Base Class: Wizard
Glyphographers focus their studies into more practical methods of performing magic. The techniques they practice are unimpressive but advantageous to a working-class wizard, both efficient and sustainable. Few choose this path to follow, but those who do often find themselves among the common folk rather than a royal court. Some glyphographers find work on large construction projects, able to sustain their magical contributions throughout the day. Others sell spells to the nonmagical for a pretty penny.
Glyph Savant
Beginning at 2nd level, the gold and time you must spend to connect symbols to magic are reduced by half.
Imbue Magic
Beginning at 2nd level, you can divert magical strain into inanimate objects during combat. During combat, you can use an action to touch an object and imbue it with the magic of a spell equal to half your wizard level (rounded down). This imbued object can then be consumed to 'cast' that spell another turn without using a spell slot. Consumed objects disintegrate and cannot be restored magically. Objects maintain their magical potential for 6 hours or until used. This time extends to 24 hours at 4th level, 1 week at 7th level, and indefinitely at 11th level. Other characters can use your imbued spells if they can use magic, although they do not have proficiency on the cast.
Magic Scribing
At 6th level, you have become familiar enough with glyph magic that you can inscribe magic directly onto objects in a permanent fashion. You can spend an hour to inscribe magic which allows you to place a magical template onto an item in your possession (ring, weapon, clothing) which alleviates the stress of casting one spell that you know. Any spell casted while equipped with an inscribed item inscribed with that spell becomes one spell slot cheaper. For example, while wearing a ring inscribed with fireball, you can cast fireball at 3rd level using only a 2nd level spell slot. Inscribed objects can already be magical. An inscribed object must be (the spell's level) x 100gp + 50gp in value for the ritual to succeed. For this purpose, cantrips have a spell level of 0. Only one spell can be inscribed on an item, but glyphs can be erased, changed, or moved with another cast of inscribe magic.
Absorption Magic
Deeper research into glyph magic has revealed to you further implementation of inscribed magic. At 10th level, you unlock the ability to inscribe glyphs of absorption onto items. No other glyphs can be present on this item, and this glyph can only e present on one item at a time. Once per long rest, you can choose to activate these glyphs if you have the item equipped. Activated glyphs will attempt to absorb and store the next magical spell made against you, and will stay active for 1 hour or until you are targeted by a spell attack. To absorb magic, you must be a specified target of the spell. For example, you would not be able to absorb fireball but you would be able to absorb firebolt. Roll a D20 plus your spellcasting modifier against a DC of 10 + the Spell's level. On a success, the spell is absorbed and stored in the item for up to 24 hours. On a fail, the feature is spent and the attack follows through as normal. A stored spell can be cast once at the level it was absorbed without consuming spell slots. Optionally, you can spend 1 hour transcribing the magic stored in the item to add the spell to your spellbook.
Transferrable Glyph of Warding
Starting at 14th level, you master the transference of glyphs. As an action, you can transfer glyphs made by glyph of warding to different surfaces. The glyph must be of the same type and level as the original glyph of warding when the spell was cast. You can do this a number of times per day equal to your proficiency modifier.
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