Mix Magic (5e Feat)
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Mix Magic
Prerequisites: Ability to cast spells
As you gain knowledge of the spell's quirks, you learn to meld your spells into one, as described below:
- Only two spells can be fused at a time
- Spells must be at most 3rd level.
- If the merged spells are damage spells, the die of the highest one remains and the type of spell will be the player's choice between one of the two.
- If the fused spells are not damage spells, effects of both remain active
- If a spell is damage and the other is not, the effect is activated at the caster's choice and at the desired order, but the smaller area of effect remains.
When performing a fusion it is necessary to spend space of magic by the two merged. An equal number of spells can be fused to its spellcasting modifier (minimum 1) and recovers uses after a long rest.
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