If ... Then
(Alteration, Wild Magic)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  One object
Saving Throw:  None

Upon casting this spell in conjunction with another type of spell, the wizard delays the effects of the second spell until certain conditions are met - named by the wizard. For example, the wizard could cast if ... then at a doorknob, then direct a fireball into if ... then, and then name conditions that the fireball will activate when someone touches the doorknob. The casting of the second spell must be started within 1 turn after finishing the casting of if ... then.
If ... then spell must be cast upon a non-living object. If ... then actually absorbs the second spell's effects and holds it until the conditions are met. This hold can be for thousands of years. The conditions that activate the spell must be easily recognized and simple. The DM can decide whether the conditions are appropriate. For example, a wizard could not have the condition, "If a good creature comes into the room...", but could have the condition, "If an orc enters the room...".
Only one if ... then spell can exist at a time in a 5-foot radius. If two if ... then spells come within this range of each other, both spells are dispelled. Thus, a wizard could not have a collection of darts in his pack that all have an if ... then and an ice storm cast upon them. The spell used with if ... then cannot be a spell that must be aimed at an opponent. These spells include magic missile, Melf's acid arrow, etc. However, a sleep or cloudkill can be used, and the object it was cast upon will be the centre of the effects.

