Wizard
Base Class: Wizard

You are trained in the largely forgotten magical technique of Scar-Casting. Traditional Scar-Casting involves the ritualistic scarring of yourself, but the more modern incarnation use less painful body modifications like tattoos. Your spells are stored on your flesh as opposed to to an easily lost or destroyed spellbook.

But these body markings are more than just spell formulas. They are also eldritch conduits that use the power of your spells to empower yourself even further. 

Marked Body and Soul

2nd-level School of Scar-Casting feature

Your spells are inscribed on your body, either through scarification or tattoos. The cost and time it takes to copy new spells onto yourself is the same as copying new spells to a spellbook. These body markings act as a spellcasting focus for your wizard spells.

The spells inscribed on yourself are carved on your very soul; destroying your flesh isn't enough to remove them. If your markings are damaged, they heal back into their spell markings. So long as you're not missing any appendages and have more than half your hit points, you can prepare your spells as if you you were using a spellbook.

Scar-Casting

2nd-level School of Scar-Casting feature

When you cast a wizard spell using a spell slot, a part of that magic charges your body markings. This charge lasts for a number of rounds equal to the level of the spell slot used. While your body markings are charged, you gain the following benefits:

  • You gain temporary hit points equal to 3 times your Intelligence modifier
  • You gain +2 to your your armor class
  • You gain proficiency in constitution saving throws
  • You add your Intelligence modifier to one damage roll on spells you cast

Siphon Resistance

6th-level School of Scar-Casting feature

You can siphon power from your spells to protect yourself from similar attacks. When you cast a wizard spell using a spell slot that deals damage, you can use your reaction to gain resistance to that spell's damage type for 1 minute.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after finishing a long rest.

Spell-Substaining Charge

10th-level School of Scar-Casting feature

While your body markings are charged, you can use them to maintain concentration for a spell. While using your markings in this way, you can concentrate on another spell yourself. You can have your concentration on spells broken as normal.

Spell Capture

14th-level School of Scar-Casting feature

You can capture the eldritch power from your enemies' spells, and then use it against them. When you are targeted by a hostile spell, you can use a reaction to gain the following benefits:

  • You gain advantage on the hostile spell's saving throw
  • You gain a number of rounds of your Scar-Casting feature equal to the hostile spell's level

In addition, until the end of your next turn, you can use an action to cast the hostile spell you were targeted with using your spell attack, spell DC, and spell slots.

Once you use this feature, you can't do so again until you finish a long rest.

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