Wizard
Base Class: Wizard

An unusual practice that very few wizards pursue. Despite the convenience of having oneself become their own spellbook, the ritual that transcribes notes onto one's body can be somewhat painful, nothing compared to the lengths those of lesser morale will go in pursuit of these wizards. Wizards of this school are a walking source of immense magic from the very nature of their skin, and have the ability to instill a portion of that magic in others. Illustrated wizards must exercise caution upon choosing this path, but should they succeed in keeping themselves safe will be rewarded with great and powerful abilities.

Walking Spellbook

When you choose this option at 2nd level, you perform a ritual that takes two hours and costs half as much gold in ink as the amount spent for all of the spells currently in your spellbook. This ritual transfers the contents of your spellbook onto your body in the form of tattoos. The spells must be written on a part of your body that you are able to see, such as your arms. For each level of a spell added after this ritual, the process takes 1 hour and costs 25 gp.

The cost represents material components you expend as you experiment with the spell enough to master it, as well as the fine inks you need to record it on skin. The ink does not have to be magical, as the essence of the ritual itself causes it to be. Once you have spent the time and resources, you can prepare the spell just like any other spells. Should you cast any spell that alters your physical form, you retain the ability to see the spell tattoos, but no one else can.

Shared Script

At 2nd level, you can temporarily grant an ally the ability to cast one of the spells you know. You may copy one of your spells onto the other person's body at the cost of half an hour and 13gp, in the form of a runic mark instead of the entirety of your notes on the subject. The spell's level can be no higher than 5th level, it's spellcasting modifier is Intelligence, and the receiver's proficiency bonus is added. This mark lasts for 8 hours, or until the receiver casts the spell, whichever comes first. This feature can be used a number of times equal to your Intelligence modifier per long rest.

Living Spellbook

At 6th level, the tattoos you have given yourself begin to change as you have further infused your own body with their magic. You no longer have to write spells on a part of your body that you can see, as the spells now move across your body either at your command or on their own volition. You may also change the ink's color on command, however if the color matches your skin tone for the purpose of hiding them from sight, you are no longer able to read those spells until you change it back. If combat begins before you do so, it costs a bonus action.

Apprenticeship

At 10th level, a party member can spend time copying one of their spells onto your body in the form of a tattoo, once per short or long rest. Being unfamiliar with giving tattoos, the spell granted by this feature only lasts until you finish another short or long rest, as the ink lifts after a short time. The spells you cast through this feature use your Intelligence modifier but don't count against the number of wizard spells you can have prepared. The spell still consumes a spell slot of the appropriate level.

Improved Shared Script

At level 14, spells granted by the Shared Script feature now use the receiver's spellcasting modifier if they have one, or use YOUR Intelligence modifier if they do not. Additionally, these temporary spells can now be applied in battle as an action for 7gp, but must be used on the receiver's next turn or else the spell is lost.

Comments

Posts Quoted:
Reply
Clear All Quotes