Base Class: Wizard
The School of Evomutation was made when Aturus and Zephyr were joined together becoming one mind and soul. This new school of magic takes both of the pros of both schools, and joins them together but it also created some issues, being a new school of magic by combining the two existing schools it has made anyone who will practice this in the future a target for questioning about how they are able to use it. The ability to join two schools in such a way was unheard of until now, this also leads to further questions if other schools can be joined in such a way and how powerful they would be. This also makes anyone that is capable of using this new school a great source of information on what the caster would need to be able to use and control this kind of power.
The School of Evomutation also means that all that is known about magic and the arcane is just the surface what there actually is, it also leans to the possibility of completely new schools of magic and magically abilities that have not yet been discovered. Also that there may be magics and arcane abilities that have been cut off by the gods of magic and knowledge. Being a new school has abilities that are still being shown and the limits of this school are being tested and the strengths and weaknesses are still being discovered.
Evomutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation and transmutation spells into your spellbook is halved.
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.
Transmutation sculpt
Beginning at 6th level, you can sculpt transmutation spells as if they were evocation spells. 2+ the spells level this ability may only be used three times per short rest.
Selective polymorph
Starting at 10th level Selective Polymorph allows the caster to pick what part of the object/body they would like to transmute. (For instance, if the caster uses the spell polymorph instead of changing into a giant eagle they may choose to sprout wings instead and gain the flight speed of the giant eagle. The same would apply to any other beast taking either the highest stat of that beast, or taking attributes from them. They may also use this ability on other creatures as well, this may be used a buff or debuff.)
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 4th 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 2d10 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 1d10. This damage ignores resistance and immunity.
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