Base Class: Wizard
Throughout the history of magical study, runes and glyphs and other such symbols have been powerful tools in binding magical energy to the material plane. Students of this school are wizards which aspire to become like the great mages who authored renowned books and legendary scrolls, containing immense power. Wizards of this school understand that preparation is the key to victory.
Some scribes are simple bookworms with a quiet, studious nature, while others utilize their knowledge to overcome magical barriers (both literal and figurative) that stand in the way of their quest for discovery.
Ritual 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. Additionally, you can spend 1 minute crafting a spellcasting circle by physically marking the ground around you (using chalk, ink, paint, or any other material or by engraving the ground using Artisan's tools). The circle can be up to 10ft in diameter. While you are inside this circle, it acts as a spellcasting focus for you.
Inscription Magic
Starting at 2nd level, you can weave markings into the area around you. Using your action, on your turn, you can choose a point within 5 ft of you and inscribe it with power. When you place the symbol, you choose what effect you would like it to have. DC for saves for this ability are determined by your spellcasting DC.
- Glyph of Damage: When a creature enters the space containing the glyph, it must make a Dexterity saving throw. It takes 2d4 force damage on a failed save. The glyph disappears when triggered.
- Rune of Movement : When a creature enters the space containing the rune, it must make a Strength saving throw. On a failed save, the creature is propelled 15ft in the opposite direction of the rune. A creature can willing choose to fail this save. The rune disappears when triggered
- Sigil of Incumberment When a creature enters the space containing the sigil, it must make a Constitution saving throw. On a failed save the creature's speed becomes zero for the rest of the turn. The sigil disappears when it is triggered.
You are the only one that can see these markings. Spells such as Detect Magic , Alarm or Find Traps reveal their location to the casters. Spells such as Dispel Magic can be used to undo them. You can have a number of active markings equal to you spellcasting modifier.
Calligrapher's Hand
Starting at 6th level,the time required for casting a spell as ritual is halved.
Additionally, as part of your long rest, you can create a scroll containing a magic spell of 3rd level or lower. The cost to copy a spell onto a scroll is 50 gp per spell level. Here, the cost reflects the cost of materials including not only the fine ink like that which you use for your spellbook, but also the correct paper and type of container.
At level 14, the level of spell contained in the scroll can be up to 5th level, and the cost of copying it is reduced to 30 gp per spell level (reflecting your mastery of the art and ability to do more with less materials available to you).
Protective Runes
Starting at 10th level, you gain +2 AC while you are inside of your spellcasting circle. Anyone who crosses into your circle while you are inside it must make a Constitution saving throw against your spellcasting DC. On a failed save, they take 3d6 force damage and are forced outside of the circle. This condition applies also to any creature trying to destroy the markings of the circle by physical means. The effects of this feature can be undone by spells such as Dispel Magic.
Superior Arcane Circles
Starting at 14th level, you can cast Magic Circle and Teleportation Circle as rituals. If you do so, the spells gain the following benefits:
- Magic Circle: The runes can be hidden from sight and you can dictate them to be triggered remotely by one or more of the appropriate creatures. The spell's duration is 2 hours and is considered active from the moment the runes are placed.
- Teleportation Circle: A creature transported using your teleportation circle at one end has +5 to initiative when it reaches its end location. Additionally, casting this spell as a ritual everyday for 1 week creates a permanent teleportation circle.
After casting either of the above spells as a ritual, you cannot do so again until you complete a short or long rest.
Previous Versions
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