Base Class: Wizard
Cartography is the study and practice of making maps. Combining both magic and technique, cartography builds on the premise that reality can be modeled in ways that communicate both arcane and spatial information effectively. As a cartographer, your task is to record your travels in map form, fleshing out the physical, elemental, and planar structures that conform the places of the multiverse that you pass through.
Knowledge of this far away lands and yet-to-be-discovered planes, often proves more useful than it would initially appear to be in the realm of the arcane. The Weave is more easily manipulated the better it is understood by the caster, and thus reality can be bent in advantageous ways by a skilled enough Cartographer, at times even more so than other conjuration, divination or transmutation oriented wizards.
Cartographer's Atlas
Instead of a Spellbook, a Cartographer uses a bundle of scrolls or reference charts compiled in a personalized collection unique to every Cartographer, in which every place they have been to is registered and mapped out: their own personal Atlas.
Be it partially or completely, the places recorded in a Cartographer's Atlas may be well explored or left for further study, but one thing is certain: each Cartographer has its own way of keeping track of the places they study. They may be disorganized, and keep all their documents on a handy haversack full of wrinkled parchments; or they may have a neat book collection with them at all times that they can search through as an encyclopedia of sorts. In short, a Cartographer's Atlas is as important as, if not more than, the regular Spellbook of the Wizard, and serves a similar purpouse.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration or Divination spell into your Atlas is halved. You also gain proficiency with Cartographer's Tools, and can use them as a Spellcasting Focus for your spells.
Minor Translocation
Starting at 2nd level when you select this school, you can choose as an Action to apply a Minor Translocation to an area that has been affected by one of your spells in the last minute, making it resemble a location, plane or terrain you have previously studied or seen. A succesful Intelligence (Investigation) check against your Spell Save DC will reveal its illusionary nature to others.
If more than one of your casted spells in the last minute have had area effects, you can choose either affected area, but you can only apply one Translocation at a given time. Translocating another area while the previous one is still active will dispel it and replace it with the new one instead. Otherwise, the Translocation remains there until you choose to dispel it or use the feature again.
The translocation can be as specific as resembling a portion of a certain room in a tavern on the Prime Material Plane, or as vague as a random place on the Astral Sea. However, the translocation does not provide new information about the location that it portrays. The illusion merely resembles the already existing content on the Cartographer's mind in regards to the chosen location, plane or terrain.
Mark the Way
Starting at 6th level, you can designate your position in the plane of existence you are in as a Waypoint. Your physical way of marking your current position can be as elaborate as crafting an arcane waystone with expensive material components, or as discrete as making a wooden signpost and writing on it with magical ink. Whatever the form it may take, your Waypoint is recorded on your Atlas permanently, and you can always access it from the same plane of existence it is set in unless its physical support is destroyed.
To make a new Waypoint, you must expend an amount of gold equal to your Wizard level x 20, and spend at least 1 hour crafting and activating it. If you already have three or more active Waypoints in your current plane of existence, the cost of a new one becomes equal to your Wizard level x 100 instead.
You can travel between any Waypoints on the same plane by using an active Waypoint, but you can only do so once per Long Rest.
At level 17th, your Waypoints no longer need to be on the same plane of existence for you to travel between them.
Arcane Shortcuts
Beginning at 10th level, you can add the Passwall and Dimension Door spells to your Atlas. These do not count against the number of spells you can have prepared, as you now have them prepared at all times.
Additionally, each spell slot level above their corresponding spell level now extends their range when casted at higher levels. Casting Dimension Door with a spell slot of 5th level would extend its range by 500ft more, thus making a 9th level cast of Dimension Door have a maximum travel distance of 3000 feet (about 0.6 miles). Casting Passwall with a spell slot of 6th level would extend the created passage's depth by 20ft more, thus making a 9th level cast of Passwall create a passage that can be up to 100ft deep.
Infallible Orientation
Starting at 14th level, you are always considered under the effects of the Find the Path spell.
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