School of Lore Mastery

Lore Masters are educated wizards concerned with peeling back the layers of magic itself. Unlike other wizards that may specialize in a school of magic, lore masters pride themselves in theory crafting and theoretics of all types of magic.

### Lore Master

Starting at 2nd Level, you become a compendium of knowledge within a vast array of topics. Choose a specialty from the list below. This specialty is a topic that you have studied extensively and understand well.

* Arcana
	+ You gain expertise in Arcana checks
	+ You gain proficiency in Alchemist’s supplies
* History
	+ You gain expertise in History checks
	+ You gain proficiency in Mason’s tools and Smith’s Tools
* Nature
	+ You gain expertise in Nature checks
	+ You gain proficiency with Herbalism Kits
* Religion
	+ You gain expertise in Religion checks
	+ You gain proficiency in 2 instruments of your choice

At 10th level, you may choose a second specialty

### Spell Secrets

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. You can use this feature a number of times equal to half your intelligence modifier (rounded up) (minimum of 1) before needing a long rest to recharge.

### 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. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 2d6 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

### 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.

### Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. Choose 10 spells from any spell list. As a bonus action, you can call to mind the ability to cast one spell of your choice from this list of 10. The spells must be of a level for which you have spell slots, 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. You may switch 2 spells from the list to different spells upon leveling up.

You can’t use this feature again until you finish a long rest and you regain your list.