Spellsmith

Wizard subclass that manipulates spell energy for various effects.

Classes
Wizard

Some wizards pride themselves on being spell artisans, carefully sculpting the magical energy of spells like smiths sculpt iron. Focusing on the artistry inherent in spellcasting, these wizards learn to tap the magical energy of spells and manipulate that energy to amplify or modify spells like no other arcane practitioners.
Arcane Emendation

Beginning when you choose this tradition at 2nd level, you can manipulate the magical energy in scrolls to change the spells written on them. While holding a scroll, you can spend 1 hour for each level of the spell focusing on the magic within the scroll to change the spell on the scroll to another spell. The new spell must be of the same school, must be on the wizard spell list, and must be of the same or lower level than the original spell. If the new spell has any material components with a cost, you must provide those when changing the scroll’s original spell to the new spell, and the components are consumed as the new spell’s magic overwrites the original spell on the scroll.
Spell Transformation

At 2nd level, you learn to mold the latent magical energy of your spells to cast new spells. When a creature you can see within 30 feet of you (which can include yourself) is attacked or takes damage while you are concentrating on a spell, you can use your reaction to end your concentration on that spell and use the energy to cast another wizard spell you have prepared of the same or lower level without expending a spell slot. The new spell must target the attacker or the creature that took damage or include that target in the area if the spell affects an area.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Spell Honing

At 6th level, you can hold onto the magic of lasting spells or siphon off some of their magic to amplify spells you cast. If your concentration is broken (willingly or unwillingly), the spell’s magic lingers, causing the spell’s effects to remain until the end of your next turn.
In addition, while concentrating on a spell with a duration of concentration up to 1 minute or concentration up to 10 minutes, you can amplify a wizard spell you cast of 1st level or higher. When you amplify a spell in this way, the duration of the spell on which you are concentrating is reduced by a number of rounds (if the duration is concentration up to 1 minute) or minutes (if the duration is concentration up to 10 minutes) equal to the amplified spell’s level. You can choose only one of the following options when amplifying a spell:

• Increase the saving throw DC by 2
• Increase the spell attack bonus by 2
• Add your Intelligence modifier to one damage roll of the spell

Spell Reversion

At 10th level, you learn to manipulate the magical energy of spells cast against you. When you must make a saving throw to end an ongoing effect, such as the frightened condition of the fear spell or the slowing effect of a copper dragon’s slowing breath, you have advantage on the saving throw.
In addition, when an ongoing condition you successfully end on yourself was from a spell cast by a creature you can see, you can use your reaction to force that creature to make the same saving throw against your spell save DC. On a failed save, the creature suffers the effect or condition you just ended on yourself until the end of its next turn. For example, if you succeed on the saving throw to end the paralyzed condition on yourself from the hold person spell cast by a spellcaster you can see, you can force that spellcaster to make a Wisdom saving throw against your spell save DC, and that spellcaster becomes paralyzed until the end of its next turn on a failed save.
Spell Duality

At 14th level, you become a master at manipulating and extending the magical energy of your long-lasting spells. You can concentrate on two spells simultaneously. If you cast a third spell that requires concentration, you lose concentration on the oldest spell. When you take damage while concentrating on a spell and must make a Constitution saving throw to maintain concentration, you make one saving throw for each source of damage, as normal. You don’t have to make one saving throw for each spell you are maintaining. If you are concentrating on two spells and fail a Constitution saving throw to maintain concentration because of taking damage, you lose concentration on the oldest spell.

Spellsmiths in Midgard

Members of the School of Arcane Spellsmiths seem tied to cultures with an intense understanding of ley lines, such as Bemmea, the Linnorm House in the Northlands, the wizards of Nuria Natal, but also the Scaled Fellowship in Lignas and the ramag of the Southlands. In distant Cathay, there are rumored to be a vast bureaucratic organization of these wizards.

In Bemmea, they most often work with geomancers and seek out places of power, claiming the nexus of several ley lines offers secrets their magic can unlock, although others believe this is a bluff, but that the spellsmiths are more capable at a nexus. The old texts of Cassadega also purportedly have the means to teach anyone this rare art, although no altruistic spellsmith has come forward to confirm the rumor.

In the Linnorm House, the loose confederation of household and courtly wizards remains firmly locked in a standoff, as some do not trust the others, and everyone believes someone else is hiding something. Spellsmiths remain few and far between, and even moreso when they often go searching for knowledge in Boreas’ realm.

Lignas and the ramag both have scattered practitioners, wizards who share their knowledge with an apprentice lineage.

Source and licence

From Tome of Heroes.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.