Wizard
Base Class: Wizard

The School of Sealing teaches wizards the art of locking away objects and creatures inside the writing of special scrolls. You can create talismans to restrain targets, and seal them away for eternity. Store objects in secret, or heist without evidence. Summon powerful spells you had saved to surprise your enemies. As your sealing techniques grow, so does your power. A Lich with or without a phylactery can't escape your eternal prison. 

Scrolls of Sealing

Beginning when you select this school at 2nd level, you gain two "Scrolls of Sealing" These scrolls are 12 inches wide, and 3 feet long when unrolled. The scrolls are able to store things magically though the Illusory Script spell, if you do not already have the Illusory script spell in your Spellbook, you now gain access to it. The contents of a Scroll of Sealing can be released by opening the scroll and saying the word written as an action. Any other creature can use their action to open the scroll and speak the word written, by using your reaction you can release the sealing. Without your intervention, a scroll of sealing cannot be undone without a dispel magic of equal or higher level than the Illusory Script cast upon it. If a scroll is lost, you can make a new Scroll of Sealing by spending one hour of time infusing a normal scroll with sealing magic. Starting at level 2, you may have a maximum of two Scrolls of Sealing bound to you, but gain the ability to have more at higher levels.

Seal Object

Beginning at 2nd level, you can store and summon objects to and from your Scrolls of Sealing. By writing the name of the object on the scroll, placing the object on the scroll, and then casting Illusory Script (Casting as a Ritual works as well) the object of choice is stored in magical space within the scroll. The object can be sealed as long as it fits within a 3 foot cube. The scroll cannot store creatures of any kind however, organic material such as food can be stored. At any time using an action a person may open the sealed scroll and say the word written on it, by using your reaction in tandem to release the seal, the object will appear in space as it it was where it was on the scroll when it was sealed, you may also release the seal on your own as an action in the same way. 

Seal Spell

Starting at 6th level, your spell scrolls can now store the effects of spells. Similar to how objects are sealed you can now store spells for future use in your scrolls. By casting Illusory script at the same level of the spell stored, the effects of the spell are stored in the scroll. These effects can be released as an action as long as the spells casting time is that or less. When another creature uses the scroll, and you use your reaction to unseal a spell, you may choose the target of the spell if applicable. 

Sealing Tag

Beginning at 10th level, you can use parchment and ink to create sealing tags, one piece of parchment and one bottle of ink can make 12 sealing tags over the course of 1 hour. You can place sealing tags on a creature at any time. The make a melee spell attack against the target creature when you use your action to touch a creature and mark them with a tag. If the creature is unaware of your presence, placing a tag does not require any rolls. Another creature can place one of your tags on a creature in the same manor except using either a strength or dexterity attack roll, this roll is made with proficiency. After a tag is placed on a creature you can use an action to attempt and restrict a creatures movements. When doing this, the creature must make a strength saving throw against your spell save DC as ink chains burst out from the tag, and attempt to restrain them. On a successful save, the creature is unaffected and the tag(s) is(are) ripped and destroyed. On an failed save, the creature is restrained until the end of your next turn, by using your action to maintain the seal on the turn it is about to wear off, you force the creature to make the saving throw again as if you are activating them again. While activating the tags, your speed is reduced to 0. You can place multiple tags on one creature, with a maximum of 5. For each extra tag that is on a creature when you activate them, the strength save DC increases by 2. 

Seal Creature

Starting at 14th level, your scrolls gain the ability to seal creatures. Your scrolls can store both willing and non-willing creatures of medium size or smaller. By writing the creatures given name on the scroll in ink, and casting Illusory Script while the scroll is touching the target creature, you attempt to seal them in the scroll. Willing creatures are automatically sealed, to be released similar to the seal object technique. To seal a non-willing creature you must first make a melee spell attack against the target creature requiring a casting of illusory script as part of the action. On a successful hit, the creature must make a wisdom saving throw against you spell save DC, on a successful save the creature is unaffected. On a failed save the creature is sucked inside the scroll and sealed. Every hour, an unwillingly sealed creature can repeat the Wisdom saving throw, being released on a success. A creature summoned from a sealing scroll appears in the same state it was sealed, HP, spell slots, skills etc. Unconscious creatures sealed by the scroll are sealed for 24 hours until they can begin making Wisdom saving throws. A creature who fails 5 wisdom saving throws in a row is sealed until released by you or if you are incapacitated. 

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