Wizard School
School of Invention
The School of Invention claims credit for inventing the other schools of magic – a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse.
Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens.
Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.
Arcane Savant
As a wizard of Invention, you are naturally curious about the arcane, and adept at finding the sources and effects of magic around you.
At 2nd level, you add the detect magic and identify spells to your spellbook if they are not there already. When you cast these spells as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Additionally, you can use your spellbook as a spellcasting focus for your wizard spells. And the time you must spend to copy a spell into your spell book equals 2 minutes per spell level instead of the normal time it takes to copy a spell.
Spell Alterations
Also at 2nd level, when you finish a long rest you can choose a number of wizard spells you know, up to your proficiency bonus, you can alter the chosen spells in one of the following ways:
You can substitute the damage of a spell that deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, with one other type from that list.
You can change the saving throw of a spell from strength, dexterity, or constitution, with another saving throw from that list, or the saving throw of a spell from intelligence, wisdom, or charisma, with another saving throw from that list.
Once a spell has been altered it remains that way until you finish another long rest and choose new spells to alter.
Alchemical Casting
At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment 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. You add 2d8 force damage to one damage roll of the spell.
An additional 2nd-level spell slot can increase the spell's range. If the spell's range is less than 30 feet, it becomes 30 feet. If the spell's range is longer than 30 feet, the range is doubled.
An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.
Master of Magic
At 10th level, your knowledge of magic allows you to duplicate 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. The spell must be of 5th level or lower, you mustn't have it 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. Optionally you can choose to gain one level of exhaustion when you use this feature, if you do so, the spell chosen can be instantly altered as per your Spell Alterations feature.
You can't use this feature again until you finish a long rest.
Additionally when you alter a spell you can choose to change both the damage type and saving throw, following all other rules for Spell Alterations.
Prodigious Inspiration
Starting at 14th level, you learn to create your own spells, to create a spell you must spend a number of hours experimenting equal to two times the spell level you wish to create, as well as 100 gold in materials for each hour spent creating the spell. Creating a new spell is an arduous and exhausting process that requires your full attention, hours spent creating a spell don't count towards a short or long rest.
The spell becomes known as your character's name + descriptive detail. Spend three Creation Points per spell level on the Spell Creation Table to forge your spell. The Spell starts as the Template Spell before any modifiers.
You learn your spell, and you always have your spell prepared.

Spell Creation Table
| Creation Points | Effect |
|---|---|
| 0 | Dexterity, Constitution or Wisdom Saving Throw |
| 2 | Strength, Intelligence or Charisma Saving Throw |
| 2 | The Spell does +1d8 acid, fire, lightning, poison, cold, thunder, radiant or necrotic damage |
| 1 | The spell does +1d6 force, psychic, bludgeoning, slashing, or piercing damage |
| 1 | The Spell grants +1d4 temporary hit points for 1 minute |
| 1 | The Spell restores +1d4 health |
| 1 | The Spell has a +10 foot radius |
| 1 | The Spell has +60 foot range |
| 2 | The Spell creates difficult terrain until the end of your next turn.C |
| 2 | The Spell creates an illusion inside the range radius of your spell.C |
| 1 | The Spell manipulates up to 5 cubic feet of an element (Fire, Water, or Earth) |
| 2 | The Spell summons a CR 1/4 creature that cannot cast spells under the casters control.C |
| 1 | Targets are moved 10 feet directly away from the caster |
| 1 | Targets are moved 5 feet in a direction of the caster's choice. |
| 2 | Attacks against targets failing the Saving Throw have Advantage. C |
| 1 | Targets failing the Saving Throw become Deafened.C |
| 2 | Targets failing the Saving Throw become Frightened.C |
| 2 | Targets failing the Saving Throw become Charmed.C |
| 2 | Targets failing the Saving Throw become Blinded.C |
| 3 | Targets failing the Saving Throw become Restrained.C |
| 4 | Targets failing the Saving Throw become Paralyzed.C |
| 1 | Targets targets take +1d6 damage of any type at the start of their turn.C |
| 2 | The spell effects targets of your choosing within the area of effect |
| 0 | Spell becomes Concentration, max 1 minute. |
| 1 | Spell no longer has a Somatic Component. |
| 2 | Spell no longer has a Verbal Component. |
| 4 | The spell becomes a Bonus Action. |
| 4 | The spell targets two creatures or points. |
[Your Names]'s Template Spell
Spell Type
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
If the spell restores health or grants beneficial effects, they are granted. If the spell does damage or inflicts conditions, affected creatures make a Saving Throw. Creatures that fail the saving throw take damage as applicable, and are affected by any status effects until the end of their next turn. They take half damage on a passed save.
If the spell is Concentration, any effect marked with an C continues for the duration of the spell (if it is not, they end at the end of the affected creature's turn). Creatures that wish to end the effects of the spell on them repeat the saving throw against any effects at the end of their turn, ending all effects against them on a success. If a target is under a condition from the spell that would cause them to automatically fail their saving throw, they make a Constitution saving throw to overcome it instead. If the spell creates an Illusion, it can be revealed with an Investigation check against your Spell Save DC.
If the spell has any range added, its range becomes that instead of Touch. If the spell has an Area of Effect added but not a Range, it becomes a Range of Self.
Add any additional visual flare!
Melding Spells & Creative License
Not everything can be represented by the table; fortunately there is another tool box to expand the selection further: existing spells. If you want your spell to have an additional effect, add that spell's effect for a Creation Point cost of 1 + the Spell Level of the Spell, and double the cost if your spell has an area of effect.
For example, you could add a spiritual weapon effect that attacked everything within the area of effect using your Bonus action dealing 1d8 + your Spell Casting Modifier for as long as the spell lasted for an additional Creation Points 6 points. Alternatively you could add 8d6 fire damage from fireball for 4 creation points against a single target; but if you wanted to add the 8d6 to a spell with an area of an effect, it would cost 8 creation points, and be cheaper to simply buy damage with Creation Points.
A spells effect cannot be added to your spell more than once.