School of Arcanology

Your studies have brought you to consider magic at its most abstract. Wizards of this school are often found at scholarly institutions, where they serve as researchers and lecturers.

As an arcanologist, you peer beyond the form and function of magical practice, seeking to unravel the arcane mathematics at its core. The Great Axioms will reveal themselves to you, in time.

Arcane Savant

Beginning when you pick this school at 2nd level, the gold and time it takes you to copy a spell into your spellbook is halved. Additionally, you gain proficiency in Arcana. If you already had proficiency in Arcana, your proficiency bonus is doubled for any ability check you make using it.

Deft Scrutiny

A scholar soon learns that the knowledge of others is just as valuable as their own. At 2nd level, whenever you see a creature cast a spell, you know what spell it is. If it was a spell on the wizard spell list, you can copy it into your spellbook before the end of your next long rest.

Revision

At 6th level, you learn that each spell is simply the application of one of eight fundamental theorems. By spending ten minutes in study, you can replace one spell you have prepared with another spell from your spellbook of the same school of magic.

Mystic Practicum

By 10th level, you've learned the true meaning behind the formulatic casting pattern of each spell, and you know how to express it more efficiently. You can use one of the following techniques whenever you cast a spell. You can only do so a number of times equal to your intelligence modifier before completing a long rest.

Mental Math. You can cast a spell without requiring any verbal or somatic components.

Summarization. When you cast a spell as a ritual, you can reduce its casting time to one minute.

Multi-task. When you cast a spell, you can choose to expend an additional spell slot. This slot contributes to any higher level benefits of the spell.

Grand Thesis

At 14th level, you make a breakthrough into the workings of magic. You gain one of the following features of your choice.

System of Proof

You learn how to create spells never before seen. Through a scholarly process, you can design new spells using the guidelines described in the Dungeon Master's Guide (p.283) . The process requires 5 weeks of downtime per level of the spell, after which you add it to your spellbook. The weeks need not be consecutive. Be sure to consult your DM before choosing this option.

Artist: Dallas Hetrick

Unified Theory

With a single treatise, you bind the depth and breadth of magical theory into one model. You now consider every spell to be part of the wizard spell list. Add three new spells to your spellbook.

Field Study

Through rigorous experimentation, you've gained deeper knowledge of the practice of magic. Add the following options to your mystic practicum feature. Additionally, you regain uses whenever you complete a short rest.

Twist Elements. Whenever you cast a spell, you can change the type of any damage it deals to any other type, and secondary effects to match. For example, a fireball that deals cold damage might freeze objects rather than burn them.

Self-Sufficient. When you cast a spell, you can gain advantage on saving throws to maintain concentration.