Wizard Features

Residual Manipulation


  prerequisites:
  When you cast the same spell as your previous spell, and it is cast at the same spell level you may modify the charge die roll by -1 for each time you have met these requirements consecutively within a number of hours equal to your wizard level. The consecutive chain breaks any time you use a new conduit, cast the spell at a different level, or when a spell grapple occurs against you.

Magical Recovery


  prerequisites:
  you may tinker around with the energies of your conduit to try and create small pockets of additional magical energy within it Once per day you may spend at least one hour concentrating on your conduit. It regains a spell charge die level, this cannot increase it to a higher level than it originally was created with.

Glimpse of Catastrophe


  prerequisites:
  you are able to remember what it is like when a spell goes wrong. When you would have to roll on the spell failure table for a spell you may choose to memorize the event for a number of spells up to your Intelligence modifier. Any time you would have to roll on the spell failure table for a spell whose failure you have memorized you may instead make an Intelligence saving throw to cancel the spell instead, avoiding the failure altogether. The DC for the saving throw is equal to the spell charge DC. Memorizing a spell's failure multiple times grants advantage to the roll for each memory you have of the spell failing. You cannot memorize a spell's failure if you use this feature on it. Critically failing this saving throw causes you to have 2 spell failure table results.

Spell Echo

you gain enough mastery of casting spells efficiently that you are able to use the excess energy from casting a spell to create an echo of energy within your conduit, allowing you to power additional casts of the same spell at a lower level.
  prerequisites: Residual Manipulation Feature, Level (3?, 5?) Wizard
  Any time you cast a spell at or above twice its minimum casting level, you may cause that spell to echo. You are able to use that echo as the next spell you cast. The echo is cast at half the previous spell's level, and does not require you to roll your spell charge die. A spell may echo multiple times, each time halving its cast level, as long as the echo is cast at the spell's minimum cast level or higher (this does not take additional feature uses). You may only cause a spell to start echoing a number of times equal to your intelligence modifier. You regain all uses of this after completing a long rest. Spells that you cause to start echoing have their spell charge die DC doubled.

Name Here

You utilize spell echoes to ramp up your spell's intensity, rather than for efficiency.   prerequisites: Spell Echo   Any time you would be able to cast a spell's echo, you may instead cast the spell normally and add the level the echo would be cast to your spell instead. You may use this to cast the spell beyond your normal means, it may exceed the maximum cast level by up to your intelligence modifier.  

Signature Spell


  prerequisites:
  Starting at level 10, your knowledge of a spell is so great that you are able to tweak it an make it your own. Creatures have disadvantage on identifying *Your* spell, You may choose to spend an extra magical charge to max out the damage it deals, OR force a creature to fail the save. Lastly the damage or effect of the spell becomes unique (meaning there are no specific resistances or advantages against it, resistance against general magical effects or damage still apply).
 

Schools of Magical Practice

You may expand your magical knowledge by delving into the long researched schools of magic, allowing you to do more than just conjure elements with your arcane skills.
  prerequisites: Wizard Prestige
  You may choose a Magical Tradition to expand what spell types are available for you to learn.        

Pillar specialization

When you get your first wizard level, you must choose one of the four spellcasting pillars to specialize in: Essence, Psionics, Mass, or Arcane. This choice will shape how you will be able to cast spells. The pillar you pick will determine what schools you can specialize in later.

   

Magical Tradition

When you get your second wizard level, you choose a Magical Tradition that is built from your pillar specialization. You gain the first feature within the tradition at this time. The spell charge DC needed to keep your spell charge die is decreased by 2, you also gain a bonus to learning and advantage on Identifying spells that are within your chosen school.
 

Minor Magical Tradition

When you get your third wizard level. You may choose a secondary magical tradition as your minor. Your minor may be from outside your pillar specialization. Your minor tradition decreases the DC of your spell charge die by 1 for spells within that school and also grants you lesser benefits to learning those spells. You may choose an additional minor tradition at 6th level. If you study all the schools of magic within your pillar specialization you gain a Magical Designation depending on your pillar, which grants you additional features.