As part of the School of Medicine, you aim to improve the quality of life in society. Through study of phisician practices and the applications of arcane energy on one's health, you are dedicated to tend the wary and fight disease.

Most practicioners of this school are respected doctors, while others consider themselves miracle workers. Regardless, your abilities will always be on demand, as long as injury and death are still a problem.

Medicine Savant

Beginning when you select this school at 2nd level, when your Spellcasting feature lets you learn or replace a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the medicine spells table or from the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

Also, If you come across a medicine spell in written form, such as a magical spell scroll, you are able to understand it. The gold and time you must spend to copy a medicine spell into your spellbook is halved.

First Aid

Beginning at 2nd level, you are able to perform basic magical treatment to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals your wizard level.

As a bonus action, you can heal one creature you can see within 30 feet of you and spend a number of those dice equal to half your wizard level or less. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Also, the target heals 2 additional hit points per die spent.

Your pool regains all expended dice when you finish a long rest.

Do No Harm

Beginning at 6th level, when you cast any wizard medicine spell using a spell slot of 1st level or higher, you or one of the spell's targets gains one of the following benefits:

resistance to acid, cold, fire, lightning, poison or thunder damage (your choice).

advantage on saving throws against the blinded, deafened, poisoned, paralyzed or stunned condition (your choice) .

gain a number of temporary hit points equal to double the spell's level.

You can keep the effect on a number of creatures at a time equal to your Intelligence modifier (minimum of one). A target can be affected with one of these benefits at a time. This benefit lasts for 1 hour.

Exemplary Remedy

Starting at 10th level, you can prevent aflictions more efficiently. Whenever a creature gains a benefit from your Do No Harm feature, you can apply an additonal benefit to a second creature that is within 5 feet from you.

Also, you can use a healer's kit or administer a potion as a bonus action on yourself or on others.

Unadvised Transfusion

Starting at 14th level, you can increase the potency of your healing spells using your own vitality. When you cast a spell that restores hit points, you can heal the maximum hit points posible with that spell. Also, as part of this feature, one benefit you apply using the Do No Harm feature is improved:

the "damage resistance" and "advantage against a condition" benefits are now immunities

the "temporary hit points" benefit is doubled.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d6 necrotic damage immediately after using this feature. Your hit point maximum is also reduced by the damage taken in this way. The necrotic damage increases by 1d6 each time you use this feature before finishing a long rest, when your hit point maximum is restored. This damage ignores resistance and immunity.