Base Class: Wizard
A Wizard subclass that focuses on amassing as many spells as possible, allowing them to become something similar to a walking spell archive.
Most Archivists dedicate their lives to learning and preserving all kinds of spells and other magics.
Archivists themselves are few and far between, as the road of an Archivist is one of unending thankless work.
Characters that choose this subclass may spend days at a time hidden away somewhere reading or decrypting all manner of texts.
Or are an adventuring type, that risks life and limb in tombs or abandoned archives, attempting to recover lost arcana,
They may be a mage hunter, tracking down and killing casters to decrypt their spellbook to add to their own.
Recovered Arcana
Starting at 2nd level, you may choose any spell that is equal or lower to your current highest spell slot and add it to your Spellbook.
This spell is always prepared, and counts as a wizard spell for you.
Over a long rest you may swap this spell for a different one, replacing the page.
In addition, over a long rest you may decipher another wizards Spellbook or other spell containing text, doing so reveals what spells are inside.
Note: The feature shows all spell levels, but spells chosen above your highest level does not function.
Unbound Archive
Starting at 2nd level, your Spellbook is written or rewritten, plainly in Common, and consists entirely of spell scrolls, ensuring that the arcana within can be used long after you are gone.
However as a result your Spellbook is vulnerable to theft, and anyone who obtains your Spellbook would be able to remove the pages and use them as spell scrolls.
Your Spellbook pages are only treated as spell scrolls after they are removed from your Spellbook.
The spell granted by Recovered Arcana does not turn into a Spell Scroll when removed.
Each spell takes a page, taking out that page turns it into a spell scroll but if there are no copies of the spell remaining it is removed from your Spellbook until added again.
Any scroll can be added to your Spellbook without cost by placing it inside, any spell added in this way is always prepared, and is a Wizard spell for you.
The time and cost it takes to craft a Spell Scroll is halved for you, and must use this cost instead of the normal cost when copying a spell into your Spellbook.
Use this feature to add your non-Wizard spells and scrolls to your Spellbook, spells that are added in this way are always prepared.
Rune Script
Starting at 6th level, you can inscribe spells into objects such as weapons or clothes.
As an action you can begin inscribing a spell that is in your Spellbook into an inanimate object or surface within your reach, completing it requires a number of hours equal to the spells level.
Once the Rune Script is completed, any creature with your permission that is holding or wearing the object can use the item to activate all of the spells within the Rune Circuit simultaneously, using your spellcasting modifier with themselves at the target, the spell still requires components if they are consumed and will fail otherwise.
To do so the item must be charged with weave, you can charge an object with your own spell slots as an action, the items maximum is equal to the total of all spell levels inscribed into the item.
An item must be at maximum weave capacity to be able to activate its inscribed spells, slots added above its maximum are wasted, and once charged it remains charged until the spells slots are consumed.
Example: An item has Haste, Longstrider, and Jump inscribed on it, their combined level is five, and would require spell slots that add up to at least five to activate.
When completing a Rune Script you can choose who is allowed to to use it, this can be changed over a short rest.
Rune Scripts are the individual scripts that make up a Rune Circuit, Rune Scripts take up one inch of surface area per spell level, and cannot take up the same area as another Script.
Inscribing multiple of the same Script has no additional effect, and only works if the object is unliving, and nonmagical, having a Rune Script does not make the object itself magical.
Rune Scripts are mostly written in common, allowing almost any creature to know what spells are inscribed upon it, but not its activation method.
High Scripts
Starting at 10th level, you learn a list of new more complex and useful inscriptions.
You know the following High Scripts, these take the time, space, and resources of a Rune Script at its specified spell level.
High Scripts do not contribute to the Weave capacity of a Rune Circuit unless it says otherwise.
- Multi Script. (Spell Level: 1)
Allows you to Inscribe the same script multiple times, largely useless without the another High Script. - Safety Script. (Spell Level: 1)
Allows you to prevent the unwanted activation of your spell scripts so long as you are within 30ft of the activation.
Doing so required no action on your part, and is passive. - Script Config. (Spell Level: 1)
Activating the item allows you to choose which spells to activate, and the spells activate if there is enough weave in the item for the chosen spells, even if the item is not at max capacity.
Allows for other Scripts to do the same. - Monitoring Script. (Spell Level: 1)
This script allows it to collect information passively as if you were in that location yourself, allowing other scripts that require external information to function. - Lock Movement Script. (Spell Level: 1)
When activated the item that the Rune Script is attached to will lock itself in place, completely ignoring gravity and other influences until deactivated.
The item can be moved against your will by a creature completing a Strength check equal to your spell save DC, and cannot hold more than five hundred pounds. - Advanced Activation Script. (Spell Level: 2)
Allows you create one additional methods of activating a Script, such as Verbally, Touch, or more.
All additional methods still require your Action to activate. - Weave Isolator. (Spell Level: 2)
Allows itself and other scripts in the Same Rune Circuit to work when inscribed upon Magical Items and willing creatures. - Magic scale. (Spell Level: 3)
Recharges one empty spell slot at dawn to the Rune Circuit this Script is part of. - Target Script. (Spell Level: 4)
When the Rune Circuit this script is part of is activated by an allowed creature they can choose the targets of all activated spells. - Script Protector. (Spell Level: 4)
Protect from one Dispel Magic or Counterspell. - Contingency Script. (Spell Level: 7)
You specify a specific circumstance, when that circumstance occurs it will automatically activate the Rune Circuit this Script is part of. - Capacity Script. (Spell Level: 1-9)
This scrip increases the Weave capacity of a Rune Circuit by an amount equal to the Spell Level.
The required Weave to activate the item remains the same. - Barrier Script. (Spell Level: 1-9)
When activated alone this rune script produces a see through barrier equal to the items spell levelx5 that protects the item it is inscribed to and nothing else.
When activated along with other Barrier Scripts the barriers hitpoints are combined into one, the barrier is projected between all of the other Barrier Scripts so long as they are no further.
When the Barriers hitpoints are depleted, the Rune Script must be charged before being used again.
Link Scripts
Starting at 14th level, you have access to potentially the strongest scripts, simple linking scripts.
- Link Script. (Spell Level: 5)
This Script allows two different Rune Circuits to function as part of the same Rune Script.
When creating this Script you must choose a name or code to assign to this script, placing another Link Script with the same name or code connects the two, so long as they are within 20ft of another and in the same plane.
This Script once charged, does not discharge when used. - Entangled Script. (Spell Level: 20)
This Script allows two different Rune Circuits to function as part of the same Rune Script.
When creating this Script you must choose a name or code to assign to this script, placing another Link Script with the same name or code connects the two,
This Script does not have any limitations on distance or plane, and once charged, does not discharge when used.
Arcane Attunement
When you reach 14th level, you have a profound understanding of how to use and make magic items:
- You can attune to up to four magic items at once.
- The time and cost it takes to craft a Spell Scroll is further reduced to one quarter.
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