When you cast a spell, you can spend sorcery points equal to the combined level of the two spells (minimum 3 sorcery points) to fuse them into a single casting. The fused spell has the following effects:
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School of Magic: Both spells must belong to the same school of magic. Alternatively, if the spells are from different schools, you must spend an additional 2 sorcery points.
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Targeting: Both spells must target the same creature or area, or you may split the targeting between different creatures/areas within the shared range. The fusion uses the targeting mechanics of the lower-level spell unless otherwise specified.
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Casting Time: The casting time becomes the longer of the two spells.
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Saving Throws: Targets make a saving throw using the type of the higher-level spell, against your spell save DC.
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Damage Types: If both spells deal damage, the damage type is chosen from the higher-level spell.
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Spell Slot: The fused spell is cast using the higher of the two spell slots. For example, if you fuse a 3rd-level spell with a 2nd-level spell, the fused spell is cast using a 3rd-level spell slot.
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Effect on Hit: If a spell requires a spell attack roll, you use that roll to target the fused spell.
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Concentration: If either spell requires concentration, the fused spell requires concentration. You must maintain concentration for both effects.
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Level Restriction: You can only fuse spells whose combined levels are 6th or lower. For example, you could fuse a 3rd-level spell and a 3rd-level spell, or a 4th-level spell and a 2nd-level spell.
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Non-damaging Effects: The effects of both spells are applied simultaneously, though some effects may be limited by the DM’s discretion to prevent game-breaking combinations.
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