Wizard
Base Class: Wizard

The tradition of Arcane Geometry is a scholarly venture into the very heart of spellcraft. The multiverse overflows with sacred runes, eldritch sigils, and unimaginable volumes of magical writing and iconography that for millennia have formed the basis for the practice of wizardry--Geometers seek the hidden patterns and essential forms underlying the power of such symbols: a spatial, diagrammatic foundation for the invocation of spells and perhaps all magic in the multiverse. Their intensive study of 'drawn' magic affords Geometers unique alternatives to traditional casting and spell preparation techniques as well as a particular talent for the crafting of spell glyphs, potent magical traps that unleash stored spells or elemental energies when triggered.

Consummate archivists and archaeologists, Geometers can be found wherever the promise of ancient magic and hidden knowledge beckon them. Kings and nobles may seek out Geometers to safeguard homes, laboratories, and treasuries, offering access to such sites and materials in exchange for their expertise.

Sigilsight

Beginning when you select this tradition at 2nd level, your rigorous study of arcane symbols aids you in identifying magical hazards. You have advantage on Intelligence (Investigation) checks to locate magical traps and hidden spell effects like Snare or Glyph of Warding, and on Intelligence (Arcana) checks to identify and disarm them. 

Draft Arcana

Starting at 2nd Level, your grasp of glyphic spellcraft allows you to augment your spellcasting with specialized sigils and diagrams. You gain proficiency in cartographer's tools and may use cartographer's tools as a spellcasting focus for your wizard spells. While you have cartographer's tools in hand, you may substitute any verbal ("V") components required by your wizard spells for material ("M") components, hastily sketching or conjuring a symbolic map of the spell's properties rather than reciting incantations aloud.

Efficient Warding

At 6th level, you add the Glyph of Warding spell to your spellbook if it is not there already. When casting Glyph of Warding using cartographer's tools as a spellcasting focus, the spell has a casting time of 10 minutes, and you may also choose to ignore its listed material components (it still has the "M" component). If you do, reduce its duration to 24 hours.

Siphon Spellglyph

Beginning at 10th level, when you successfully disarm a trap capable of casting one or more spells, you may regain an expended spell slot. The slot you regain must be of a level lower than the highest level spell cast by the trap and can't be higher than 5th level.

In addition, you may carefully dismantle a persistent spell effect that targets an area you can access, such as a Glyph of Warding or a Magic Circle (But not one from which you are excluded), by spending 10 minutes per level of the spell decoding the underlying magical 'footprint' that anchors it in space. The spell effect is subject to the effects of a targeted Dispel Magic using Intelligence as your spellcasting ability, made with disadvantage if the spell effect is not associated with a wizard spell. If the effect is dispelled, you may regain an expended spell slot as if you had disabled a trap containing the spell.

Perfect Geometry

Starting at 14th level, the Explosive Runes and Spell Glyph forms of your Glyph of Warding spell gain the following benefits:

Explosive Runes. When you cast this spell without providing its listed material components using your Efficient Warding feature, you may cast it as an action targeting an unattended object or surface within 30 feet. If you do, reduce its duration to 1 minute.

Spell Glyph. You may store a prepared spell within your Spell Glyph without expending an additional spell slot.

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