Wizard
Base Class: Wizard

You have studied the art of runesmithing, granting you the ability to create spell runes by enchanting them with magic for later use.

Runic Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved. In addition, you gain proficiency with one artisan’s tools of your choice.

Create Spell Rune

Starting at 2nd level, you can impart your magical energy into spell runes for later use. Spell runes are small objects, usually made of stone, wood, bone, or similar materials. Each spell rune must fit in the palm of your hand, cannot be magical in nature, and must have at least one square inch of flat, free space.

You can spend ten minutes casting a wizard spell into a spell rune. The highest level of spell you can impart into a spell rune is equal to your proficiency bonus minus 1. This casting requires the normal expenditure of material components, and the spell you cast must have a casting time of one action or bonus action. Doing so binds that spell to the spell rune. You can have a number of spell runes active at once equal to your Intelligence modifier.

As an action, you can present the spell rune and cast the spell bound to it, even if you don’t have that spell prepared, and the spell only requires somatic components. When you do so, you can choose to cast that spell without expending a spell slot. If you do so, you cast the spell at its lowest level. When you cast a spell through a rune without expending a spell slot, or when you cast a spell that consumes its material components, that rune crumbles to dust.

Other creatures can also use your spell runes. Whenever a creature other than you attempts to cast a spell bound to one of your spell runes, it must succeed on an Intelligence (Arcana) check against a DC equal to 10 + the spell’s level. Success or fail, a spell rune immediately crumbles to dust if it is used to cast a spell by any creature other than you.

Protective Runes

When you reach 6th level, your runes emit a faint abjuring aura. While you have at least three active spell runes on your person, you can add your Intelligence modifier to your AC.

Static Runes

At 6th level, you learn the Glyph of Warding spell. When you reach 14th level, you learn the Symbol spell. Once you gain these spells, you always have them prepared, and they don’t count against the number of spells you can prepare each day.

Runic Field

When you reach 10th level, the protective aura your runes emit grows stronger, becoming a field. While you have at least five active spell runes on your person, you and each creature of your choice within 10 feet of you has resistance to force damage.

Masterful Inscription

By 14th level, you have perfected your runic inscriptions. When you use a spell rune to cast a spell without using a spell slot, you can maintain the spell rune instead of letting it crumble to dust. Once you have used this feature, you can’t use it again until you finish a short or long rest.

In addition, whenever a friendly creature of your choice attempts to cast a spell bound to one of your spell runes, it no longer needs to make an Intelligence (Arcana) check.

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