(1) You get to choose two new spells at level up, in addition to those you find elsewhere. Assuming your DM hasn't restricted sourcebooks.
(2) This is where catnap is required. It shortens a short rest to ten minutes (at the cost of an L3 slot). This allows you to create new motes before the previous ones have expired.
(3) the motes are being triggered by familiars, who can become the concentration holder. How do you get that many familiars? Well, you give your familiar motes with Find Familiar and have them crush them.
Furthermore, each familiar can then dismiss their familiar to their pocket dimension for unbreakable concentration.
That is a pretty huge assumption. However I somehow did forget you just get to choose levels at level up. I don't fuckin know how.
This is super pedantic but considering everything relies on specifics, you just killed your train by saying "by crushing the mote". If the mote is destroyed then the spell disappears and you do not regain spell slot. A creature has to use its action to cast the spell for it to do so.
That being said, all of this relies pretty heavily on you taking this rest within an hours travel from the BBEG. The motes themselves only last an hour. So you can have a ton of familiars up but the beads that they have to activate? Those have a timer. The vast majority of situations will simply not allow you to be that close to the BBEG and have enough time that he doesn't notice people chilling and preparing to explode his life.
It would still not be instant casting. Each familiar, in combat, rolls its own individual initiative and gains its own turn. So you would swarm the initiative with different familiars with spells, sure, but the likelihood of instant casting is essentially 0%. Not entirely, but the odds are so insanely low that they would all go at the same time at the start of initiative.
It requires an action to dismiss a familiar so you cannot cast the spell and then dismiss them for unbreakable concentration.
I mean it works in theory, kinda, but it would never work in practice.
I agree. It's very situational, requires huge investment in prep, an extra five slots (for catnap), familiars all ready to go, probably a surprise round to get all the spells off together, and a bunch of other insane ideal circumstances. A smart enemy wouldn't be caught flat-footed like that either.
The less broken things are just to give your other party members their own familiar, give other party members a single wizard self buff (like Shadow Blade), or combat cast something like Leomunds Tiny Hut. All of which requires downtime or precombat prep.
Wizards are broken in general. This one is just more broken than others.
But again, only broken if your DM doesn't have a spine. It relies entirely on getting everything you need and hitting green lights at every intersection. That's just not... realistic.
Only dealing with the L10 scenario.
(1) You get to choose two new spells at level up, in addition to those you find elsewhere. Assuming your DM hasn't restricted sourcebooks.
(2) This is where catnap is required. It shortens a short rest to ten minutes (at the cost of an L3 slot). This allows you to create new motes before the previous ones have expired.
(3) the motes are being triggered by familiars, who can become the concentration holder. How do you get that many familiars? Well, you give your familiar motes with Find Familiar and have them crush them.
Furthermore, each familiar can then dismiss their familiar to their pocket dimension for unbreakable concentration.
Everything works, rules as written. Broken? Yes.
That is a pretty huge assumption. However I somehow did forget you just get to choose levels at level up. I don't fuckin know how.
This is super pedantic but considering everything relies on specifics, you just killed your train by saying "by crushing the mote". If the mote is destroyed then the spell disappears and you do not regain spell slot. A creature has to use its action to cast the spell for it to do so.
That being said, all of this relies pretty heavily on you taking this rest within an hours travel from the BBEG. The motes themselves only last an hour. So you can have a ton of familiars up but the beads that they have to activate? Those have a timer. The vast majority of situations will simply not allow you to be that close to the BBEG and have enough time that he doesn't notice people chilling and preparing to explode his life.
It would still not be instant casting. Each familiar, in combat, rolls its own individual initiative and gains its own turn. So you would swarm the initiative with different familiars with spells, sure, but the likelihood of instant casting is essentially 0%. Not entirely, but the odds are so insanely low that they would all go at the same time at the start of initiative.
It requires an action to dismiss a familiar so you cannot cast the spell and then dismiss them for unbreakable concentration.
I mean it works in theory, kinda, but it would never work in practice.
I agree. It's very situational, requires huge investment in prep, an extra five slots (for catnap), familiars all ready to go, probably a surprise round to get all the spells off together, and a bunch of other insane ideal circumstances. A smart enemy wouldn't be caught flat-footed like that either.
The less broken things are just to give your other party members their own familiar, give other party members a single wizard self buff (like Shadow Blade), or combat cast something like Leomunds Tiny Hut. All of which requires downtime or precombat prep.
Wizards are broken in general. This one is just more broken than others.
But again, only broken if your DM doesn't have a spine. It relies entirely on getting everything you need and hitting green lights at every intersection. That's just not... realistic.