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Re: Wizard v: 0.1
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##### Wizard | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Spellcasting, Wizard's spellbook | 3 | 2 | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Arcane study (Foundational) | 3 | 3 | — | — | — | — | — | — | — | — | — | | 3rd | +2 | Arcane Tradition | 3 | 4 | 2 | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4| 4 | 3 | — | — | — | — | — | — | — | — | | 5th | +3 | arcane recovery | 4 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 6th | +3 | Arcane study (Foundational) | 4 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 7th| +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | | 9th | +4 |Arcane study (Intermediate) | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 10th | +4 | Arcane Studies | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | | 11th | +4 | — | 5 | 4 | 3 | 3| 3 | 2 | 1 | — | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | — | | 13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — | | 14th | +5 | Arcane study (Intermediate) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — | | 15th | +5 | Arcane Studies | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | | 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — | | 18th | +6 | Arcane study (Advanced) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | — | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1| 1 | | 20th | +6 | Spell Mastery| 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
## Class Features As a Wizard, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Wizard level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Wizard level after 1st #### Proficiencies ___ - **Armor:** none - **Weapons:** daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** none ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a quarterstaff or *(b)* a dagger - *(a)* a component pouch or *(b)* an arcane focus - *(a)* a scholar's pack or *(b)* an explorer's pack - A spellbook Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. #### Quick Build You can make wizard quickly by using these suggestions. First, make Intelligence your highest ability score, followed by your Dexterity. Second, choose the sage background. ### Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power #### Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. #### Spellbook At 1st level, you have a spellbook containing Scribe Spell and six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. \pagebreak #### Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + half your wizard level, rounded up (minimum of two spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for the spells you cast with your Wizard features. #### Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook \columnbreak ### Wizard's spellbook Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a tiny object that weighs 3 pounds, and it contains 100 pages, each of which can hold a spell. This magic book holds the wizardly spells you know, and it is a repository for your arcane findings. Writing in a magical cipher using the spell Scribe Spell, you have ensured that no one else can read the book without magic. The book is vital to your Spellcasting feature, as explained there. #### Known Spells Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice from the Arcane spell list. Instead of choosing spells, you can have your book contain the following spells: Burning Hands, Detect Magic, Feather Fall, Mage Armor, Magic Missile, Scribe Spell, and Sleep. On your adventures, you might find other spells that you can add to your spellbook using Scribe Spell. Whenever you gain a Wizard level after 1st, you add two Arcane spells of your choice to your spellbook without needing to cast Scribe Spell. Each of these spells must be of a level for which you have Spell Slots, as shown on the Wizard table. The spells are the culmination of arcane research you do regularly. Some other Wizard features also add spells to your spellbook. #### Ritual Caster You can cast any spell as a ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way. #### Creating Another Spellbook. You can have more than one spellbook. You can create another one—perhaps as a backup or replacement—by casting Scribe Spell on a blank book. Doing so adds a spell as normal and makes the book your spellbook. #### The Book’s Appearance Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. \pagebreak ### Arcane Study Each wizard conducts their studies in unique ways, finding diverse applications for their magic. At levels 2nd and 6th, you can select a foundational Arcane study. Upon reaching levels 9th and 14th, you gain select an intermediate Arcane studies, while at level 18th, you can select a advanced Arcane studies. These Arcane studies alter the manner in which a wizard employs their magic and enhances their understanding of the arcane realm. in the class details below for the available Arcane study options. ### Arcane Tradition When you reach 3rd level, you choose an arcane tradition from the list of available studies, shaping your practice of magic. Your choice grants you features at 3rd level and again at 10th and 15th level. #### Arcane legacy Merge the arcane traditions with the arcane tradition to forge the Arcane legacy, an inheritance of profound knowledge now bestowed upon you. At the 3rd, levels, you have the opportunity to select one of two paths within the Arcane legacy. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. \columnbreak ### Spell Mastery At 20th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. ## Arcane Tradition ### Dimensional Tradition These studies are focused on the part of conjuration, obtaining the ability to call beings from other worlds or transport huge armies or simply conjure a coffee. Each scholar likes to focus on different sides of conjuration, but many prefer to call upon a faithful companion from another plane who is helpful and an aid in combat, though others find new ways to use it. #### Grand familiar When you reach 3rd level, you learn the find familiar spell if you didn't already have it and it doesn't count towards the amount of spells you can prepare. When you cast the Find familiar spell, instead of summoning your familiar in the normal way, you can call its Grand version, When you cast Grand familiar, It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Grand familiar stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance :your choice has no effect on its game statistics. In combat, the Grand familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. You can spend a spellslot with your action to heal your Grand family 2d6+level of the spell spent, if his hit point drops to 0, you can use your reaction to return him to his pocket dimension with 1 hit point, you can do this once per long rest, if he dies he disappears and you will have to summon him again with the find familiar spell. \pagebreak #### Supreme Conjuration Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Additionally, as an action, you can teleport a creature you have summoned to a new location within 60 feet of its current position #### Greater knowledge of dimensions When you reach 15th level, thanks to your great knowledge of beings from other planes and their dimensions, creatures that are aberration, celestial, elemental, fey, or fiend and that are not allies, that are within 30 feet of you, have disadvantage on charisma saving throws, at the start of their turn while in this area, they make a wisdom save, if they fail it their speed is reduced to 0 feet, when they start their next turn they can reroll the save. When you make a spell attack roll using a spell of 1st level or higher on aberration, celestial, elemental, fey, or fiend creatures, you can force them to make a charisma saving throw, if they fail they are sent back to their original plane, you can do this once per long rest. \columnbreak ___ > ## Grand Familiar >*Medium celestial, fey, or fiend* > ___ > - **Armor Class** 12 + your intelligence modifier > - **Hit Points** 3 + your Intelligence modifier + five times your Wizard level (the Familiar has a number of Hit Dice [d10s] equal to your wizard level > - **Speed** 40 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2) | 16 (+3)| 8 (-1)| 10 (0)| 6 (-2) > - **Saving Throws** Dex +2 plus PB, Con +3 plus PB > - **Skills** Athletics +3 plus PB, Perception +0 plus PB × 2 > - **Damage Vulnerabilities** > - **Damage Resistances** > - **Damage Immunities** > - **Condition Immunities** charmed, exhaustion > - **Senses** darkvision 60 ft., passive Perception 10 + (PB × 2) > - **Languages** understands the languages you speak > > ___ > ***Spell touch*** when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. > > ***Familiar*** As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. > ### Actions > ***Magic bite*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB + 3 Piercing damage. > > ***Conjure escape*** The Familiar and if his master that is within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. > \pagebreak ### Arcane legacy - Dimensional Tradition #### The dimensions caller By choosing this arcane legacy, your Grand familiar and the creatures you conjure become stronger and more effective in or out of combat. At 3rd level your Grand familiar and your creatures conjured by your wizard spells, their attacks become magical if they were not, also when your Grand familiar or a creature conjured by one of your spells hits an enemy, you can use your reaction to add your intelligence modifier to the damage, this damage is force, you can do this equal to your intelligence modifier and you regain these uses at long rest. At 7th level, your Grand familiar and your creatures conjured by your wizard spells, gain temporary hit point equal to your wizard level, each time you spend a spellslot. At 11th level, your Grand familiar increases its size from medium to large, you can ride your Grand familiar and every time you are going to receive its attack, your Grand familiar can use its reaction to receive the attack. #### Dimensional gate creator By choosing this Arcane legacy, you have learned new ways to move with your Grand familiar and the people around you, you have also understood the potential of portals allowing you to make use of them. At level 3rt, when you cast a spell of 1st level or higher, you can teleport to a visible location within 15 feet of your current position. You can use this ability a number of times equal to your Intelligence modifier, regaining all expended uses after completing a long rest. Additionally, your Grand Familiar gains the ability to teleport another willing creature within 5 feet of it when it uses its Conjure escape action. At 7th level, when your Grand Familiar uses its Conjure escape action, the teleportation range increases by an additional 15 feet. Furthermore, you gain the ability to create portals using your own magic. As an action, you can expend a 3rd level spell slot or higher to create a portal. The portal appears within 5 feet of you and measures 5 feet by 5 feet. You can then create another portal at a location you can see within 60 feet. Medium-sized creatures can freely pass through these portals. Portals created in this manner last for 1 minute or until a number of creatures equal to your Intelligence modifier have passed through. At 11th level, you gain the ability to create a giant portal to move a large amount of people, you can create a portal 10 by 10 feet in a free space that you see within 30 feet, 10 x wizard level creatures can pass through, this portal lasts 24 hours or until all the creatures that can pass through have passed, the other side of the portal has to be a place you know or have seen, once on the other side you cannot go back, once you use this you need 1 week of rest to do it again. \columnbreak ### War Magic Tradition Many wizards focus their studies on arcane knowledge or discoveries about magic, but some of them prefer to focus their studies on how to use magic in war. Using them to create great devastation on the battlefield or just the opposite, to protect their allies from the chaos of battle. #### Preparations for war At 3rd level you have learned how to save some of the magic from your Abjuration and Evocation spells, to use it in various ways to help your party or destroy your enemies. Each time you use a spellslot on an abjuration or evocation spell, you gain an arcane charge, you can have a maximum of charges equal to your intelligence modifier, once you finish a short or long rest you lose all your charges. Each time you use a spell of level 1 or higher abjuration or evocation you can spend a charge and use one of the 2 options: **Evocation:** If you were to damage an allied creature with a spell, you can give it resistance to your spell damage and if you force it to make a saving throw of some kind you can give it advantage on the roll. **Abjuration:** You gain temporary hit points equal to 10 + your wizard level + the level of the spell, you can distribute these hit points with allies that are within 30 feet of you, you can give up to a maximum of 10 temporary hit points. #### Magical arts of war At 10th level you have learned how to use some of the magic you save to defend yourself. If you have an arcane charge and suffer damage from a creature, you can use your reaction and spend one of your arcane charges to do one of the following: **Destroy:** The creature that caused the damage, has to make a dexterity saving throw using your spell save dc, suffers the damage dealt to you as force damage, half as much damage on a successful one. **Protect:** You can reduce the damage equal to 1 + your wizard level + half of your intelligence modifier, after this reduction you apply the resistances if you have. #### Magical arts of war improvement at 15th level when an allied creature within 30 feet of you that is going to take damage from another creature, you may expend one of your charges and you may use your destroy or protect reaction on the allied creature as if it were you. \pagebreak ### Arcane legacy - War Magic Tradition #### Follower of evocation At 3rd level you get the arcane study: arcane talent, this doesn't count for the maximum arcane study you know, also instead of using a spellslot to use arcane talent, you can use an arcane charge instead of a spellslot. At 7th level you can improve your damage spells but in exchange sacrificing part of your life, every time you use a spell that does damage, you can sacrifice 10 hit points to add 1d10 force damage, to the damage of the spell, you can lose up to a maximum of 50 hit points to add 5d10 force damage, this added damage only applies the first time you do damage. At 11th level you get the arcane study: Magic Formulas, this does not count towards the maximum arcane study you know, also instead of using a spellslot to use Magic Formulas, you can use an arcane charge instead of a spellslot. #### Follower of abjuration At 3rd level every time you use an arcane charge with the bonus action, you can create a protective spirit, this protective spirit has hit point equal to 10 + 5 times your mage level + your intelligence modifier, every time you are going to take damage you can make your protective spirit suffer the damage instead of you, when your protective spirit reaches 0 hit point it disappears and can't be called until you finish a short or long rest. At 7th level When you use the counter spell or dispel magic spell you have advantage on spellcasting abillity rolls, also when you are attacked you can use your reaction to make your protective spirit raise a shield to protect you, it increases your ac by +2. At 11th level you can make your protective spirit protect the people in your group, with your action you can create an aura of 30 feet that comes from you, every allied creature that is inside the aura and suffers damage you can make the protective spirit suffer the damage instead of the creature, also every start of turn you can use an arcane charge so that the spirit recovers 3d8 + intelligence modifier of hit points. \columnbreak ### Universalist Tradition Every wizards focuses on some kind of study but a universalist is able to learn a little bit of everything, instead of focusing on some kind of study, he studies a little bit of everything, becoming the apprentice of everything and master of nothing. #### Spells beyond the limits At 3rd level you have learned how to go beyond the limits of normal wizard knowledge, you can choose another class spell list and the spells of that class become wizard spells for you. Also whenever you gain a level, you can learn an additional spell, but it must be selected from the spell list you have chosen through this feature. Additionally, when preparing spells, you can prepare one extra spell, but it must also be chosen from the same spell list you have selected. #### Knowledge without limits At 10th level even in the worst situations you find how to use your versatility to your advantage. Once per long rest, you can change all your prepared spells for others that are in your spellbook, this takes 10 minutes where all your concentration is focused on the spell change, if someone or something breaks that concentration you lose all progress and the spells are not changed. #### The apprentice of everything At 15th level your understanding of magic has led you to understand how to prepare for everything. You get a third class spell list, you can't repeat spell list. Once chosen, you gain the ability to learn one spell from this list for each spell slot level, up to a maximum of 5th level spells. These chosen spells do not count against your prepared spells ### Arcane legacy - Universalist Tradition #### Apprentice of all, master of none At 3rd level you get an extra arcane study that does not count towards the maximum arcane study you can have. At level 7th you get an extra arcane study this does not count towards the maximum arcane study you can have. At 11th level you get an extra arcane study this does not count towards the maximum arcane study you can have. \pagebreak ## Arcane Study Here you will find each Arcane study, divided into 3 types, foundational, intermediate and Advanced, each of the Arcane study changes the way you handle your spells and how you cast each spell. ### Foundational - Arcane Study #### School Specialization: Through dedicated study and practice, you have honed your magical abilities within a specific school of magic, granting you deeper insight and proficiency in its spells. Upon acquiring this Arcane study, you must choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. After completing a long rest and preparing spells, you can prepare additional spells equal to your proficiency bonus, but these extra spells must belong to the school of magic chosen for this Arcane study. You can change your chosen school of magic whenever you gain a level in this class. #### Fast Learner: Your keen intellect and adaptability set you apart as a scholar capable of mastering various disciplines. Upon choosing this feature, you gain proficiency in one of the following skills: Arcana, History, or Investigation. If you already possess proficiency in the chosen skill, you instead gain expertise. Once per long rest, as an action, you can meticulously revise your spellbook, exchanging spells you have prepared for alternative spells of the same level from your spellbook. The number of spells you can exchange equals your proficiency bonus. This process requires 1 minute of focused study. #### Arcane Talent: Your innate connection to magic pushes you to test its boundaries, allowing you to augment your spells with additional potency. When you cast a spell of 1st-level or higher, up to 5th-level, you can expend a another spell slot of 1st-level or higher to enhance its effects in one of the following ways: - **Increase DC:** If the spell requires a saving throw, you can expend a spell slot to increase the DC of the saving throw by 1. - **Extend Area:** If the spell affects an area, you can expend a spell slot to increase its area of effect by 10 feet in any direction. - **Extend Range:** If the spell has a range, you can expend a spell slot to double its range. If the spell's range is touch, you can instead give it a range of 10 feet. #### Spellbook mastery: Your mastery over your spellbook has unlocked new depths of magical potential, allowing you to infuse spells directly into its pages. After finishing a long rest, you can choose a spell from your spellbook and bind it to one of its pages. This spell remains stored until you cast it or finish another long rest. Additionally, any creature that possesses the page containing the bound spell can cast it. However, if the page is removed from the spellbook for more than 10 minutes, the magic fades, causing the spell to disappear. Once the spell is cast or the magic dissipates, the page remains intact and can be returned to your spellbook for future use. ### Intermediate - Arcane Study #### Master of the schools: Your expertise in the arcane arts extends to multiple schools of magic, allowing you to tap into their power with precision and finesse. After completing a long rest, you can focus your mastery on one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Once chosen, you can use a bonus action to create a spell slot of up to 3rd level, specifically for spells of the chosen school. You can do this a number of times equal to half your proficiency bonus, rounded down. #### Advanced Knowledge: Your pursuit of advanced and ancient knowledge has unlocked profound insights into the intricacies of magic. Upon acquiring this Arcane Study, you gain advantage on Intelligence ability checks. Additionally, the cost in gold required to transcribe spells into your spellbook using the "Scribe Spell" feature is halved. When rolling initiative, you can add your Intelligence modifier to the initiative roll. #### Magic Formulas: You understand how to change your own spells and have learned how to modify spells using new formulas. When you use a minimum level 1 spell, you can make changes, these changes can only be made once per turn: - **Alteration:** When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with Force which magically alters the spell's formula for this casting only. - **Double target:** When you cast a wizard spell that has a creature as a target, you can choose another creature that is within the spell's range. - **Protective Ward:** When you cast a wizard spell that has an area, you can make allied creatures within the area suffer neither damage nor area effects. To change the spell formula you have to spend a spellslot of the same level as the spell. \pagebreak #### Heart of the spellbook: Thanks to your great knowledge in magic and magic items, you have found a new way to use your spellbook, making it merge with ancient grimoires. When you finish a long rest you can do a ritual to merge a magic item that is a book with your spellbook, by doing so your spellbook gets the properties of the item, if it had spells they are added to your spellbook and will not count towards the maximum spells prepared per day, when you do the ritual again with another book, the old book appears again in an adjacent 5 feet space of yours and the new one merges with your spellbook. ### Advanced - Arcane Study #### Double mind You have practiced the art of multi tasking and now you are able to use 2 spells that you must concentrate on them. Now you can maintain concentration with 2 spells, when you suffer damage you only have to roll a single constitution saving throw but with disadvantage, once you fail you gain one exhaustion point, this exhaustion point disappears after one hour of rest. #### Arcane Supremacy With your great knowledge in the arcane, you have managed to understand part of the weave. Every time you finish a long rest, you can choose a spell of level 1 or higher level, up to a maximum of level 3, once you have chosen the spell you can use that spell without spending spellslot. \pagebreak ### Spells #### Scribe Spell *1st-Level Transmutation Spell (Ritual; Wizard)* ___ - **Casting Time:** 2 hours per level of the scribed spell - **Range:** Self - **Components:** V, S, M (a quill, a book, and 50 GP of fine inks per level of the scribed spell; this spell consumes the inks) - **Duration:** Instantaneous ___ Channeling magic through quill and ink, you inscribe an Wizard spell into your spellbook or a blank book worth at least 50 GP. The spell you scribe must be of a level for which you have Spell Slots, and the chosen book must lack the scribed spell. As you magically inscribe the spell, you must copy it from another spellbook or a Spell Scroll, or you must have it prepared. If copied from a Spell Scroll, the scroll is destroyed. If you have the spell prepared, the casting time and component costs are halved. Upon completion of the scribing process, the spell becomes one of your known spells in the book, occupying its own page if the book was previously out of pages. The spell appears in a cipher that is understandable only to you or someone casting Identify or Scribe Spell. If the book was blank before the scribing, it now functions as your spellbook.