School of Eternity

There are vile legends of mages who have sought-out terrible methods of extending their own longevity. The most notable of which is known as the Whispered One.

The dabble of arcane into the methods of keeping yourself alive is a dubious art and many regard any such action as inherently evil. But it does not need to be. There are a few individuals who have succeded in prolonging their time in this world. Renwick Caradoon and Lady Alathene Moonstar of Waterdeep are two such individuals.

One lifetime is not long enough to master all of the secrets of magic. You find passion and purpose in mastering even the most esoteric spells and maybe even will invent some of your own along the journey.

Conservation Savant

Beginning when you select this school at 2nd level, the gold cost (but not the time) you must spend to copy a spell into your spellbook is halved.

Mind for Magic, Magic for the Body

When you choose this school at 2nd level, you gain expertise in the Arcana skill.

When you cast a spell as an action, you can make an Arcana check as a bonus action with a DC of 10 + the level of the spell being cast. If you succeed, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1) .

Arcane Imprinting

Starting at 6th level, you have become proficient in deducing what magic is about to affect you, and how to use it for your own purpose.

When you are forced to make a saving throw against a spell that you saw being cast, you can use your Arcana bonus instead of your normal bonus for that saving throw. If you succed on the save, you Imprint that spell. You can only have one Imprinted spell at a time. You can scribe a spell you have Imprinted into your spell book, spending the appropriate costs and time for the level of the spell. Any spell scribed in this way counts as a Wizard spell for you. You lose any imprinted spell when you take a long rest, scribe a spell, or when you Imprint a new spell.

You can attempt to save against a spell in this way a number of times per day equal you your Intelligence modifier (mininimum of 1) .

Non-Wizard Spells This ability may occasionally cause you to Imprint spells that are not on the Wizard's Spell List. You can still scribe those spells into your spellbook, provided that you succeeded on the save. They are Wizard Spells for you, but cannot be copied out of your book by another Wizard, due to the Arcane shorthand you had to invent to write the spell out.

The Long Life

You realize that you might not be limited to only one lifetime. The weave of arcane energy holds the secrets needed to susatin your form.

Beginning at 10th level, you no longer need to eat, drink, or breath. You become immune to disease and poison.

Archlich

You have taken the desire to live longer to it's natural conclusion. Undeath. You take time to complete a ritual of binding your soul to the weave of magic, and release yourself of the mortal coil. Unlike evil liches who use necromancy to bind their souls to a phylactry, you have determined a way to bind your soul to the essence of magic. You no longer age, but appear as a gaunt version of yourself during life.

At 14th level, You cannot die due to old age, nor do you suffer any of the infirmities.

You are considered undead in addition to your other attributes. When you are reduced to 0 hit points, and not within an Anti-Magic field, you do not fall unconscious or make death saving throws.

Instead, you and everything

on your person

crumble to

dust, and are

reconstituted in

a familiar

location of your

choice on the

plane on which

you died 1d3

days later.

You are

considered to

always have every

spell of levels 1 & 2 in

your spellbook prepared.

These spells do not count

against the number of

spells you can prepare.