School of Malpractice
innovation
At 2nd level, you have a cavalier attitude towards inscribing spells, which allows you to make alterations
at the risk of a terrible tragedy. When you scribe a
damaging spell into your spellbook, you can alter the
damage type of that spell to another of your choice -
whenever you cast that spell, it uses the new damage type. When you do this, the DM secretly rolls a
d20. On the roll of a 1, the spell is flawed. Casting a
flawed spell triggers a roll on the Wild Magic Surge
table and removes the flawed spell from your spellbook.
experimentation
When you choose this school at 2nd level, you develop the ability to modify your spells on the fly. When
you cast a Wizard spell, you may use this ability to
apply a metamagic of your choice to it from the Sorcerer class features. This erases the spell from your
spellbook, and you may not learn the spell again. You
must finish a long rest before doing so again.
risk and reward
At 6th level, when you use your Experimentation
feature, you may retain the spell in your spellbook by
triggering a number of Wild Magic Surges equal to
the level of the spell being cast.
desperate measures
At 10th level, you can attempt to cast a spell for
which you have no eligible spell slots remaining.
To do so, you must succeed on a Spellcasting Ability check with a DC equal to 12 + the level of the
spell you are trying to cast. On a success, you cast
the spell as normal. On a failure, you gain a level of
exhaustion, and the spell fails. You must finish a long
rest before using this ability again.
Expert errors
At 14th level, you can use your Innovation ability at
the end of every long rest to alter a number of spells
equal to your Intelligence modifier. Flawed spells are
no longer removed from your spellbook, though they
do still trigger wild magic surges the first time they
are cast.
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