Yeah evocation is cool and all but have you guys heard about pinball? The arcane tradition of pinball dates back to the founding of Silverymoon. Long have folks suspected that the true Mythall of Silverymoon was actually the first pinball machine, and those in the practice are locally referred to as the Sages of the Silver Ball.

The Pinball Wizard is one for whom the physical world has become rote. Their instincts are honed and their trigger reactions are perfect, relying on their magic to compensate for any small hiccups in "The Machine". Sometimes, though, The Machine doesn't like it when you slam it, and makes you put another spell in the slot.

Pinball Features Wizard Level Feature 2 Supple Wrist, Tilt 6 Play by Intuition 10 Bumper 14 Multiball

Supple Wrist Beginning when you select this school at 2nd level, you have learned how to feel your way around problems. You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Insight, Investigation, Perception, or Performance. Additionally, you add the spell chromatic orb to your spellbook, if it is not there already.

Tilt Starting at 2nd level, You have begun to think of the world in terms of a pinball machine. When you cast a spell of 1st level or higher that requires you to make a ranged spell attack roll, you may call a tilt before you roll. When you do, you must tip one attack die to an adjacent number after the roll but before you know whether it succeeded. For example, if you rolled a 5, you must move it to 13, 15, or 18. If you tilt on a 1, the tilt fails, and you lose an additional spell slot of first level or higher. If you do not have a spell slot to lose, you instead take 1d12 force damage per level of the spell being cast.