Base Class: Wizard
While often confused with the study of Wild Magic, Mutaturgy is actually an entirely different discipline. Where Wild Magic is the phenomenon of unpredictable magical effects—though such things are still within the bounds of what most scholars consider "functional magic"—Mutaturgy is instead the study of phenomena which can alter, warp, distort, or otherwise pervert spells, magic items, and naturally-occurring properties of things such as magical metals or creatures. Any area of space or interplanar rift that causes unpredictable changes to existing spells, rather than simply producing its own, is part of the study of Mutaturgy, and researchers in the field are constantly working to achieve proper understanding, and control over, such effects.
Spell Distortion
Starting when you choose this tradition at 2nd level, when you or a creature you can see casts a spell of 1st level or higher, you can use your understanding of distorted magic to warp that spell's effects. If a creature other than you cast the spell, that creature can choose to make a saving throw using its spellcasting ability against your spell save DC. On a success, the spell is unmade, but that creature does not expend any spell slots or uses of that spell in the process.
The affected spell's magic is twisted so violently that it loses its original effect, instead gaining a new one. Roll on the following table to determine the type of effect produced. If the spell had multiple targets, the new effect applies to one of them of your choice. If the spell had targets, and the new effect applies to an area, the effect originates from one of those targets of your choice. If the spell affected an area, the effect originates from the point it would have normally originated from. If the spell affected an area, and the new effect specifies a target, the creature closest to the origin point of the spell’s area is the new target.
If you cast the affected spell, you can make an ability check with your spellcasting ability with a DC equal to 12 plus the spell's level. On a success, you instead choose an effect from the table, rather than determining it randomly.
| d8 Result | Warped Magic Effect |
| 1 | For the next round, the area within a 10-foot radius sphere is under the effects of the antimagic field spell. |
| 2 | The target is briefly jolted into the void between planes, and suffers a number of d4s of force damage equal to your Intelligence modifier (minimum 1d4). |
| 3 | The target is subjected to rapidly accelerated time, and takes necrotic damage equal to twice the number of hit dice it has as it ages 2d10 years. Plants and animals in the target's space age at the same rate. |
| 4 | The target can suddenly hear the thoughts of all creatures within 100 feet of it, which it is subjected to constantly for the next minute. At the start of each of its turns, it takes psychic damage equal to the number of creatures within 100 feet greater than its Intelligence modifier. Creatures with a negative modifier are treated as thought it were 0. At the end of each of its turns, the target can make an Intelligence saving throw against your spell save DC, ending the effect on a success. |
| 5 | A sudden vacuum is created, and draws in everything within 10 feet. Creatures and objects within this radius are flung toward the center, and take 1d6 bludgeoning damage if they collide with each other there. Any air, water, fog, or other substances within the area are removed entirely, and creatures that are pulled towards the center must succeed a DC 15 Strength saving throw or be knocked prone as they are dragged inward. |
| 6 | The spell explodes, causing its caster to suffer a number of d6s of damage equal to its level, as the magical backlash slams into them. This damage has no type, and can't be reduced or prevented. |
| 7 | The spell's effects are replicated, targeting the nearest 3 creatures to the original target, as well as that creature. |
| 8 | The target phases partially out of reality for the next round and becomes intangible, appearing partially transparent and losing the ability to physically interact with any other objects or creatures. The target can interact with objects it's holding, wearing, or carrying normally, as they phase out along with it, though it can't move, as it can't interact with the ground to change its position. This effect lasts 1 round. |
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.
Zone of Warping
At 6th level, you better understand the nature of magical distortions, and can reproduce some of the effects on your own. As an action, you can choose a point you can see within 90 feet of you, and spend a spell slot of 5th level or lower. Choose a number of effects from the list equal to the level of the slot you spent. Those effects are present in a 20-foot radius around the point you chose for the next minute, or until you lose your concentration, as though you were concentrating on a spell. You can cause the area to return to normal at any time (no action required).
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Movement through the area costs 2 additional feet for every 1 foot traveled. If you have three or more effects active, this applies only to hostile creatures.
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Attack rolls made by creatures in the area are made with disadvantage. If you have two or more effects active, ranged attack rolls suffer an additional penalty equal to your Proficiency Bonus.
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Any creature that casts a spell in the area, other than spells that require attack rolls, must make a Wisdom saving throw against your spell save DC, or fail to cast that spell. If you have four or more effects active, spells can't be cast in the area unless they require an attack roll.
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Any creature that starts its turn in the area takes slashing damage equal to your Wizard level plus your Proficiency Bonus when it moves, as space around it becomes jagged and disjointed.
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Creatures in the area can't breathe.
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Creatures in the area must succeed a Dexterity saving throw against your spell save DC, or be forced to choose between their action or bonus action that turn, unable to take both, and be unable to take reactions until their next turn.
Twist Magic
You have learned how to control some of the effects of warped magic, and manipulate spells and other magical effects directly. Whenever a creature casts a spell of 1st level or higher within 120 feet of you, you can spend a spell slot of the same level as that spell or higher. If you do, you gain control of that spell, and can make new choices for it, including optional damage types, target choices, or the point from which an area of effect originates. If a creature uses a magical ability within this range, you can spend a spell slot of 2nd level or higher to gain control of that ability in the same way, manipulating the same characteristics or nullifying the ability entirely.
Additionally, as an action, you can steal the effect of one magic item that's been activated or is affecting a creature within 60 feet of you. If the item is active, you can control whether it remains active or is forced to deactivate immediately, as well as when or whether it reactivates next, as though you were attuned to it. If the item provides an effect to another creature, you benefit from that effect instead of the original creature it was affecting. This ability lasts for one minute.
You can use this feature to manipulate a spell, item, or ability a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you finish a long rest.
True Mutaturge
You have achieved near-complete mastery over the manipulation and distortion of magic, and can use your prowess to alter all magical effects nearby you for a short time. As an action or reaction, you can enter a state of muta-magical control until the end of your next turn. While in this state, if a spell attack roll is made that targets a creature within 30 feet of you, or a spell is cast that affects an area within that same radius, you can force the caster to make an Intelligence saving throw against your spell save DC. On a failure, you decide whether the spell has any effect, and if so, you may choose new targets or areas for the spell to affect, so long as they are also within 30 feet of you.
If this effect would end at the end of your turn, you can spend a spell slot of 1st level or higher to extend its duration for a number of rounds equal to half the level of the slot you spent, rounded up.
You can use this feature once, and must finish a long rest before you can use it again.







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