Base Class: Wizard
Geomancers unlock the mathematical perfection if spells. Usually spells take a verbal, somatic, or material component. Geomancer spells must have somatic components as you draw glowing glyphs to cast spells. If a spell doesn't have a somatic component replace a verbal or material component for it.
Glyph Savant
The gold and time adding spells into your spell book is unchanged, but all spells only take a single page in your spell book, in glyph form. Arcana (Mathematics) to read.
Gain the Arcana Subskill (Mathematics)
Arcana (Mathematics)
You are quickly able to draw accurate glyphs, angles, tangents, arcs, and lines of your spells to real life conditions.
Sculpted Spells
Beginning at 2nd level, you can cast an area spell or a line/ray spell you may alter the areas dimensions as long as they are less than the original, and a regular geometric shape; lines or rays may be arced as long as the length of the arc doesn't go past the spell's range.
You must be able to see the entire area your spell will be in to sculpt it.
(And you must have done the math ahead of time or be able to do higher math on the fly, this cannot allowed to slow gameplay.)
Glyph Cantrip
Starting at 6th level, your cantrips geometry is second nature, and requires an Intelligence Save in place of the normal Save if you want to change it.
Branding Glyph
Beginning at 10th level, you can add your Intelligence modifier to the duration of any spell you cast. As a glowing glyph brands the target, until the end of the duration. Illumination is that of a candle.
Non-Euclidean Geometry
Starting at 14th level, when you cast a wizard spell of 1st through 5th level, you warp the geometry of the spell using higher dimensions and imaginary calculus. You may target an additional target within 30ft, even if they aren't a valid target.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the psychic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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