Base Class: Wizard
You have dedicated yourself to learn how to make existing spells more versatile on the battlefield, breaking the rules of spellcasting. The issue with creating new spells, is that it is expensive and time consuming. Doubly so as time equals money to the Wizard. Therefore altering spells and combining them is the perfect solution to this problem.
Alteration
Separation
Single target spells that have a dice value of 2 or more is wholly divided amongst all adjacent targets. For example, if your spell deals 2d6 damage, you can deal 1d6 damage to the target and any adjacent creature to their position. The targets have Advantage against saving throws the spell may have.
Any number than can not be divided evenly will be dealt to the initial target. For example, if you had a spell deal 3d6 damage but only two targets, your initial target would take 2d6 and the adjacent creature would take 1d6. Separating a spell this way would also damage any adjacent allies to the target. Hostile targets are prioritized.
Separation also works on buff and healing abilities. For example, if the spell granted +5 AC, you could split the bonus amongst adjacent targets. This effect is extended to enemies as well. Friendly targets are prioritized.
Consolidation
Multiple target spells can be consolidated onto 1 target for double the original effect. The target has disadvantage against saving throws the spell may have.
Suspension
As an Action, damaging spells you cast can be suspended in place for up to a minute. As a reaction, you can cast that spell towards any target in its effective range during this time.
Suspension requires Concentration.
Coalescence
Beginning at 6th level, you can add 1 unique or damaging effect from any of your known spells to a cantrip. You must decide which spells you want to coalesce when you prepare spells after a long rest.
You can coalesce:
- 1 Cantrip at 6th
- 2 Cantrips at 10th
- 3 Cantrips at 14th.
Redirect
Beginning at 10th level, as a reaction, if you or an ally miss a damaging spell you can redirect it towards another creature and re-roll the attack.
Conversely, if a creature were to hit an ally with a damage spell, you can redirect their spell to another ally and re-roll the attack.
Spell Creation
Beginning at 14th level, you can create spells at will combining any Damage and effect of two or more different prepared spells. The spell slots used to create a new spell cannot exceed the highest spell slot known.
For example, if you know 6th level spells, you can combine six 1st level spells or two 3rd level spells.
Cantrips count as 1st level spells for this feature. Any Coalescence effect carried over adds an additional spell level.
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