Base Class: Wizard
You've discovered an ancient tome, and has since studied the tome and learned all of it's secrets, you've decided to sacrifice your ability to cast spells of 4th level and above. and instead is granted access to an arsenal of sigils that can manipulate the uses of your spells, this means that you cannot directly target another enemy with your spells, since your spells are only useful on the sigils..
A system is a group of interacting or interrelated entities that form a unified whole. A system is described by its spatial and temporal boundaries, surrounded and influenced by its environment, described by its structure and purpose and expressed.
Minor Sigils.
You learn how to make simple sigil systems that can work together in harmony however, they're useless on their own.
Requires: A flat surface.
Duration: Until Dispelled.
Spells: The sigils does not cast spells at higher level, it only casts the raw spell, meaning no modifier or level enhancement is added other than Empowered Sigils at level 10.
Info: The sigils are flat, they look like drawings on the ground, the blue symbol near the sigil name is how the symbol looks like.
Power Sigil ᛭
The Power Sigil Allows for the system to be active as long as a certain amount of magic is sacrificed to the Power Sigil, You can spend 1 Spellslot of 1st Level to make it active for 24 hours. if a 2nd level spell-slot is sacrificed it doubled to 48 hours. You can also Place a magic crystal that will then levitate at the Center of the sigil providing power until the crystal is drained of its magic. The Power Sigil can send a signal out to 30-feet before another Power Sigil is needed to double the range.
The Power Sigil is recharged before it's time ends by sacrificing a single-spell slot of 1st level and above.
The Power sigil is a simple sigil that allows for the powering of the entire system if the link is broken the whole system becomes inactive.
Size: Single Square.
Material Component: Single Spell-slot of 1st level or above, and a gem worth at least 200 GP
Magic Circuits ᛁ
The Magical Circuit allows for the transfer of signals to certain sigils such as connecting the "Power Sigil" to other sigils, The circuits themselves can branch out and put into various shapes at a max distance of 30-feet before an additional Power Sigil must be added in order to increase the output.
All sigils must be connected by a circuit to work together, sigils can also branch out in several directions, as well as be conjured
Material Component: Simple Chalks
Size: Vaies, it connects the sigils to each other, and is considered by size Tiny.
Does not cost a spell slot to create Circuits
Capacitor Sigil ᛥ
The Capacitor Sigil allows You can charge and discharge it just like a battery. The capacitor is often used to introduce a time-delay in the Magic Circuit,
Material Component: a black gem worth any value, 1st level spell slot
Size: Single Square.
Light Sigil ᛫
For example to show that the circuit has power. But, you can also used them to make cool light-show circuits, depending on the Power Sigil and how many there are, it emites light in a radius of 5-feet per Power Sigil.
Material Component: Clear Crystal or gem, must be cast in daylight, 1st level spell slot.
Size: Single Square.
Storage Sigil ᛂ
The Storage Sigil allows you to store any spell that the caster can cast for later use, if the spell is a cantrip the spell can be used repeatedly if it is a 1st level and above it's a singular use. The spell must be stored by you, and must be able to be cast by you.
The storage Sigil simply stores a spell, but if attached to an Output Sigil it gets fired immediately, however, if combined with " Condition Sigil" Certain parameters can be set.
Material Component: Bag of holding. or any extradimensional item or spell, 1st level Spell slot.
Size: Single Square.
Output Sigil ᛘ
The Output Sigil Allows for the stored spells to be fired immediately once it's connected to the Storage Sigil if the Power Sigil is powering the system unless a Condition Sigil has been given parameters.
Material Component: Premium chalks, and a container of any size, 1st level Spell slot.
Size: Single Square.
Metamagic Sigil ᛜ
The Metamagic Sigil allows you to place a gem of Metamagic regardless of the crystal level of rarity, to apply to enhance effects to the spells cast, there's no limit to how many Metamagic Gems you can place, but only 1 gem of each type can be placed.
Material Component: a metamagic gem, will be integrated into the sigil, and 3 1st level Spell slots.
Size: Single Square.
Condition Sigil ᛃ
The Condition Sigil allows you to apply a spoken condition it will act upon, the Condition Sigil has Darkvision + Normal Vision of 120-feet in a sphere and acts upon the spoken command immediately, as the Condition Sigil sends out signals to the next sigils connected by Magical Circuit.
Material Component: Magic Mouth scroll , Empty Book, single 2nd level spell slot.
Size: Single Square.
Barrier Sigil ᛰ
The Barrier Sigil allows you to erect a barrier of 10 ft is a circle per Power Sigil the barrier itself is not that strong but needs effort to enter Equals your spell save DC. to enter the barrier is made out of Force and physical objects cannot enter unless the DC is beaten, this also counts for Creatures of physical mass.The barrier deals 1 Force damage. if one attempts to enter without being integrated into the Condition Sigil.
The barrier will allow creatures to pass through if a password is set through the Condition Sigil or if the caster commands a pathway to open.
If the barrier is connected to a Condition Sigil it can take another shape.
Material Component: Shield and a transparent crystal or gem and or stone. 2nd level spell slot.
Size: Single Square.
Sigil System.
Beginning at 2nd level, you learn how to make systems using "Minor Sigils"
Example
1 1st level spell slot has been given to the Power Sigil that is connected to a Condition Sigil which has been given the condition of "removing all dirt in a straight line of itself facing north using Mold Earth" the Condition Sigil is connected with Magic Circuits to the Storage Sigil that houses a single cantrip called Mold Earth That is connected to an Output Sigil. That then casts the spell over and over until the task is done.
The system will continue till it cannot remove any more dirt in a straight line facing north, and when that is achieved it stops. if the hole is filled, it will start again.
Miniaturization.
Starting at 6th level, your Minor Sigils can be put on smaller surfaces, rendering the system transportable.
Empowered Sigils.
Beginning at 10th level, you can add your Intelligence modifier to damage of the spells that the sigils casts.
Preset Systems.
Starting at 14th level, you can on a small surface, imprint a finished design and transfer it there, where it can then be stored and put down, if enough space is available, Costs 1 5th level spell slot.
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Posted Jan 3, 2023I love this subclass concept, but there are a few things that need to be brought up about the subclass from what I am seeing.
1. It sounds like a sigil takes up a 5ft square(on the exception of circuits, that state their size as tiny). If a player were to try and set up something with this, they would have to go around a room and set up each part of a system to even use a cantrip. Even if you were to cut down on the prep time by having sigils pre-prepared on separate pieces of "large" (insert material here, but likely paper or parchment and mechanically would be medium), you would have to make multiple item interactions per turn (all the while moving about the room between each action) as well as take multiple turns to set up a system to cast a single, regular spell (yes, this is no longer a problem at 6th level, but this is so restrictive to suffer through from levels 2-5). Trap setting ahead of combat can be good, but there are a lot of common situations and tactics that can make this pointless.
2. The costs of each sigil is not explained very well. What I mean by this is that on several occasions you mention spells as components or items that need to be used in the making of a sigil. Also, I might have missed this, but I don't think you mentioned if a focus or component pouch can be used to mitigate the issue of the simpler components. The bigger problem here is what is the difference between a spell and a spell slot (is just having a spell in your book good enough, maybe have to have it prepared, or is it expended with the spell slot). It is also not clear if you expend material components or not. I bring this up because of the most critical sigil requires a bag of holding or access to a 2nd level spell make (if the bag is expended, that is very expensive). Also, going back to the previous sentence, you mention the use of a extradimensional spell instead. I mentioned 2nd level spells since the lowest level spells I'm aware of that make such spaces are 2nd level. If you meant the use of a conjuration spell instead, you might want to be clear on that. Also on that note, unless you have a magic item at level 2 (when you get this tradition) that fulfills the requirement of making the storage rune, you can't cast ANY spells unless you meant conjuration.
3.The final thing I want to mention on this is the spell slot cost of creating a system. It is true that once you get going, this will become a little bit better, but it should be brought up. To set up even a cantrip requires multiple spell slots to be used. On top of that, you do not explain the singular use aspect of the storage sigil. Does it need to have the spell reloaded? Or do you have to make the sigil all over after the one use since it is gone? Either way, that is bad due to the fact that you have to remember the power sigils to power it and the regular spell slot to prepare it. I get that this is a cost for the flexibility of the system, but it is almost unmanageable without a lot of downtime.
Again, I love this subclass, but I thought I'd bring this up.
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Posted Jul 1, 2020i'd have you know, that with this system u can cast 20 firebolts in 1 action.
as long as you have the system ready. not only that, this also allows for Massive Terrain manipulation, and Defense like you've never seen before. at 4th level if u have a whole system ready, an entire army would be no problem.
Hence the reason u sacrifice 4th level and above.
i'd also have you know that the system works perfectly in a Typical DungeonCrawler, I assume you play that, with this system "it needs to be on a flat surface" The system never states that it has to be in a static location, u can have 5 foot slabs and throw your sigils unto there, made our of paper,wood,etc. so the system is entirely transportable.
Also at higher levels u can integrate a massive complex system into a single piece of paper. to paste it down in a single action, where it then does the work for you.
"Rarely useful in any normal DnD" is what you said, I'm gonna go ahead and assume you like combat only. this class is a mix of RP and Combat.
with this class u can make floating rivers, Fast transportation, massive holes, even for a 4th level wizard this should be extremely powerful, not to mention u have the ability to cast several if not hundreds of spells in a single action when the system is ready. if anything it's "inconvenient"
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Posted Jul 1, 2020Cool idea for a gm npc but is a good way for a player to be rarely useful in any normal dnd campaign... "you've decided to sacrifice your ability to cast spells of 4th level and above." That is already an insane downside, it is made even more insane by the fact that you only get something useful with out of combat... maybe.
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Posted Jun 30, 2020Read the previous comment.
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Posted Jun 30, 2020Seems good for NPCs but no so great for players. I like it as a DM
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Posted Jun 22, 2020it won't, this subclass is mainly trap setting and for rp purposes, it's not impossible to use in combat, it just requires prep time.
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Posted Jun 22, 2020How would this even work in combat???