“Lock boxes are peculiar. Their purpose is to lock away valuables, keep them from escaping. But what makes them fun is allowing valuables to be forgotten, then found again in times of need. They allow a mystery to be found by happenstance.
But when you lock away secrets, with intricate locks, impenetrable walls, alternating codes, numerous keys, and even traps, all one wants to do is them break them open.
They make ME want to break them open. It’s in my nature. Seeking out secrets and mysteries are in my nature.”
-Luck
Split Matter
4th-level Transmutation
Casting Time: 1 Action
Range/Area: Touch/5 ft. cube
Components: V, S, M*
Duration: 1 minute (Concentration)
Classes: Wizard
*A pair of blunt scissors or blunt cutting tools.
Split a non-magical object or material no larger than a 5 ft cube into two pieces with a touch. The object remains undamaged and maintains its structure. You choose the ratio of the split.
Multiple Objects. You can split multiple objects at once, as long as they fit a 5 ft cube. However, if they exceed the 5 ft cube, the objects will not split.
One Piece. The object or material can be no larger than a 5 ft cube and not attached or part of a larger object. For example, the object can’t be a door attached to a building, but it can be a door already separated from a building.
Floating. When an object splits in two, both pieces become weightless and float in the air, but an external force can push them in any cardinal direction.
If the object contains contents, they don’t split but will float in the air alongside the two pieces and return to the inside upon reforming.
Reassemble. After the spell ends, the two pieces will automatically find each other and merge back into one object with their contents. The object will then safely land on the ground.
Disfigure. The pieces reassemble themselves into one object normally, unless one half has been altered, in which case the object will be heavily disfigured upon being put back together.
Collateral Damage. Creatures caught between merging pieces must succeed a Dexterity saving throw. Failure results in 8d6 force damage and destruction of both pieces. Success results in half damage.
At Higher Levels. For every spell slot used above 4th level to cast this spell, increase the area of the spell by an additional 5 ft cube.
Altering An Object’s True Reality
The split matter spell is one of many spells that forces matter to change its existence, alter its reality. It’s a form of magic that Luck has been developing, which for now is called “algorithmic spellcasting or reality hacking.”
This method of spellcasting alters something’s “true reality” by giving it new rules to exist at certain states, which consist of a beginning, middle, and end. Each state creates a new rule for something to follow until the spell ends. It’s replacing its true reality with a false one.
Split matter forces an object to split, float, then reattach as its beginning, middle, and end, respectively. The object follows these commands or functions procedurally without obstruction.
The object’s true reality was existing as one piece and its false reality was existing as two.
However, because it involves “cheating or hacking” something’s reality, it can create dangerous results. It usually happens in the end state because it involves destroying the false reality as quickly as possible.
For example, if a creature were to be caught between the two pieces of an object trying to reform itself from this spell, it would be subjected to a tremendous, unstable force. The process of one reality trying to destroy another.
Also, if the object was altered in any way after splitting, it would become disfigured when reformed. It’s the true reality doing everything it can to “fix” itself. It’s a volatile process.
The split matter spell is a sneak peak into the idea of algorithmic spellcasting. I hope it sounds groovy and weird, because that’s the point. I like spells that don’t just involve creating crazy amounts of damage. Instead, I prefer the more conceptual ones with more utility and story building capabilities.