Wizard
Base Class: Wizard

Arcane Ink

Starting at 2nd level you no longer need inscribe your magic in the pages of a book. You can now inscribe your spells on your flesh as if it were the page of your spell book. Spells inscribed on your skin require half as much gold but the full time required to inscribe spells. By spending 10 minutes with mundane ink focusing your spell into it you can spend the required spell slot to transfer a spell from your book onto your skin without requirering special ink. 

Artistic Protection

Starting at 6th level if not already known you learn the mage armor spell for free. This spell is always prepared and does not require a tattoo but instead when it is cast your tattoos gain a magical shimmer and create a field of protection over your skin.

Artistic Accuracy

Starting at 10th level you gain the ability to cast range spells at twice the normal range.  You are more effective at casting as it is from your own flesh. 

Glowing Ink

Starting at 14th level, as an action, you can now magically charge one spell tattoo of 5th level or lower that has a casting time of one action. For the next minute you can cast this spell as if it has a casting time of one bonus action. The tattoo glows with magical energy creating a dim magic light out to five feet. You can use this ability twice and then it can not be used again until you take a long rest.

 

Arcane Ink

Starting at 2nd level you no longer need inscribe your magic in the pages of a book. You can now inscribe your spells on your flesh as if it were the page of your spell book. Spells inscribed on your skin require half as much gold but the full time required to inscribe spells. By spending 10 minutes with mundane ink focusing your spell into it you can spend the required spell slot to transfer a spell from your book onto your skin without requirering special ink. 

Artistic Protection

Starting at 6th level if not already known you learn the mage armor spell for free. This spell is always prepared and does not require a tattoo but instead when it is cast your tattoos gain a magical shimmer and create a field of protection over your skin.

Artistic Accuracy

Starting at 10th level you gain the ability to cast range spells at twice the normal distance. You are more effective at casting as it is from your own flesh. 

Glowing Ink

Starting at 14th level, as an action, you can now magically charge one spell tattoo of 5th level or lower that has a casting time of one action. For the next minute you can cast this spell as if it has a casting time of one bonus action. The tattoo glows with magical energy creating a dim magic light out to five feet. You can use this ability twice and then it can not be used again until you take a long rest.

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