Lore Mastery

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.

Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Lore Master

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell Secrets

At 2nd level, you have begun to branch your studies from the arcane magics to all types of magics. You know an additional number of cantrips equal to your proficiency modifier. These cantrips can be from any class, and intelligence is your spellcasting ability for them, but they do not count as wizard spells unless they are on the wizard spell list.

Magical Secrets

Starting at 6th level, your study of all magic is reflected in your spells. When choosing a spell to add to your spell book, you may choose any spell from any list. Spells not on the Wizard spell list cost triple the materials and time to copy into your spellbook. Intelligence is your spellcasting ability for these spells, but they do not count as wizard spells unless they are on the wizard spell list.

Additionally, you may learn two spells.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. Choose a spell from your spellbook once at this level, and again each time you level up. Spells chosen this way are always prepared for you, even if you don't have access to your spellbook, and they do not count against your number of spells prepared.

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Master of Magic

At 14th level, your knowledge of magic allows you to concieve of virtually any spell. You may add any spell from any list to your spellbook whenever you choose, including cantrips. The process of adding spells to your spellbook in this way is lengthy and costly.

-First, you must concieve of the spell, creating it in your mind. This process requires 6 uninterrupted hours of meditation, followed by 2 hours of study per level of the spell.

-Next, you must practice the spell. This requires expending 5 spell slots of the level of the spell. This may be done over any period of time. If the spell is a cantrip, it requires 24 hours of practice total, divided however you desire.

-Copying the spell into your spellbook costs extra. The material cost totals to 300 gold per level of the spell, and 6 hours per level of the spell. If the spell is a cantrip, it costs 200 gold and 3 hours.