While most magic creates a point of contact with which to interact with it, this metamagic offers a method of sculpting magic itself. While its general control is unrivaled, it lacks the power a single thread of contact can boast. It is astoundingly simple, but it takes much devoted study and practice to unlock the full flexibility of the technique. Time seems to slow and the universe to lean in and listen as you prepare to cast this spell.
Player Preparation
As a player, first create a grid drawn on graph paper when you learn this spell. The grid is two thirty-six square lines that cross at the eighteenth square: the horizontal line will be for your Wisdom, and the vertical one for your Intelligence; the left end of the Wisdom line should be marked 1 and the right 36, with the bottom of the Intelligence line marked 1 and the top 36. On this grid are 36 zones, which are each 6x6 squares. Next are the properties of the zones, grouped by quadrant.
BOTTOM LEFT QUADRANT:
Cold-------------Acid------Thunder
Lightning---Necrotic---Poison
Fire-------------Force------Radiant
Being in one of the zones of this quadrant gives 2d6+spellcasting ability modifier damage of the zone's type.
UPPER LEFT QUADRANT
Blinded-------Stunned----Petrified
Deafened---Charmed---Restrained
Prone-------Frightened----Poisoned
Being in one of the zones of this quadrant applies the effect of the zone for one round.
UPPER RIGHT QUADRANT
Difficult Terrain--------Liquid Terrain------------ Weather Terrain
Normalize Terrain----Plant Terrain--------------Heavily Obscured
Earthen Terrain------Temperature Terrain-----Lightly Obscured
Being in one of the zones of this quadrant creates the terrain of the zone for 1 round, after which it dissipates. The terrain must be completely within the range of the spell. The terrain created by this quadrant's zones other than Difficult Terrain may not necessarily be difficult terrain, such as how a wall of dirt or bushes or rain could be a hindrance but not difficult terrain. Temperature changes may go up or down(e.g. hot, very hot, frigid, room temperature, etc.), and are not damaging, though they may have adverse effects if extended long enough. Heavily and Lightly obscured spaces might be so by a fog, or dust or mist, or a blurring of the air, or a similar effect. Liquid created by this spell differs from the Create Liquid zone in that it will remain fixed in place instead of fall to the lowest possible height.
LOWER RIGHT QUADRANT
Destroy Terrain--------------------Manipulate Liquid-------------------Create Structure/Object
Destroy Liquid-------------------Manipulate Structure/Object----Create Liquid
Destroy Structure/Object--------Manipulate Terrain--------------Summon Creature
Being in one of the zones of this quadrant produces the effect of the zone for a minimum of 1 round. The destruction zones last for 1 round if the affected target is a magical zone or effect with a duration beyond 1 round; if the terrain is natural or the magical effect lasts until dispelled, then the destruction is permanent, and the magical effect is dispelled if the number of spell slots expended are higher than the spell level of the effect. The manipulation zones function in the same way as the destructive zones in regards to their duration. The creation and Summon Creature zones have a base duration of a minute, and last for the duration or until dispelled; magical items cannot be created by this spell, and depending on the material or liquid, they may have a shorter duration or evaporate sooner than intended. Liquid created by this spell differs from the Liquid Terrain zone in that it will fall to the lowest possible height, instead of remaining fixed in place. The effects of this quadrant's zones must be completely within the range of the spell. For the Summon Creature zone, the creature is native to the plane of existence the spell is cast on, is Tiny or Small in size, and of a challenge rating of 1/4 or lower; you can communicate telepathically with it if it has a language or Intelligence score of over 4, and it counts as an ally, though at the DM's discretion it may not obey your commands. Each creature summoned counts as one target. Materials manipulated can be moved to another spot within the area of the spell, or have their shape changed, remaining in their new configuration for the duration of the spell.
VERTICAL MOTION
Moving upwards or downwards costs 3 of this spell's points, and strengthens the effects of the zone.
Downward motion in the lower left quadrant instead gives 4d6 healing at the 1st level, spellcasting ability modifier increased number of targets at the 2nd level, 4d8 healing at the 3rd level, increase the area of the spell by 15 feet at 4th level, 4d10 healing at 5th level, and increase the range of the spell to 120 feet at the 6th level. Upward motion in the quadrant has the same effects, though the healing is replaced by damage of the zone's type.
Downward motion in the upper left quadrant reduces the duration of the effect of the zone by 1 minute for each spell slot expended for the cast at 1st level, spellcasting ability modifier increased number of targets at the 2nd level, the range is increased to 90 feet at the 3rd level, remove the effect of the quadrant's zone(if the effect is of a level lower than the expended spell slots for the cast) at 4th level, up to spellcasting ability score targets at 5th level, and the range of the spell becomes 120 feet at 6th level. The effects for upward motion are the same, but instead the duration of the zone's effect is increased by 1 minute for each spell slot expended for the cast at 1st level, and increased by 1 hour for each spell slot expended for the cast at 4th level.
Downward and upward motion in the upper right AND lower right quadrants increases the duration of the effect of the zone by 1 minute for each spell slot expended for the cast at 1st level, increases the area of the spell by 15 feet at 2nd level, the range of the spell is increased to 90 feet at the 3rd level, the duration is increased by 1 hour for each spell slot expended for the cast at 4th level, increases the area of the spell by another 15 feet at 5th level, and the range of the spell becomes 120 feet at 6th level. For the Summon Creature zone, it has additional effects at certain levels: the creature can be of a challenge rating of 1 or lower at 1st level, of size medium at 2nd level, of a challenge rating of 2 or lower at 4th level, and of a size large or smaller at 5th level.
ON CAST
Make an Intelligence ability check and a Wisdom ability check, which give your starting coordinates on the spell grid. You have points equal to the sum of your two check results. Lateral motion on the grid costs a point for each square and vertical motion costs 3 points per level, and you can take one attribute for this spell from 1 zone you start in or move through per quadrant.
Choose one creature or structure or unattended object, or terrain within a 30 foot cube of a point in range of this spell that you can see. If a target would be damaged or displaced or subjected to an effect by this spell, it must make a Dexterity saving throw, taking the full damage and effects on a failure, or half damage and no other effects on a miss. Then, with a word and gesture, the spell takes effect.
If cast at a level above 3rd, for each spell slot expended above level 3, you gain 3 additional points for movement on the spell grid.
* - (A compass and and miniature map scroll.)
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