Base Class: Wizard
Glyphographers focus their studies into more practical methods of performing magic. The techniques they practice are unimpressive but advantageous to a working-class wizard, both efficient and sustainable. Few choose this path to follow, but those who do often find themselves among the common folk rather than a royal court. Some glyphographers find work on large construction projects, able to sustain their magical contributions throughout the day. Others sell spells to the nonmagical for a pretty penny.
Glyph Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to connect symbols to magic are reduced by half.
Imbue Magic
Beginning at 2nd level, you can divert magical strain into inanimate objects during combat. You can now perform the spell magic action. This action allows you to imbue magic into objects. During combat, you can use this action to imbue an object within reach that you can pick up with one hand with the magic of a spell half your wizards level (rounded down). This imbued object can then be consumed to 'cast' that spell another turn without using a spell slot. Consumed objects disintegrate and cannot be restored magically. Objects maintain their magical potential for 6 hours. This time extends to 24 hours at 4th level, 1 week at 7th level, and indefinitely at 11th level. Other characters can use your imbued spells if they a) can use magic and b) have cast the imbued spell before, although they do not have proficiency on the cast.
Inscribe Magic
At 6th level, you have become familiar enough with glyph magic that you can inscribe magic directly onto objects in a permanent fashion. You learn the ritual spell inscribe magic which allows you to place a magical template onto an item in your possession (ring, weapon, clothing) which alleviates the stress of casting that spell. Any spell casted while equipped with an inscribed item inscribed with that spell becomes one spell slot cheaper. For example, you can cast fireball at 3rd level using only a 2nd level spell slot. Inscribed objects can already be magical. An inscribed object must be (the spell's level) x 100gp + 50gp in value for the ritual to succeed. For this purpose, cantrips have a spell level of 0. Only one spell can be inscribed on an item, but glyphs can be erased, changed, and moved with another cast of inscribe magic.
Built-in Magic
At 14th level, you have become so familiar with drawing magic from your glyphs that you can cast spells in time with other actions. Once per turn, you can cast an inscribed spell that costs no spell slot as a bonus action or reaction. Additionally, you can cast the spell at the same time as you take your action as long as the focus of your attention is the same for both actions. For example, casting cure wounds at the same time as you give your teammate a healing potion. Your action can also be a spell.
Absorb Magic
Deeper research into glyph magic has revealed to you further implementation of inscribed magic. At 10th level, you unlock the ability to inscribe glyphs of absorption onto items. No other glyphs can be present on this item. Once per long rest, you can choose to activate these glyphs if you have the item equipped. Activated glyphs will attempt to absorb and store the next magical spell made against you. To absorb magic, you must be a specified target of the spell. For example, you would not be able to absorb fireball but you would be able to absorb firebolt. The DC to absorb a spell is 10 plus the spell's level. Add your INT modifier to your roll. On a success, the spell is absorbed and stored in the item for up to 24 hours. On a fail, the feature is spent and the attack follows through as normal. A stored spell can be cast once at the level it was absorbed without consuming spell slots. Optionally, you can spend 1 hour transcribing the magic stored in the item to add the spell to your spellbook.
Previous Versions
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