unable to find the magical formulas and incantations among the shifting pages of your spellbook, and nothing happens. 

The spell remains in your spellbook until you learn another spell through this feature, at which point the ancient secrets leave your mind and the magical notations disappear from the pages of your spellbook. You may only have one spell in your Wizard spellbook through this feature at any time. 

Creeping Consciousness

Starting at 6th level, the magic of the Eldritch mind has blended with your own, and can affect the minds of your enemies. When you cast a spell that deals psychic damage, you can cause one target of that spell that fails its saving throw against the spell to be frightened of you until the beginning of your next turn, in addition to the spell's normal effects. If the spell would already cause that creature to be frightened, it is instead stunned until the beginning of your next turn, as the alien consciousness overwhelms its mind. 

Occult Lore

By 10th level, you have become familiar with the Eldritch mind that controls your spellbook, and learning from its pages had become easier. When you make an Intelligence (Investigation) check for your Book of Secrets feature, the DC is now 10 + half the spell's level (rounded up). Additionally, you may now have two spells in your spellbook from that feature. You make the check for each separately. Finally, the Eldritch secrets of your book have given you insight and formulas that allow you to empower your spells. When you cast a spell you have prepared through the Book of Secrets feature at its lowest level, you may treat it as if it was cast as one level higher, without expending a higher level spell slot. You still expend a spell slot as normal. You may do this once for each of the two spells, and regain the ability to do so again on a long rest. 

Abberant Gate

 

At 14th level, you have discovered secrets in your spellbook that allow you to contact the Eldritch mind and summon some of its power to this plane. As an action, you can touch your spellbook and open a small portal to the plane the Eldritch being resides in, starting an Eldritch event. This event lasts five rounds, or until you lose concentration as if you were concentrating on a spell. Each round you maintain concentration, the portal produces a different effect.  At the end of the 5th round, or if you lose concentration, you cannot move or take actions until the end of your next turn, as your mind is heavily taxed. 

Round 1. You target one creature you can see within 30 feet of you and give it visions of what's to come. The creature must succeed on a Wisdom saving throw against your wizard spell save DC or be frightened of you until the end of your next turn. 

Round 2.  An aura of darkness surrounds you. The area within 5 feet of you becomes heavily obscured until the portal closes. 

Round 3.   The portal between planes begins to disrupt the fabric of space around you. Choose a number of creatures up to your Intelligence modifier within 30 feet of you. Each creature is teleported up to 30 feet to an unoccupied space, taking 1d12 psychic damage. 

Round 4.  Pulsating waves of force emanate from your spellbook. Each creature within 15 feet of you must succeed on a Strength saving throw against your Wizard spell save DC or take 3d6 force damage and be thrown back 15 feet.  

Round 5. You summon alien servants of the Eldritch mind through the portal of your spellbook. You cast the Summon Abberation spell  (Tasha's Cauldron of Everything pg. 109) at it's lowest level without expending a spell slot or requiring material components. You chose the forms these spirits take as normal, but you summon two spirits instead of one. The concentration of this spell replaces your concentration on the event as the portal closes.

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