Base Class: Wizard
The school of runic magic focuses on one of the most elementary parts of wizardry: preparing long, elaborate rituals and engraving them into patterns that can be accessed quickly and easily in the heat of battle. Runic wizards spend more time than other preparing, but are able to release chains of effects that would take far more time or energy from other wizards, by storing their efforts in runes carved on stone tablets, shields, or even handy pieces of paper. A wizard trained in the School of Runes might not have the offensive capabilities of a wizard trained in the School of Evocation, but their runes can keep running well after any other wizard would have exhausted themselves for the day.
Ritual Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a ritual spell into your spellbook is halved.
Revelation of Runes
Starting at 2nd level, you learn to cast ritual spells into runes, which can be sent forth in an instant. You can cast a spell as a ritual, but instead of the spell immediately taking effect, it may be invested into a rune for later use. You cast rituals into runes by tracing a rune onto a three-inch square of material, which may include a piece of parchment, a page of your spellbook, a shield, or other flat surface. These runes last until you finish a long rest, at which point their power fades away due to inactivity. A successful use Dispel Magic on one of your runes (treating it as though it was a spell of the highest level you cast into it), removes the any rituals from that rune, rendering it inert. A rune is immune to any magical effects it produces, and you always know where rune is to within five feet.
When a ritual spell is made into a rune, it will surge forth instantly when you call upon it. As an action, you may look at a rune and invoke it, casting the spell as part of that action.You can create a number of runes equal to your Intelligence modifier (a minimum of one). You regain any expended uses of this feature when you finish a long rest.
In addition, at 3rd level, you add the silence spell to your spellbook, if it is not there already.
Writer of Runes
Starting at 6th level, you have learned how to make extended spells into more ritualistic ceremonies. Whenever you cast a non-ritual spell with a casting time of a minute or more, you may extend the casting of the spell to 10 minutes to cast it as a ritual for your Revelation of Runes feature. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you finish a long rest.
The spell slots can have a combined level that is equal to or less than your wizard level (rounded up), and none of the slots can be 6th level or higher.
In addition, when you cast spells that affect a particular location (such as alarm, or glyph of warding) as runes, they may instead be centered on the rune itself, regardless of its location or movement.
Runic Replenishment
Starting at 10th level, you have become so familiar with your runes and rituals that you can draw multiple interconnected runes of diminishing power. Whenever you use your action to cast a spell from a rune, you can use a bonus action to recharge that rune, infusing it with a different ritual spell cast into one of your other runes. The spell that rune is recharged with must be of a level lower than the spell you cast and can’t be higher than 5th level.
Reabsorbing Runes
Beginning 14th level, you can store magical energy within your rune to re-empower them. Whenever you successfully end a spell with dispel magic or counterspell, as a reaction you may recharge a rune with a ritual of a spell level equal to or less than the level of the spell you just prevented or ended. In addition, you add both of these spells to your spellbook, if you do not already know them.
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