Lore Wizard

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. You learn two languages of your choice and gain proficiency in two skills of your choice. 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.

Spell Invention

At 2th level, you master the ability to manipulate the spells you have in your spellbook. For any spell of 5th level or lower that you have in your spellbook, you can create a new spell of one higher level with any one of the following changes:

(a) If the spell deals acid, cold, fire, poison or lightning damage, you can substitute that damage with damage of another type. If the new damage type is from the above list, the created spell's level is equal to the original spell's level. If the spell has a secondary effect incompatible with the new damage type, you remove the effect.

(b) If the spell deals damage, you can increase it's damage die by 1. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast this spell.

(c) If the spell has a range of at least 30 feet, you can add 30 feet to its range.

(d) If the spell has a duration of 1 minute or longer, you can double it's duration to a maximum duration of 24 hours.

You must spend resources as usual to scribe the new spell in your spellbook. The new spell counts as a wizard spell for you. Other wizards cannot cast the spell or copy the spell in their spellbook.

Improved Ritual

At 6th level you have learned how to harness the power of ritual spells more efficiently. Your casting time for a ritual is reduced to 1 addional minute instead of 10 additional minutes. When you cast a spell as a ritual, you can choose to double the duration of the spell.

Altering spells While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a fireball transformed to require an Intelligence save might become an illusory bomb that shatters the target's psyche. A thunderwave that does poison damage might take the form of a cloud of noxious gas.

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Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. When you take a short rest, you can replace one spell you have prepared with another spell from your spellbook.

Improved Invention

Starting at 14th level, when you create a spell using Spell Invention feature, you can change a spell of level upto 7. You also get more ways of manipulating your spells:

(a) If the spell requires a saving throw, you can change the saving throw to Intelligence.

(b) If the spell targets only one creature and doesn't have a range of self, it can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but chromatic orb is.

(c) If the spell has an area of effect of more than 10 square feet, you can double it's area of effect.