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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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