Wizard
Base Class: Wizard

Wizards in the School of Catalytics are masters of interworking spells between each other, mixing and matching their latent energies, and making use of the residual result. Though not particularly adept at any type of magic in particular, they make their own versions of most spells by casting them synchronously, a feat most other wizards can only dream of. This is technically a way to tamper with the natural rules of magic and can bring about disastrous results, but one cannot deny the power of a Fireball interspersed with thunder and lightning.

Catalytic Student

The time it takes to copy a spell into your spellbook is halved. Additionally, due to the foreign nature of your catalytic functions, only wizards that have studied under the school of catalytics can understand your spellbook.

Conservation of Energy

Starting at 2nd level, whe you cast a spell with a casting time of 1 action or less, you may instead put the spell in stasis. Spells in stasis are suspended and conserved between rounds. The number of spells you can have in stasis at any given time is equal to your Intelligence modifier. Putting a spell in stasis while you already have the maximum number of spells in stasis dispels the oldest spell in stasis. 

As a bonus action, you may release any spell that you have in stasis. It behaves as if you cast it with your action this turn. You may use your action as normal.

Violent Reaction

At 6th level, you learn to create a reaction between the spells you have stored and the ones you just cast.

If you use a bonus action to release a spell from stasis after you used your action to cast a spell this turn, the released spell uses the same spell slot as the spell you cast with an action, if applicable. Otherwise, cast the released spell as if it were one spell slot higher.

You may use this feature a number of times equal to your Intelligence modifier before taking a long rest.

Catalytic Converter

At 10th level, you can harness the latent energy of magic and use it to your advantage. Once per turn, you may use a bonus action to dispel all non-cantrip spells you currently have in stasis (at least 3) and gain another action this turn. You may use this action to cast spells regardless of if you've already cast a non-cantrip spell this turn.

Flashpoint

At 14th level, you learn to truly fuse different spells and trigger them on a whim. You can cast the Contingency without expending a spell slot, using spells you have in stasis as the contingent spell (maximum of 3 different spells). Contingency can now also target other creatures, not just yourself, but any damage dealt is halved. You may cast another Contingency spell apart from the one granted from this feature and both may be in effect at the same time, as long as it is cast in a manner different from the one granted by this feature.

You may do this once before taking a long rest.

Previous Versions

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7/4/2021 4:52:54 AM
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