Spell permutation Magic isn't a static thing, it can be easily manipulated with just a bit of practice to better fit the casters needs. When a caster wants something more specific they can experiment with their magic to direct it in the preferred direction creating a permutation of a spell they already know. However there is a reason common spells are so popular, they are usually the best overall method of expending magic and permutations tend to be inferior outside the circumstances they are created for. permuting leveled spells Any time you would normally learn a leveled spell you can instead choose to learn three permutations of spells you already know. For purposes of spell preparation and memorizing permutations count as a third of a spell, this means a first level sorcerer could learn either two spells or one spell and three permutations and a first level wizard capable of preparing four spells would be able to have access to up to nine permutations (if they could find a spell with that many). You must know and have prepared the bace spell to cast any of its permutations. Permuting Cantrips Due to constant use most casters will have found prefered ways to use cantrips without even really noticing. They gain a number of bonus permuted cantrips equal to half their total cantrips rounded up, these permutations must be of cantrips they know. Any time you would normally learn a cantrip you can instead choose to learn three permutations of cantrips you already know.

, Xshot40's Permutations acid splash Acid Dart Casting Time: 1 action Range: 120 feet Components: V,S Duration: Instantanious You spray a stream of acid at a creature you can see, or at two creatures within 5 feet of each other, and force them to pass a Dexterity save or take 1d4 acid damage. Burning hands Burning Wave Casting Time: 1 action Range: 15 foot radious centered on the caster Components: V,S Duration: Instantanious Each creature in a 15-foot radius must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Burning Grip Casting Time: 1 action Range: touch Components: V,S Duration: Instantanious Make a melee spell attack against a creature you can reach. On hit the target takes 4d6 fire damage. Cure Wounds Repair Wounds Casting Time: 10 Minutes Range: touch Components: V,S Duration: Instantanious The target heals 8 plus your spell casting ability modifier. This spell has now effect on constructs or undead. Fire Ball Blast Casting Time: 1 action Range: 150 feet Components: V,S,M (a tiny ball of bat guano and sulfur) Duration: Instantanious A ball of force flies a point within range 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d6 magic bludgeoning damage on a failed save, or half as much damage on a successful one. This spell deals double damage to objects. Fire bolt Fire Blast Casting Time: 1 action Range: 10 feet Components: V,S Duration: Instantanious Target creature makes a Dexterity saving throw. On a failed save, the target takes 1d12 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. friends Deceive Casting Time: 1 action Range: self Components: V,S Duration: 1 minute For the duration, you have advantage on all Deception checks and can add your proficiency bonus to your roll if not already proficient directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood changes appropriately. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it Startle Casting Time: 1 action Range: self Components: V,S Duration: 1 minute For the duration, you have advantage on all Intimidation checks and can add your proficiency bonus to your roll if not already proficient directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood changes appropriately. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. Entertain Casting Time: 1 action Range: self Components: V,S Duration: 1 minute For the duration, you have advantage on all Performance checks and can add your proficiency bonus to your roll if not already proficient directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood changes appropriately. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.