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====[[Wizard]]==== * Level 2 gives you advantage on any Intelligence checks you make after using the Study action, because what the arguable strongest class in the game needed was a buff to an important secondary role. The arguable strongest class in the game getting huge, powerful buffs will be a running theme throughout. * Wizards also get a bunch of free bonus spells, that're also always considered prepared. Where the sorcerer got some mediocre random-ass bullshit that doubled-down on the "chaotic" flavor not everyone playing the class liked, the wizard got a bunch of insanely powerful "meta" spells that completely eliminate their few weaknesses while also giving them incredible ability to customize ''other'' spells, at the low-low cost of a couple of spell slots a day that it can easily afford compared to the sorcerer with its completely un-nerfed Arcane Recovery. (Note that most of the other classes with a mechanism to get resources back on a short rest had theirs removed completely.) ** ''Scribe spell'' is an exclusive always-prepped level 1 spell that follows the same basic rules for scribing a spell into your spellbook as current rules, but meaning you need to spend a 1st level spell slot to do so, and goes into explicit detail about how the spells scribed (and therefore your entire spellbook) are completely indecipherable to anyone else unless they cast ''identify''. Still ridiculously powerful if you do your prepwork in your off time. ** ''Memorize spell'' is an exclusive always-prepped level 3 spell that lets you swap off one prepped spell with another you didn't prep, with an extra spell per spell level. Completely removes one of the only weaknesses to playing a wizard in one go. ** ''Modify spell'' is an exclusive always-prepped level 4 spell that lets you tweak a single prepped spell in a ton of different ways until you cast it again or take a long rest. Very poor internal balance; most of them are more fun curiosities than powerful game changers, but the real winners are modifying indiscriminate spells to only affect enemies or allies and modifying concentration spells so that damage can't break concentration on them, both of which absolutely are. Upcasting applies extra effects at a rate of one per level. ** ''Create spell'' is an exclusive always-prepped level 5 spell that you cast after using ''modify spell'' so you can then cast ''scribe spell'' in order to write your new spell into your spellbook and make as your own. The only thing keeping this from being broken as fuck is the cost, at 1000 gp per spell level, plus two hours per the same from ''scribe spell'', and even then how much money and time you'll have lying around with nothing better to spend it on than custom versions of powerful concentration spells that you can only be made to stop concentrating on via death or unconsciousness will vary by table and campaign. * Spell Mastery and Signature Spells both got bumped down several levels, which happened to a lot of things but ''these'' are incredibly powerful abilities and getting them earlier in the late-game is still woof. * Evoker (Schools being scrapped to likely save ink for more half-hearted backtracking) now triggers on level 3 like all other subclasses and grants two free Evocation spells to your book, but is largely unchanged, with one exception: ** Potent Cantrip now makes missed attacks deal half-damage, which makes you a lot more useful as a spell-turret.
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