Lore Mastery

A Lore Master strives to learn as much as they can about all types of magic. Of all the magic schools, these are the Wizards most concerned with why magic works and acts as it does. Lore Masters are prone to experimentation, not with the casting of spells, but the very formulas spells have their base in.

Lore Masters are often respected for their knowledge, but not well liked as many become eccentric or obsessive in their search for answers. Divine casters, in particular, often take offence at a Lore Master's disrespectful instance on prodding into their faith for the sake of explaining their sacred gifts.

Nonetheless, if there's something magical afoot; a Lore Wizard either already knows about it, or is ready to die to figure it out.

Student Of Lore

Starting at 2nd level, you become a compendium of knowledge on certain topics. Choose two of the following skills with which you are already proficient; Arcana, History, Nature, or Religion. You gain expertise in those two skills, which means that your proficiency bonus is doubled for any ability check you make with them.

You cannot choose skills that are already benefiting from a similar feature, such as Expertise.

Spell Secrets

At 2nd level, you apply the first in a series of arcane secrets uncovered by your extensive studies. Once a day, when you are preparing spells, you can change the elemental damage of your spells that deal acid, cold, fire, lightning, or thunder damage; to one other type from that list (you can change only one damage type per spell).

You may change a number of spells whose combined spell levels are equal to or less than half your wizard level (rounded up). Cantrips, non-Wizard spells, and spells cast from items cannot be changed in this way; only spells written in your Spellbook benefit from this feature. Spells changed using this feature return to their normal state after a long rest.

Scribe

At 6th level, your comprehension of written spells has increased your efficiency at creating, copying, and using spell scrolls.

The time and gold you must spend to scribe a spell scroll is halved.

When you attempt to copy a spell from a spell scroll into your Spellbook, you do so with advantage.

You may attempt to cast a spell from any spell scroll, regardless of whether or not the spell is on your class’ spell list. However, if the spell is of a higher level than you can normally cast, then you must make an ability check as usual.

Improved Spell Secrets

At 10th level, you’ve mastered altering the formulas of spells in your Spellbook. You now add the damage types force, necrotic, and radiant to the list of types you can change using your Spell Secrets feature.

Additionally, while preparing spells, you may choose one spell that requires a saving throw. You can change the saving throw from one ability score to another of your choice. This change only affects the spell’s initial saving throw, and any subsequent saving throws are made with the usual ability score. The spell changed using this feature returns to its normal state after a long rest.

Pursuit Of Knowledge

Also at 10th level, you add the spell Legend Lore to your Spellbook, if it’s not there already (this does not count against the spells you learn upon gaining a level.) Once a day (week?), you may cast this spell without needing to pay the material cost. You must still expend a spell slot as usual.

Master Of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. When a spellcaster within 30 feet of you that you can see and hear begins to cast a spell, you can attempt to temporarily copy that spell into your Spellbook as a reaction. Make an Intelligence (Arcana) check (DC=15+the level of the spell you're attempting to copy.)

On a success, the spell is copied into your Spellbook for 1 minute. The spell may be cast as a Wizard spell during that time, expending spell slots and components as usual. When the minute is up, the ability to cast the spell vanishes from your mind and Spellbook, ending any concentration on it (if any).

On a failure, you take 1d6 (force or psychic?) damage as the spell is rejected from your book. This damage cannot be prevented or reduced.

You automatically fail to copy the spell and take damage if the spell is of a higher level than you can cast. If the spell is already in your Spellbook, but not prepared, then you succeed automatically and the spell is prepared for 1 minute. If the spell is one you already have prepared, nothing happens and your use of this feature is not expended. You can’t use this feature again until you finish a long rest.