Magic Mastery

Magic 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 a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. 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. Many 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.

Genius Mind

Beginning when you select this tradition at 2nd level, you become a compendium of knowledge on many topics. Your proficiency bonus is doubled for any ability check you make that uses either the Arcana or History skill if you are proficient in that skill.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell Secrets

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, necrotic, or thunder damage, you can substitute that damage type with one other type from that list. (you can only change one damage type per casting of a spell) You replace the energy type for another by altering the spell's formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you may change the saving throw from one ability score to another of your choice. You can only change saving throws for physical ability scores to other physical ability scores, and saving throws for mental ability scores to other mental ability scores. (for instance if a spell uses a strength saving throw you can choose either constitution or dexterity for the replacement throw but not charisma, intelligence, or wisdom and vise versa) Once you have changed a saving throw in this way, you can't do so again until you finish a short or long rest.

Additional Spell Secrets

Starting at 6th level, you learn to manipulate spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to manipulate its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d8 damage. The damage type for the extra damage is the same as the damage type of the spell itself. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As a Bonus action, you can replace one of your prepared spells with another from your spellbook. You can't use this feature again until you finish a short or long rest.

Master of Magic

Starting at 14th level, your knowledge of magic allows you to duplciate almost any spell. As a Bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list of 5th level or lower. You cannot choose a spell you have prepared and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a Wizard spell, it counts as a Wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can't use this feature again until you finish a long rest.