Wizard
Base Class: Wizard

Spell modders mix and match their spells for ridiculous effects.

Damage shifting

Beginning at 2nd level, when you deal damage with a cantrip from your spellbook, you can make it deal any type of damage that is not force or thunder.

Improved spell modding

At 6th level, you can use your damage shifting feature on any spell in your spellbook.

Combination casting

At 10th level, when you cast a spell in your spellbook, you can use a second slot on that turn to cast a second spell of the same level or lower on the same turn. The second spell must deal the same type of damage as the first, and the slot level for that spell is doubled. For example, you could cast Fireball with a 5th level spell slot and add 3d6 fire damage by adding burning hands.

Reach to the future

At 14th level, you can use two of your highest level of spell slot and reach forward into the future to cast a spell that is one level higher than the two you used to cast it. For example, at 14th level, you have one 7th level slot, so when you use this feature to cast a level 8 spell such as 'clone', the next time you would regain all expended spell slots, you do not regain you level 7 slot.

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