Lore Mastery (Wizard)

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions, and it doesn't subscribe to just one school of magic. The promise of uncovering new knowledge or proving a theory of magic is usually required to rouse its practitioners from their various laboratories, academies, or archives to pursue a life of adventure. Known as savants, followers of this tradition are a bookish sort who see the beauty and mystery in the preparation and application of all magic. The results of a spell are sometimes less interesting to them than the process that creates it.

Some savants take a haughty attitude towards 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.

Arcane Savant

Beginning when you select this tradition at 2nd level, the time you must spend to prepare spells is halved, as is the time it takes for you to cast a spell as a ritual.

Spell Secrets

Beginning at 2nd level, you master the first hurdle in a series of arcane experiments uncovered by your extensive studies.

When you change your list of prepared spells, you can alter the formula of up to four wizard spells you are preparing or already have prepared, changing their nature for when you cast them later. You can change the type of damage the spell deals, or the ability score used when creatures make a saving throw to resist the spell.

Any changes you make to your spells through Spell Secrets are reverted when you change your list of prepared spells again, or when you finish a long rest.

Altering Damage Type

If a spell you select deals a type of damage found in the suite list below, you can substitute that damage type with another of your choice from within the same suite. You declare which damage type the spell deals when you select the spell for Spell Secrets, and you must use the new damage type each time you cast it.

Suite Damage Types Common Cold, Fire, Lightning, Poison Uncommon Acid, Necrotic, Thunder Rare Force, Psychic, Radiant

Altering Saving Throw

You can change the saving throw ability score of up to two spells you selected, altering them to require a different saving ability score of your choice from within the same suite. You may pick different saving throw ability scores for each spell, declaring which new saving throw ability score a spell forces targets to use when you select that spell. This only changes the first saving throw creatures make to resist it.

When you cast a chosen spell, you can decide to use its original saving throw ability score or the new one you declared for that spell. Once you cast the spell and use its new saving throw ability score, you cannot do so again with this instance of Spell Secrets.

Suite Ability Scores Mental Intelligence, Wisdom, Charisma Physical Strength, Dexterity, Constitution

Loremaster

By 6th level, you've become a compendium of practical lore, and can use the raw stuff of magic to alter the knowledge of those around you. You gain proficiency in one skill, choosing from Arcana, History, Nature, or Religion.

In addition, as an action, you can expend a spell slot to grant a number of creatures you can see proficiency in a skill or tool of your choice for 10 minutes. The number of creatures you can effect is equal to the level of the spell slot expended. A creature can only have one proficiency from this feature at a time, choosing which proficiency to keep if it gains another.

Prodigious Memory

When you reach 10th level, your ability to comprehend and memorize simple spells expands in scope. When you prepare spells following a long rest, you can prepare an additional number of spells from your spellbook. The number of additional spells you prepare can have a combined level of no more than half your wizard level (rounded up).

Master of Magic

By 14th level, your depth of knowledge and mastery of magic allows you to manipulate your own preparations with greater efficiency. Over the course of an hour, you may study your spellbook intensely. Doing so allows you to unprepare up to two spells from your spellbook, and prepare an equal number of different spells from your spellbook. This process takes the entire hour, and does not count as a short rest, however, you may still use Arcane Recovery during this time.

If you use this feature on a spell you prepared using Prodigious Memory, the new spell you prepare cannot be a higher level than the original one.

Once you use this feature, you cannot do so again until you finish a long rest.