Wizard
Base Class: Wizard

Weave Runes and Shape Rituals

Your study of magic is devoted to the ancient art of inscribing power into symbols and ceremonies. You see spells not only as fleeting incantations but as enduring patterns that can be etched, traced, or performed in sequence. Through carved runes, you bind magic into the world itself, leaving behind wards, blessings, or traps that wait patiently for their destined moment. Through rituals, you extend the reach of your magic, calling on careful preparation and deep focus rather than raw speed.

Runecarvers are sought out when mysteries must be unraveled through long ceremony, when ancient sites must be reawakened or sealed, and when spells must be left behind to guard, guide, or punish. Adventuring parties value Ritualists for their ability to prepare magic ahead of time, creating protective wards, delayed assaults, or subtle enchantments that shift the flow of a battle long before the first blade is drawn.

Level 3: Ritual Savant

At 3rd level, you gain access to ritual spells from every class. These spells count as Wizard spells for you.

Choose two Wizard spells that have the ritual tag or a casting time of 1 minute or longer, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell that has the ritual tag or a casting time of 1 minute or longer to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Runic Ritual

Starting at 3rd level, your mastery of symbolic magic allows you to transform ordinary spells into rituals. Whenever you prepare spells, you can cast any of those prepared spells as a ritual whether it has the ritual tag or not. When you cast a spell this way, it requires an additional 10 minutes to cast, and it cannot be cast at a higher level than its base level.

When you cast a spell in this way, you may inscribe a small, glowing rune on a surface or object as part of the ritual. The rune holds the spell’s magic until triggered by a spoken word, gesture, or condition you choose at the time of casting. The rune fades harmlessly if it is dispelled, destroyed, or after you finish a long rest.

The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.

Level 6: Inscribed Power

By 6th level, your runic mastery allows you to etch lasting wards without the usual costly reagents. You can cast Glyph of Warding without expending material components a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 10: Empowered Runes

At 10th level, your mastery of inscribed magic deepens, allowing your runes to channel greater reservoirs of arcane energy. When you create a rune using your Runic Ritual feature, you may expend a spell slot to cast the inscribed spell at a higher level. The spell is stored within the rune at the slot you expended, and it releases its magic at that level when triggered.

In addition, you can weave cooperative rituals that draw on the strength of multiple spellcasters. If one or more willing spellcasters know the same spell and have it prepared, they may participate in the ritual, expending a spell slot of the appropriate level. Each slot expended in this way empowers the rune further, adding the spell's spell's range, area, duration, damage, and effects to the original spell's range, area, duration, damage, and effects. The combined power is etched into the rune as one unified effect, a fusion of multiple wills and traditions.

Grand Runes

By 14th level, you have mastered the greatest wards and sigils known to mortal mages. You can cast Symbol or Guards and Wards without expending material components once each per long rest. When you do so, the spell manifests through your carved runes and ritual inscriptions rather than costly reagents.

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