Wizard
Base Class: Wizard

Master's of the ancient runes that are believed to be the true written  language of magic that is simply phonetically written in the other languages. They learn how take magic in it's pure form and transferring it to objects in the form of a powerful inscription.

Runes

At 2nd level, you can read magic runes as long as they are true, pure runes.

Rune Casting

Masters of the rune store spells in objects in the form of power runes. 

Starting at 2nd level, you gain the ability, after going through all the normal requirements of casting a spell, and using a number of rune slots equal to the level of the spell stored in the rune, may be placed in an object. That object now has one charge of the spell.

Unless some material is consumed in the casting of the spell, another charge can be added to the object by using a number of rune slots equal to the spell's casting level. Per pound of the object, 5 charges can be stored in the object. To increase the charge of a spell that uses a consumable, the consumable has to be used and consumed for each charge added.

Rune Casting

You gain the ability, after going through all the normal requirements of casting a spell, and using a number of rune slots equal to the level of the spell stored in the rune, may be placed in an object. That object now has one charge of the spell.

Unless some material is consumed in the casting of the spell, another charge can be added to the object by using a number of rune slots equal to the spell's casting level. Per pound of the object, 5 charges can be stored in the object. To increase the charge of a spell that uses a consumable, the consumable has to be used and consumed for each charge added.

Rune slots

Starting at 2nd level, you have a number rune slots according to your level. They are recovered after a long rest.

d10

Cantrip

1

acid splash

2

chill touch

3

fire bolt

4

light

5

poison spray

6

ray of frost

7

shocking grasp

8

sacred flame

9

thorn whip

10

Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.

d10

1st-Level Spell

1

burning hands

2

chromatic orb

3

color spray

4

faerie fire

5

false life

6

fog cloud

7

jump

8

magic missile

9

thunderwave

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

2nd-Level Spell

1

blur

2

darkness

3

enlarge/reduce

4

gust of wind

5

invisibility

6

levitate

7

Melf’s acid arrow

8

scorching ray

9

shatter

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

3rd-Level Spell

1

blink

2

fear

3

feign death

4

fireball

5

fly

6

gaseous form

7

lightning bolt

8

sleet storm

9

stinking cloud

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

4th-Level Spell

1

blight

2

confusion

3

Evard’s black tentacles

4

fire shield

5

greater invisibility

6

ice storm

7

phantasmal killer

8

stoneskin

9

wall of fire

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

5th-Level Spell

1

cloudkill

2

cone of cold

3

destructive wave

4

flame strike

5

hold monster

6

insect plague

7

mass cure wounds

8

wall of force

9

wall of stone

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

Rune Storage

At 6th level, you learn to add charges without using consumables.

Rune Brand

At 10th level, you have learned how to brand rune on living creatures as a ritual, making the chosen spell an inmate spell for the creature. You can only have one rune per creature, and can be cast once per constitution modifier (minimum of 1) by the creature. The spell level that is allowed is determined by the creatures level divided by 3 rounded down. So a level 16 creature can have a rune spell of level 5 or less.

Permanent Rune

At 14th level, you have learned how to make duration spells last infinitely. The effects are turned off or on by the weilder or wearer of the object placing their palm firmly over the rune (bonus action), and the effects always target tthe weilder or wearer and these objects are considered magical.

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