Wizard
Base Class: Wizard

You can only use merged spells, (other than cantrips) when you merge spells, use the highest level spell as the level for the merged spell ask, your DM if the mixed spell is allowed. You mix spells together and their effects. If their effects are the same you, add them regardless of if you can simplify them. You must mix spells from the same school of magic. When you merge items you must merge items that are the same category (weapon with weapon, ring with ring) and you change the shape within reason (spear with sword becomes spear with sword as the head ask the DM) with the same effect add the damage, or length of time or... Just ask your DM

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Magic Item Merge

Beginning at 10th level, you can spend five hours concentrating on the two items, (two if both are proficient or attuned) using 50gp worth of sulfur and 100gp of diamond dust (which the spell consumes) to merge two items When you merge items you must merge items that are the same category (weapon with weapon, ring with ring) and you change the shape within reason (spear with sword becomes spear with sword as the head ask the DM) with the same effect add the damage, or length of time or... Just ask your DM. (if one or none are non magical, both are destroyed and the components are consumed.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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