Base Class: Wizard
Reshape Reality Through Algorithmic Precision
Your study of magic intertwines with the principles of mathematics, allowing you to perceive and manipulate the very structure of reality. As a Cipher, you treat magic as an equation to be solved and rewritten, altering the trajectory of spells, adjusting the flow of time, breaking the barrier between dimensions, and reshaping the battlefield with calculated precision. Some Ciphers act as battlefield tacticians, redirecting attacks and repositioning allies with geometric efficiency, while others seek to unlock the fundamental formulas governing existence itself. Whether as scholars, strategists, or arcane theorists, Ciphers wield the power of magic as both a science and an art.
Level 3: Spatial Savant
Your deep understanding of the fundamental laws of space allows you to weave magic with unparalleled precision.
Choose two Wizard spells that involve the manipulation of space, each of which must be no higher than 2nd level. These spells are added to your spellbook and do not count against the number of spells you learn. A spatial spell is one that alters the position, movement, dimensions, or mass of a creature, object, or magical effect. This includes spells that:
- Cause an area of effect, shaping the battlefield through precise geometric influence.
- Alter the velocity, position, or mass of an object or creature, such as those that propel, suspend, enlarge, shrink, or shift their momentum.
- Instantaneously relocate a target by shifting its coordinates in space.
Additionally, whenever you gain access to a new level of spell slots in this class, you can choose one Wizard spell that meets these criteria and add it to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Axiom of Symmetry
You have mastered the art of spatial transformation, allowing you to alter the fundamental structure of your spells while preserving their total area. When you cast a spell that creates an area of effect, you can change its shape according to the following rules:
- A cone can be transformed into a line that is less than or equal to twice its original length but only 5 ft in width. A line can be reshaped into a cone with half of its original length.
- A cube, sphere, or cylinder can be reshaped into a cube, sphere, or cylinder of less than or equal volume.
- A cylinder can be adjusted so that its radius decreases while its height increases, or vice versa, so long as the total cubic volume remains the same.
You can alter a spell’s shape in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Additionally, you can regain 1d4 expended uses on a short rest.
Level 6: Zero Point Reduction
Through your understanding of mathematical negation, you can reduce incoming damage to zero by disrupting the fundamental forces at play. When you are hit by an attack, you can use your reaction to force the attacker to make an Intelligence saving throw against your spell save DC. On a failed save, the damage is reduced to 0. On a successful save, the damage is halved.
You can use this feature a number of times equal to half your proficiency bonus (minimum of once), and you regain all expended uses when you finish a long rest.
Level 10: Retriangulation
By understanding the measurements of space and the flow of movement, you can swap the positions of creatures in the blink of an eye. As a bonus action, you can choose up to three creatures within 60 feet of you, including yourself. You can swap their positions in any order you choose. If an unwilling creature is one of the creatures being moved, the creature must must make an Intelligence saving throw against your spell save DC or be moved.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 14: Delta Value
Your mastery of magic has given you the ability to effect a spell's rate of change, allowing you to manipulate the accumulation and acceleration of spells with precise mathematical precision.
Integral Magic. During combat, you can expend a spell slot and hold your Magic Action, maintaining concentration each turn at the cost of using 1 Magic Action. For each turn you maintain concentration, the spell’s level increases by 1, up to a maximum of 9th level. You can release your concentration on your turn to cast the spell, expending a Magic Action for that turn.
If your concentration is broken before casting, the spell is immediately released with you at the center of its area of effect. If the spell does not normally have an area of effect, it creates a 10-foot radius centered on you. You must make any required saving throws against the spell at disadvantage. If the spell does not require a saving throw, you take 1d8 + your INT modifier in damage of the spell’s type. If the spell has no damage type, it deals Force damage instead. This damage cannot be reduced or negated in any way.
Differential Magic. A number of times equal to your proficiency bonus, you can use your reaction when another creature (other than yourself) casts a spell to apply one of the following effects:
- Exponential Growth. You double the spell’s range.
- Inverse Growth. You halve the spell’s range.
- Accelerate Momentum. If the creature casts the spell using with a casting time of 1 action, you may change it to be cast as a bonus action instead. If they have already used their bonus action this turn, the spell fails.
- Decelerate Momentum. If the creature casts the spell with a casting time of 1 bonus action, you may change it to be cast as an action instead. If they have already used their action this turn, the spell fails.
If you use this feature on an unwilling creature, they must make an Intelligence saving throw against your spell save DC. On a success, the spell is unaffected. You regain all expended uses of this feature when you finish a long rest.
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