# Lore Mastery Revised

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. 

Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor

### Lore Master

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Choose one from Arcana, History, Nature, or Religion. You gain proficency with this skill and your proficiency bonus is doubled if you were already proficient with it.

### 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, 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 can also substitute the damage of a spell that deals force damage with one of these types. You replace one energy type for another by altering the spell’s formula as you cast it. You can do this a number of times equal to your Intelligence Modifier between long rests. 

The DM may rule that certain spell effects that don't make sense with the altered damage type do not occur, such as a cold damage fireball lighting objects on fire.

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### 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 range. If the spell’s range is at least 30 feet, it triples 
- An additional 2nd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
- An additional 3rd-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 all targets by 2d10 force damage. This damage is only dealt once per target.

### Library of the Mind

At 10th level, you add the legend lore spell to your spellbook, if it is not there already. You can cast this spell without expending a spell slot or using the materials required. Once you cast legend lore in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Additionally, you find it easier to recall spells that are within your spellbook. You can prepare a new list of wizard spells as part of a short rest or long rest.

### Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell, although it requires more of your magical energy to cast. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level lower than the highest level spell slot avaliable to you, you mustn’t have it prepared. When casting this spell you expend a spell slot 1 level higher than the spell level. You may cast the spell at a higher level however you always must expend a spell slot 1 level higher than the level you wish to cast it at. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it, however it cannot gain any beneits from your Spell Secrets or Alchemical Casting features. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. 

You can’t use this feature again until you finish a long rest.