TEXT: by Óskar Örn Eggertsson
  template by nathanaël roux
  GLYPH MAGIC
  Wizard Arcane Tradition
  
  2
  Glyph MaGic | Wizard arcane TradiTion
  Credits
  Author
  Óskar Örn Eggertsson 
  aka Emerald Samurai
  Layout Template
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  the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018-2019 by 
  Óskar Örn Eggertsson and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  
  3
  Glyph MaGic | Wizard arcane TradiTion
   Glyph Magic
  W
  hile many wizards learn to harness 
  magic to cast powerful spells, practitioners 
  of glyph magic learn to create arcane 
  symbols to store their spells for a limited 
  time and release them at a moment when 
  it is needed. These practitioners are 
  commonly known as glyph casters and their practice requires 
  both patience and time. Althou gh time-consuming, glyph 
  magic has proven valuable in creating arcane protection and 
  war.
  Glyph Magic Features
  Scribe
  When you choose this tradition at 2nd level, you gain 
  proficiency with calligrapher’s supplies. The calligraphy set 
  may function as your spellcasting focus. You also learn two 
  languages of your choice. These two languages must have 
  connections to magic in some way. Common choices include 
  Abyssal, Celestial, Draconic, Infernal, and Sylvan.
  Glyph Caster
  At 2nd level, you learn a special ritual that involves storing 
  a spell in a glyph that is written as part of the ritual. 
  Performing the ritual takes ten minutes and requires the 
  use of calligrapher’s supplies, or similar tools, which you 
  can use to write or carve the necessary glyphs. At the end of 
  the ritual, you must cast the spell you intend to store in the 
  glyph, expending the appropriate spell slot.
  Once the ritual is complete, a spell can be stored in a glyph 
  indefinitely. You can only keep as many glyphs prepared 
  as your Intelligence modifier. For each glyph that you 
  create in excess of what your Intelligence modifier allows, 
  your oldest prepared glyph is destroyed, usually in a bright 
  flash and smoke.
  A prepared glyph can have the spell stored within released 
  as a bonus action. Once the spell is released, it takes effect 
  as it had just been cast, but with the glyph as the source of 
  the casting. However, releasing the spell from a prepared 
  glyph does not count as casting the spell on that turn, 
  since the actual casting took place during the initial ritual. 
  Anyone can release a spell from a glyph by succeeding on an 
  Intelligence (Arcana) check against a DC equal to 10 + the 
  spell’s level (releasing a cantrip has a DC of 10). The wizard 
  who prepared the glyph to begin with automatically succeeds 
  on this check.
  There are some limitations to what spells can be stored in 
  a glyph, and releasing a spell also has some effect on the spell:
  • A spell cannot be stored in a glyph if the spell requires 
  concentration.
  • A spell cannot be stored in a glyph if the spell takes longer 
  than an action to cast or if the spell is cast as a ritual.
  • A spell always originates from the glyph.
  • If a spell has an area of effect, the glyph is always the point 
  of origin. You cannot choose the targets of the spell even if 
  you normally can.
  • Releasing a spell is always a bonus action, even if normally 
  casting the spell would be a reaction or an action.
  • You must be able to see the glyph to release the spell from 
  it, and it must be within 90 feet from you. Anyone else 
  attempting to release a spell from your glyph needs to be 
  touching the item it is written on.
  • If a spell attack roll is required for the spell being stored 
  in a glyph, the attack roll has a modifier equal to the 
  glyphcaster’s Intelligence + proficiency bonus at the time 
  when the glyph is created.
  • If the target of the spell is allowed to make a saving throw 
  to resist the spell’s effect, the saving throw is made against 
  the glyph caster’s spell save DC as it was when the glyph 
  was created, not when the glyph was released.
  • Releasing a spell always destroys the glyph and the material 
  on which it was drawn on, unless it was drawn on a magic 
  item.
  Augment Glyph
  At 6th level, you learn to add empowering features to your 
  glyphs, enhancing the effects of the spell stored within. 
  When you perform the glyph casting ritual, choose one of 
  the empowering features listed below. The spell benefits 
  from the feature when it is released from the glyph.
  Distant. When you release the spell from your glyph, its 
  range is increased by 30 feet.
  Empowered. When you roll damage for a spell, you may 
  reroll a number of damage dice equal to your Intelligence 
  modifier you had at the time when the glyph was created. 
  You must use the new rolls.
  Linked. You link your mind with the glyph, allowing you to 
  release the spell even if you cannot see it, as long as it is not 
  more than 240 feet away.
  Quickened. You can release the spell from this glyph as a 
  reaction instead of a bonus action.
  Revisioned. You can change the damage type of a spell. If a 
  spell does acid, cold, fire, lightning, or thunder damage, you 
  can make your spell deal another type of damage from the 
  same list. If the spell deals more than one type of damage, 
  you can change one or both of those types.
  Control Glyph
  You can include a trigger when you create your glyphs so 
  they can release the stored spell without your presence. 
  Doing so requires that you adjust the glyph to include 
  the exact wording of the trigger. A glyph prepared with a 
  trigger has an effective sensory range of up to 30 feet, and 
  uses your spell attack modifier if there’s a need to make a 
  perception roll.
  Glyph MaGic Features
  Wizard Level
  Features
  2nd
  Scribe, Glyph Caster
  6th
  Augment Glyph
  10th
  Control Glyph
  14th
  Entwine Glyph
  
  4
  Glyph MaGic | Wizard arcane TradiTion
  Each glyph can only have a single trigger, but that trigger 
  can be as detailed and specific as you wish. The spell will only 
  release if all the requirements specified by the trigger are 
  met. A trigger cannot include an option to choose between 
  details in the trigger. A trigger cannot apply to a target that 
  is wearing either leather or chainmail armor, for example. A 
  trigger will always release the spell if the trigger is present, 
  no matter the circumstances.
  Entwine Glyph
  At 14th level, your ability to create glyphs allows you to 
  combine two spells into a single glyph. When you release 
  the spells, both of them take effect at the same time. 
  Both spells must be cast during the ritual that creates the 
  glyph. You cannot add a second spell to an existing glyph. 
  When determining how many glyphs you can maintain, 
  a dual glyph counts as one. This feature has the following 
  extra limitations:
  • The spells combined have the shorter duration of the two, 
  even if one should normally be longer.
  • The two spells must have the same target when released.
  • If the two spells have an area of effect, they must both have 
  the same shape. If one spell has a smaller area of effect than 
  the other, both spells affect only that area, even if the other 
  is larger.
  • If anyone other that the glyph caster who created the glyph 
  attempts to release the two spells, the DC of doing so is 
  based on the higher spell level.
  Feats for Glyph Magic
  If your DM allows the optional feat rule presented in 
  Chapter 6 of the Player’s Handbook, these two feats are 
  presented as new options for your characters.
  Glyph Magician
  Requires the ability to cast arcane spells
  Your Intelligence increases by 1, to a maximum of 20. You 
  learn the ritual to cast spells to be stored in an arcane glyph, 
  and you know how to release the spell at a later time. This 
  follows all the same rules and limitations as the Glyph Caster 
  feature of the Glyph Magic tradition, except that you can 
  only maintain one glyph at a time. If you can already create 
  arcane glyphs through other means, such as the Glyph 
  Caster feature, you can maintain one extra glyph if you also 
  have this feat.
  Skin Scriber
  Requires the ability to create arcane glyphs
  You can scribe an arcane glyph onto the skin of living 
  creatures that are not constructs. Doing so follows all the 
  normal rules of performing the glyph magic ritual, and 
  requires the creature to remain still for the duration of the 
  ritual. In addition to allowing you to create magical glyphs 
  onto skin, the following benefits and restrictions apply to 
  those glyphs:
  • You can bind a spell that requires concentration into a 
  glyph that you make on a creature’s skin. 
  • When released, the spell no longer requires concentration 
  and the spell will remain in effect for the maximum 
  duration unless the spell is ended by another effect, such as 
  with a dispel magic spell. 
  • The spell must target a single creature or self, and must 
  target the creature whose skin the glyph was made on 
  when released. 
  • The glyph can be targeted by a physical attack. In such a 
  case, the glyph has an AC equal to its wearer +2, or +5 if 
  it is completely covered by clothing. If the attack deals at 
  least 5 hp of damage to the wearer, the glyph is ruined and 
  the spell’s effect ends immediately.
  You can only release one spell that requires concentration 
  at a time. Releasing a second spell from a glyph on your skin 
  ends the previous one. You also have no control over the 
  spell once it is released, and cannot end its duration early.
  
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