Creativity marks the students of the School of SpellCraft. Those who study the basic mechanisms of magic understand that their abilities are only limited by their ingenuity and craftiness, and they do not normally choose to study one school of magic. Recognizing the merits of each, a Crafter instead chooses to combine the magics and spells they know to create new ones. Perhaps you are a devious Crafter that chooses to combine divination and enchantment to enthrall and beguile enemies at a distance, or perhaps you are a medical Crafter who wishes to combine evocation magics with transmutation and transform the flames of a Fireball into magical flames that burn away sickness and discomfort.

Irregardless, Crafters know that with a deft hand and quick mind, there is little they cannot achieve. Crafters are often sought out by other wizards and casters, because their ability to craft new magics from old ones is beneficial to any wizard worth their study. Crafters often take up positions teaching when their research runs dry, or when they need more resources to research the new and exciting forms of magic they itch to discover.

School of SpellCraft Features

Wizard Level Feature 2nd SpellCraft, Quickening 6th Adjustment 10th Recovery Surge 14th Advanced SpellCraft

Quickening

Your quick wit and keen mind allow you to understand even the most complicated noted on various forms of magic. Copying a spell of any school into your spellbook now requires only three-fourths of the time and materials required.

SpellCraft

Beginning when you choose this study at level 2, you learn to shape new magics from the basic mechanisms of other schools of magic. As an action on your turn, you can prepare a special spell by choosing up to three spell slots, the combined level of which cannot exceed 9. Each spell slot is consumed upon casting your prepared spell. The crafted spell takes a bonus action to cast and must be cast on the same turn the spell is prepared. The spell has a range of 30ft and targets a single target, unless one of your chosen SpellCraft effects dictates otherwise. The special spell's effects depend both on the levels of spell slots chosen as well as the magic types chosen. The Effects are listed below:

Evocation: You make a ranged spell attack that deals 1d4 of your choice of damage type per level of the spell slot used or allows the target to regenerate 1d4 health per level of the spell slot used. For example, if a level 3 spell slot is used to add this effect to your crafted spell, the spell deals 3d4 damage to your target, or it may heal a target for 3d4 health. This effect cannot both heal and cause damage during the same casting if the spell selects multiple targets through another effect.

You make a ranged spell attack that deals 1d4 of your choice of damage type per level of the spell slot used or allows the target to regenerate 1d4 health per level of the spell slot used. For example, if a level 3 spell slot is used to add this effect to your crafted spell, the spell deals 3d4 damage to your target, or it may heal a target for 3d4 health. This effect cannot both heal and cause damage during the same casting if the spell selects multiple targets through another effect. Transmutation- You enhance or debilitate the abilities of your target. Your target gains a bonus or penalty to their next attack or saving throw equal to the level of spell slot used to add this effect.

You enhance or debilitate the abilities of your target. Your target gains a bonus or penalty to their next attack or saving throw equal to the level of spell slot used to add this effect. Enchantment: Your target must succeed on a wisdom saving throw or become too dazed to attack or cast spells with a verbal component, but may still move freely. They may repeat the saving throw at the end of each of their turns, otherwise the effect automatically ends after a number of turns have passed equal to the level of spell slot used to add this effect.

Your target must succeed on a wisdom saving throw or become too dazed to attack or cast spells with a verbal component, but may still move freely. They may repeat the saving throw at the end of each of their turns, otherwise the effect automatically ends after a number of turns have passed equal to the level of spell slot used to add this effect. Necromancy - You summon an invisible spectral thrall with 1 hit point,10 AC, and a speed of 0 to cast the crafted spell for you each turn that it remains alive. The thrall is summoned at a point within 15 feet of you, and must remain within 15 feet of you to remain alive. The thrall remains alive for a number of turns equal to the level of spell slot used to add this effect, but you cannot craft new magics while the thrall is active. Targets are aware of the direction from which the thrall fires if they suffer damage. The thrall must use its action to cast the spell and target the same target or targets if it is able to. If it is unable to, the thrall disappears.

- You summon an invisible spectral thrall with 1 hit point,10 AC, and a speed of 0 to cast the crafted spell for you each turn that it remains alive. The thrall is summoned at a point within 15 feet of you, and must remain within 15 feet of you to remain alive. The thrall remains alive for a number of turns equal to the level of spell slot used to add this effect, but you cannot craft new magics while the thrall is active. Targets are aware of the direction from which the thrall fires if they suffer damage. The thrall must use its action to cast the spell and target the same target or targets if it is able to. If it is unable to, the thrall disappears. Illusion - You can shape the appearance of your crafted spell to look like any other spell that is inscribed in your spellbook. The target remains unaware of the original effects of the spell, unless your crafted spell causes them damage by any means. A target may choose make an Intelligence saving throw to determine the true nature of the spell if they wish. The DC for this saving throw is 10+ the level of the spell slot used to add this effect.

- You can shape the appearance of your crafted spell to look like any other spell that is inscribed in your spellbook. The target remains unaware of the original effects of the spell, unless your crafted spell causes them damage by any means. A target may choose make an Intelligence saving throw to determine the true nature of the spell if they wish. The DC for this saving throw is 10+ the level of the spell slot used to add this effect. Abjuration - The target gains temporary AC equal to the level of spell slot used to add this effect, but only against the next attack roll made against them.

- The target gains temporary AC equal to the level of spell slot used to add this effect, but only against the next attack roll made against them. Divination - You may re roll a number of damage dice equal to the level of spell used to add this effect, but you must use the new rolls.

- You may re roll a number of damage dice equal to the level of spell used to add this effect, but you must use the new rolls. Conjuration- The target must make a Charisma Saving Throw or be magically shifted to a nearby location. You can choose a point that you can see whose distance is equal to 5ft multiplied by the level of the spell slot used (one square times the level of spell slot used). The target disappears from their current location and reappears at their new location. You cannot shift a target to a location that is obviously harmful, and you may only shift them horizontally, not vertically.

You cannot use these effects to modify existing spells, and, if you currently have any form of ongoing crafted spell effect, you treat it as a concentration spell and cannot craft any new magic until the old spell resolves. You also may not combine the same effect multiple times.

Adjustment

Upon reaching level 6, you have learned to correct for miscalculations in your crafting. You may regain the lowest level of the spell slots used to craft a spell if a spell misses its target or if the target remains unaffected by the spell. You cannot regain spell slots if only one spell slot was used to craft a spell, and you may use this feature twice per short or long rest.

Recovery Surge

At level 10, you may roll a d6 and gain back a number of spell slots whose combined level equals the number you rolled. You may use this feature once per long rest.

Advanced SpellCraft

At level 14, Your list of SpellCraft effects increases further. You may not combine these effects with other Advanced SpellCraft effects, but you may combine them with normal SpellCraft augmentations. You can not choose spell slots greater than level 5 for Advance SpellCraft effects.