Wizard
Base Class: Wizard

You have spent years studying how enchanted items are made and forged. Now it is time for you to go make a name for yourself and build your name.

Enchanted analyst

Beginning when you select this school at 2nd level, you can take part of a short rest to preform a ritual and examine an enchanted item. While doing this you have to be touching the item. At the end of the ritual you learn how the enchantment works. At the end of the ritual the object the had the enchantment disappears into dust and can not be replicated or restored. Once you have learned an enchantment you can choose to either enchant another item or save it for later. If you choose you can both learn the enchantment from one object but transfer it to another object in the same ritual. Once you have placed and enchantment on an object  you can not place that enchantment onto another object without first removing it from the previous item. As well as an item can have no more that one enchantment at a time.

Enchanted disruption

When you activate this ability you target a creature or person and choose one of the following effects.

If that target has an enchanted item that enchantment stops working.

If the target is under any magical effect, like bless or enlarge/reduce ect., you can choose to end the effect. (choose one if multiple effects are active)

When an attack is made against the target with a magical weapon or with a magical attack, the attacker has advantage on the attack. If the attack has a saving throw, as in the case of thunder clap or toll the dead, the target has disadvantage on the saving throw.

You can only use this effect a number of times equal to half your player level rounded up plus your proficiency bonus, and only on one creature at a time.

Enchanted carver

Beginning at 6th level, you can place a magical symbol on a person or object and enchant that symbol with a spell and a specific type of trigger. You can place any spell into this symbol as long as you know the spell and are capable of casting a spell of that level and you use a spell slot of that level to place the spell. Once you have placed a spell into the symbol it will last until you choose to dismiss it, but you regain the spell slot after a long rest. If the symbol has a trigger like, "when an attack using this item is made" or "when something gets within a specific range", you choose if the effect can happen multiple times or just once.

(EX: placing lightning bolt into a great axe with making an attack with this item as a trigger. The wielder of that great axe has a chance to hit with lightning bolt for each attack they make)

(EX: placing a symbol on the ground with fireball with when an enemy steps on it as a trigger. If an enemy steps on the symbol at any time, fireball is cast for every creature that stepped on it.)

You can also choose to up-cast spells when placing them into symbols as long as you are able to both cast the spell and one of that same level.

(EX: Instead of placing a 3rd level fireball you can make it a 5th level fireball, as long as you can cast fireball and a 5th level spell.)

You can only place one spell into an object and you can not place a spell into an object that has an enchantment. You can only place spells into a number of symbols equal to your proficiency bonus per long rest.

Ranged enchanter

When you gain this feature you can now place runes enchanted with spells at a distance. You can place a rune on an object or the ground, provided you can see the place you are marking, within 100 feet. You can choose if the rune is visible or not but otherwise acts just like enchanted carver.

Selfish enchanter

When you gain this ability you are now able to place 2 enchantments onto an object, but only you can wield that object and you have to attune to it after you place the enchantments onto it. If someone other than you tries to use the object or attune to it it explodes and deals 4D10 fire, 4D10 cold, 4D10 lightning, 4D10 acid, 4D10 poison, 4D10 thunder, 4D10 force, 4D10 radiant, 4D10 necrotic, and 4D10 psychic damage. A dexterity saving throw is made against you spell save DC for each damage type and on a save they take half damage.

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