Wizard
Base Class: Wizard

 Instead of studying, Rune casters get there magic from runes carved into stone to cast there spells. While there is still work involved, it’s less study and more knowledge. 

Absorb Spells

Beginning at 2nd level, you can craft empty runes that can absorb the power of other peoples spell and use them as your own.

 When you hold a empty rune within the area of effect of a spell or you (holding the empty rune) are the target of a spell, you can absorb that spell into the empty rune assuming the rune is the correct level or higher. You still take the effect of the spell though, so be carful.

When you absorb a spell into an empty rune, that spell is not automatically prepared. To be able to cast that spell you need to prepare it first. 

To craft an empty rune, you need 1 hour and 10 gp per level. You must keep track of what level the empty rune is for. You can have a number of empty runes equal to your prof bone. When you absorb the a spell into a empty rune it becomes full and you can now make another rune

Rune Carving

Starting at 6th level, You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. 

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Doing this takes one round and will last for 1 hour. You can do this a number of times equal to your intelligence mod (min of 1) per long rest

Branded Runes

Beginning at 10th level, you can brand yourself with runes and cast a spell at will. You can take a short or long rest rest and chose a 1st level spell that you brand onto your skin. You can then cast that spell at will, but every time you cast it you must make an DC 10 Int save or the brand disappears. The DC raises 1d4 each time you cast. 

Re-cast

Starting at 14th level, you can send a spell right back at someone. When you absorb a spell into an empty rune, that spell becomes prepared for the next minute. Meaning you can cast that spell on your next turn. You can do this a number of times equal to your Int mod per long rest.  

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2021 6:11:51 PM
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