Wizard
Base Class: Wizard

To many, the idea of spacetime as a fabric is a convenient abstraction. To Wizards of the School of Relativity, however, spacetime is as controllable as any physical sheet of paper. These wizards have learned to stretch and tear reality around them to reach farther, work faster, and make magic stranger than the more orthodox wizard schools.

Length Contraction

At 2nd level, you gain the ability to compress space in your reference frame. As a bonus action, select a direction. Until the end of your next turn, distances parallel to that direction appear and act (to you only) as if they were halved. This affects your movement; spell, weapon, and ability ranges; areas of effect; and anything else determined by distance. For example, from the perspective of other creatures, if you cast Thunderwave (usually a 15-foot cube) toward the direction you chose, it would cover a rectangular prism 15 feet wide and high, but 30 feet long.

An object you secure while length is Contracted (such as a rope) extends when length returns to normal so that it doesn't break. As soon as the object is unsecured it snaps back harmlessly to its normal length.

You can use this ability for free a number of times equal to your Intelligence modifier, regaining expended uses after a long rest. You can also expend a spell slot of any level to activate it, in which case the effect lasts for a number of rounds equal to the level of spell slot you expended.

Arcane Time Dilation

Also at 2nd level, time warps around you while you are practicing magical inscription, making your work seem impossibly quick to others. The time required for you to copy a spell into a spell book, cast a spell as a ritual, or make a spell scroll (if your DM allows making spell scrolls) is halved.

Wormhole Formation

Starting at 6th level, you have learned how to create folds in the fabric of spacetime, connecting two seperate points in space. As an action, you can create a Wormhole connecting two points that you can see within 60 feet of you.

At each of the points you chose, the wormhole forms as a small portal about one foot in diameter, with a front and back.

 

Anything passing into the front or back of one portal immediately emerges from the respective side of other. Light, matter, and energy can pass through the portal, although small or larger creatures and objects cannot fit through it. Attacks with weapons small enough to fit though the portal can be made through it, and spells can be cast through it as well. The wormhole lasts for 1 minute.

You can use this feature a number of times equal to your proficiency bonus for free, regaining all expended uses after a long rest.

You can also expend a spell slot of any level to create a wormhole. If you do, for each level of the spell slot you expended, choose one of the following (you can select the same option multiple times, or a combination of the two):

  • The wormhole's diameter increases by 1 foot. Small creatures can fit through a 2-foot portal, Medium creatures through a 3-foot portal, and Large though a 5-foot portal. The DM otherwise determines what creatures and objects can pass through a portal of a certain size.
  • The range at which you can create the wormhole doubles

Energetic Gravitation

By 10th level, you can manipulate the intertwined nature of energy and mass, giving spells you cast the ability to exert gravity momentarily. When you cast a spell that effects an area, you can force creatures outside the area but within 10 feet of it to attempt a strength saving throw. On a failed save, a creature is pulled into an unoccupied space within the area, if there is such a space within 10 feet of it, and is affected by the spell.

Transient Wormholes

At 14th level, the arcane energy that you harness for your spells naturally forms small wormholes in its wake. Immediately after you cast a Wizard spell of first level or higher, you can teleport to an unoccupied space that you can see. The space can be no father than a number of feet equal to 5 times the level of the spell you cast.

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