A gnome burdened with a huge tome runs away from a pursuing bone devil. As he runs, he throws out his hand, and a bead of orange light races towards the fiend.. He murmurs some incantations and the magical sphere turns to a toxic green, then explodes in a shower of deadly acid. A fire genasi pieces together the basic parts of a spell she does not usually know in her head, then it clicks. She smiles and touches her fallen friend, who sputters back to life. A high elf at a wedding ball sees the sees the groom murmur some arcane words under his breath and motions towards the bride. The elf knows he is keeping her charmed, and rushes to tell her mother of the groom's treachery.

The True Scholar

A wizard, by nature, is a creature of academia, a bookworm who's immense magical prowess must be learned through hours of rigorous study. A Wizard of Lore Mastery is the most bookish of them all. A lore mastery wizard will spend days upon days studying and experimenting to understand and work the very nature of magic. They are just as happy to sit in a secluded library with stacks of books as they are to stand in the battlefield hurling spells. Some lore mastery wizards see those who follow just one school of magic as narrow-minded, ignorant to the power that can be learned by studying the inner workings of the arcane. Others are veritable founts of knowledge, and are more than happy to share their immense knowledge with the world.

Lore Master At 2nd level, your knowledge of magic and the world around you is so vast, it is a rare occurrence for you to not know at least a snippet of information about most topics. Pick two of these skills; Arcana, History, Religion, and Nature. If you are proficient in the skills you chose, your proficiency bonus is doubled when you make a check using that skill. If you are not proficient in that skill, you become proficient.

Spell Secrets At 2nd level, your knowledge of the inner workings of magic is extensive enough to allow you to reshape and alter the nature of a spell to your whim. You have a pool of lore points equal to your intelligence modifier +1 (Minimum of 1). You regain all lore points after a long rest. When you cast a spell that deals acid, cold, fire, lightning, necrotic, or thunder damage, you can expend a lore point as a bonus action and change the damage type of that spell to any other from that list (You can change only one damage type per casting of a spell). Altering Spells The spell secrets ability gives the wizard increased versatility when casting destructive spells, and flavouring these can be entertaining and a show of your characters magical prowess. For example, a fireball dealing thunder damage could be described as an earth quaking shock wave, or a lightning bolt dealing cold damage could be flavoured as a line of icicles spiking up from the ground. However, this ability can be abused by metagaming. To avoid this, only alter your spells to accommodate a monsters weakness if your character would about it. A fresh faced wizard would know that throwing fire at a fire elemental may not be the best idea, but might not be aware that devils are immune to poison.

Arcane Analyser At 6th level, your mind is so quick at deciphering the inner workings of a spell, you can instantly know a spells effect as soon as you see it. If you see a spell being cast within 60ft of you, and it is part of the wizard spell list, you can then copy down and transfer the spell to your spellbook during your next long rest.

Advanced Spell Secrets At 6th level, you understand some of the more complex aspects of magic, and can alter its form to how you see fit. When you cast a spell that uses a spell slot and requires a saving throw, you can use your bonus action to expend 3 lore points and change the ability score of the saving throw. You can change a Strength, Dexterity, or Constitution saving throw to any other in that list, and you can change an Intelligence, Wisdom, or Charisma saving throw to any other in that list.

Prodigious Memory At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can expend 2 lore points to replace one spell you currently have prepared with another from your spellbook. Additionally, pick two more skills from the list mentioned in Lore Master. If you are proficient in the skills you chose, your proficiency bonus is doubled when you make a check using that skill. If you are not proficient in that skill, you become proficient.