Spell Tailor
Starting at 2nd level, you begin to experiment with the very essence of spells in your spellbook, tinkering with their formula to produce different effects. Over the course of a long or short rest, you can make copies of spells in your spellbook of 1st-level or higher, altering them in the following ways:
If the spell deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list.
If the spell requires a Strength, Dexterity, or Constitution saving throw you can substitute one saving throw with another type from that list. The same applies to Intelligence, Wisdom, or Charisma saving throws. You cannot substitute a mental stat with a physical stat or vice versa.
These alterations are placed in your spellbook as separate versions of the original spells and are prepared as such. You can have a number of spells modified at any point equal to your Wizard level.
Quick Adjustments
Starting at 6th level, you learn to manipulate the very properties your spells as you cast them. You gain Ingenuity Points equal to your Wizard level. When you cast a spell of 1st level or higher you can expend those points in the following ways:
You can expend one point to substitute the damage type of the spell using the same guidelines listed in Spell Tailor.
You can expend two points to sculpt an area of effect spell around any number of allies of your choosing. They automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
You can expend three points to substitute the saving throw type using the same guidelines listed in Spell Tailor.
You regain these points on a long rest.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.
Masterful Modifier
At 14th level, you've become an expert and mixing and matching the properties of your spells. When you roll for initiative and have no ingenuity points remaining, you regain 5 ingenuity points.
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