TEXT: MICHAEL OHL
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  2
  Credits
  Design: Michael Ohl
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Leanna TenEycke
  Interior Art: Marcel Mercado, Leanna TenEycke
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License  
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,  
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.  
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the Script Carver and Script Sage feats,  
  plus the Heiroglyphic school spells and coffer of memory magic item.  
  No other portion of this work may be reproduced in any form without permission.
  © 2018 Open Design
  www.koboldpress.com
  Hieroglyph 
  
  3
  or countless ages the heat of the deserts and 
  shifting sands of these lands have held many 
  secrets that fascinate, delight, and terrify. Ancient 
  knowledge can be found here by those who know 
  how and where to look, unlocking a new world of 
  power and possibility. But beware—this knowledge 
  is difficult to learn and dangerous to the unschooled! 
  Few of its masters are willing to teach their secrets to 
  anyone from outside their own sect. But perhaps as 
  an astute linguist, a talented artist, or even a clever 
  mason, you can tap into the secret script of magic from 
  ancient times and unlock the power of hieroglyphs. 
  Accessing Hieroglyph Magic
  Hieroglyph magic comes in two forms: 
  hieroglyph‑related spells, which can be learned by 
  spellcasters from many disciplines and backgrounds, 
  and physical hieroglyphs (usually engraved, painted, 
  or inked), which can be used by anyone who's learned 
  the magical secrets involved in creating them. 
   
  Accessing the magic of physical hieroglyphs 
  requires the Script Carver and Script Sage feats. If the 
  option to gain feats isn’t being used in your campaign, 
  then Script Carver and Script Sage can be gained in 
  Hieroglyph Magic
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  4
  place of level‑based ability score improvement, if your 
  GM approves. Alternatively, characters might need 
  to accomplish other, story‑related tasks determined 
  by the GM to gain the abilities bestowed by the Script 
  Carver and Script Sage feats. Once those obstacles are 
  cleared, all characters who meet the prerequisites can 
  gain Script Carver and Script Master.
  SCRIPT CARVER
  Prerequisite: Intelligence 12 or higher
  You have unlocked the secrets of two hieroglyphs 
  of your choice, and you gain the benefits associated 
  with the hieroglyphs. In addition, once per day 
  you can invoke one power for each hieroglyph 
  you've unlocked, provided you meet the hieroglyph 
  requirements. 
   
  You can take this feat multiple times. Each time 
  you do, you gain the bonuses and powers of two 
  additional hieroglyphs of your choice.
  SCRIPT SAGE
  Prerequisite: Script Carver
  Through dedicated study, you've unlocked a new 
  level of understanding of the meaning and power of 
  hieroglyphs. You've mastered one hieroglyph of your 
  choice. You can choose one hieroglyph you know 
  from Script Carver and gain access to its mastery 
  power once per day. 
   
  You can select this feat multiple times. Each time, 
  you gain access to the mastery power of a different 
  hieroglyph.
  Hieroglyphs
  When a hieroglyph calls for a saving throw, the DC 
  equals (8 + the glyph creator’s ability bonus + the glyph 
  creator’s proficiency bonus). The ability that applies 
  to creation is the same as the ability being used for the 
  saving throw unless a different one is specified.
   
  Hieroglyph bonuses are always in effect for 
  characters who know that hieroglyph. Powers 
  (hieroglyph and mastery) can be used once, then the 
  character must complete a long rest before using the 
  power again. 
  As Do Every God, Every Bird, Every Fish, and 
  Every Creeping Worm
  Meaning: This symbol represents the fertility and 
  abundance of animal life and every being's place in 
  the chain of life.
  Hieroglyph Bonus: You have advantage when 
  making ability or skill checks to identify creatures. 
  Hieroglyph Power: You can quickly trace this 
  glyph into the air (1 action) and stare down a beast 
  or monstrosity. The targeted creature must make 
  a Wisdom saving throw. If it fails, the creature is 
  frightened of you for as long as you continue staring 
  at it. While frightened of you, the creature must move 
  its full movement away from you on each of its turns 
  until you can't see it anymore or it makes a successful 
  saving throw. A frightened creature repeats the 
  saving throw at the end of its turn, ending the effect 
  on itself with a success. When the creature makes 
  a successful saving throw (regardless of whether it 
  failed previously), it has disadvantage on its attacks 
  against you until the end of its next turn.
  Mastery Power: By carving this glyph into the bone 
  of an animal and crushing the bone, you can grant 
  yourself a measure of the animal's power. You gain 
  one of the following: a climb or swim speed of 30 
  feet, or a fly or burrow speed of 20 feet, whichever 
  is most appropriate to the type of animal the bone 
  came from. The effect lasts for 1 hour, so long as you 
  maintain concentration. 
  Dress the Air with the Cloying and the Fair
  Meaning: This symbol represents sweet scents, 
  perfumes, allure, and pleasant feelings. This can 
  also be taken as influencing or changing the mind of 
  another. 
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Charisma (Persuasion) checks. 
  Hieroglyph Power: By tracing this glyph on your 
  body in cologne or perfume (1 action), you have 
  advantage on Charisma ability checks involving the 
  opposite sex or NPCs that may be attracted to you. 
  Weret Hekau
  Hieroglyph magic is referred to by natives of the 
  Southlands as “weret hekau,” which translates 
  to “words of truth.” The study of weret hekau 
  is primarily practiced among the faiths of the 
  Southlands; different faiths focus on different 
  hieroglyphs. This closely resembles the rune magic 
  of the North or aboleth glyphs. 
   
  A few scholars suspect that ancient hieroglyphs 
  of power evolved from aboleth glyphs. Another 
  theory holds that one or more of the gods—the 
  exact identity of whom shifts depending on the 
  teller—bestowed this magic on their people so as 
  to empower them in wars against their enemies.
   
  In settings other than Midgard, hieroglyph 
  magic should also be derived from the secrets 
  of aboleths or other strange and powerful 
  aberrations. This type of magic represents the 
  language of creation, pure magic, and the ability to 
  alter the world by tapping directly into such forces.
  
  5
  Deep Magic Hieroglyph Magic
  Hieroglyph Power (3rd Level): By tracing this 
  hieroglyph into the ground with dust or ink made 
  from the petals of flowers (1 action), every creature 
  within 10 feet of you must make a successful 
  Charisma saving throw or be charmed by you for 1 
  minute. 
  Hieroglyph Power (5th Level): You spend an 
  action contemplating flower petals as they drift in 
  the breeze, and cast a gust of wind spell.
  Mastery Power: By spending an hour in 
  preparation, you create a special bottle of perfume. 
  When you anoint yourself with this perfume (1 
  action), for the next 10 minutes you have advantage 
  on Charisma checks to influence people or a crowd 
  within 50 feet.
  Drink Deep of the River’s Power
  Meaning: This hieroglyph represents ley lines and the 
  flow of magic through the land, as well as the actual 
  flow of rivers.
  Hieroglyph Bonus: You learn (and gain the ability to 
  cast, if you don't already have the ability) one cantrip 
  from the wizard’s spell list. Your spellcasting ability is 
  Intelligence when casting this cantrip.
  Hieroglyph Power (2nd Level): You trace this 
  hieroglyph over a creature's eyes using secretions 
  from a toad in a ritual lasting 10 minutes. When the 
  ritual is complete, it has the effect of casting detect 
  magic on the creature. The effect lasts for 1 minute 
  while you maintain concentration.
  Hieroglyph Power (8th Level): By spending a 
  continuous month of work crafting the hieroglyph 
  into material form, you create a brooch called a 
  Nurian stone (see “Magic Items”).
  Mastery Power: You take dirt from near a ley line, 
  tracing out the sign of this hieroglyph over the 
  course of an hour. At the end of the hour, you dispel a 
  magical effect of up to 4th level. If the effect is higher 
  than 4th level, you dispel it if you make a successful 
  Intelligence (Arcana) check against a DC = (10 + the 
  spell level of the effect).
  Flourish in Death As in Life
  Meaning: This symbol represents the transition from 
  the realm of the living to the realm of the dead. Often 
  this is engraved on the tombs of fallen heroes. 
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Constitution saving throws. 
  Hieroglyph Power: A creature that's holding this 
  hieroglyph or that's marked with it when it drops to 0 
  hit points stabilizes immediately and automatically.
  Mastery Power:  Once per day you can use this 
  hieroglyph to invoke the ability to see a distance of 
  60 feet into and out of the Ethereal Plane for 1 hour. 
  You also can see whether someone within 60 feet of 
  you is possessed by a spirit; you see such figures as 
  having a vague, dim outline around them. 
  Fly as the Falcon, Howl as the Wolf
  Meaning: This symbol represents hunting, tracking, 
  stalking, and bringing prey to the ground. 
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Wisdom (Survival) checks. 
  Hieroglyph Power (2nd Level): By tracing this 
  symbol on the body of a willing creature (1 action), its 
  sense of smell is enhanced so it gains darkvision 20 
  feet, which lasts 1 minute and works even in magical 
  darkness.
  Hieroglyph Power (4th Level): You trace this 
  hieroglyph onto an item that belongs to a specific 
  creature or clearly represents a creature you've 
  encountered, and consume it. For the next hour, 
  the tracks of the creature glow in your sight. You can 
  follow and track the creature automatically while 
  moving at forced march speed. 
  Mastery Power: By tracing this glyph onto your 
  hand in blood, you invoke the hunter's gift against 
  a creature. The target must be a creature you've 
  previously used one of this hieroglyph's powers 
  against. The next time you hit the creature within 24 
  hours, it must make a successful Constitution saving 
  throw or take an additional 1d10 necrotic damage 
  from the attack. 
  Gifts Taken from the Silver Coffer
  Meaning: This symbol represents gifts, knowledge, 
  secrets, and things hidden. 
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Intelligence (Investigation) checks. 
  Hieroglyph Power: By spending 1 minute in 
  concentration while holding a papyrus reed, you 
  can cast the spell speak with inanimate object (see 
  “Hieroglyph Spells”).
  Hieroglyph Power (4th Level): By breaking open 
  an egg (1 action), you create an extradimensional 
  space (a “silver coffer”) large enough to hold 10 
  pounds of material. This looks like a simple, empty 
  hole in the ground, but when you reach inside it, 
  you always find whatever you placed inside. The 
  extradimensional space remains visible as a hole in 
  the ground for 24 hours, then disappears along with 
  whatever is inside it. It can be reopened with another 
  use of this hieroglyph power. The silver coffer's 
  location in the Material Plane depends on your 
  location when you trigger the hieroglyph. This power 
  always opens the same extradimensional space no 
  matter how much time passes or how far you travel 
  
  between uses, so it's not a good means to dispose of 
  (for example) unwanted or dangerous magic items. 
  If the person who created the extradimensional 
  space dies, any items in his or her silver coffer 
  eventually return to their plane of origin at a random 
  location, anytime from a day to several centuries 
  after the creator's death.
  Mastery Power (10th Level):By rubbing a special 
  brown paste over your eyes that costs 50 gp (1 action), 
  you cast true seeing on yourself.
  Give Succor to Thy People
  Meaning: This symbol represents charity, healing, 
  benevolent leadership, and sanctuary given to 
  friends and kin but also to enemies. 
  Hieroglyph Bonus: You have advantage on Wisdom 
  (Medicine) checks.
  Hieroglyph Power: By spending an hour in 
  meditation and then specially preparing a bottle of 
  beer or wine with a cloth bearing this hieroglyph, 
  your sincere wish to help someone transfers into the 
  brew. When a creature drinks the brew, it instantly 
  gains all the benefits associated with completing a 
  short rest. This brew is usable for 24 hours before it 
  loses all potency.
  Mastery Power: By spending an hour in a trancelike 
  ritual with a waterskin, up to six creatures that 
  drink from the waterskin recover from two levels of 
  exhaustion and don't need any other food or water 
  for the rest of the day. The waterskin retains this 
  power until six creatures have drunk from it or until 
  dawn of the following day.
  The Gods’ Company is Like Light
  Meaning: This symbol represents wisdom and 
  knowledge gained over an extended time through 
  dedication and effort.
  Hieroglyph Bonus: You gain the ability to speak 
  and read one additional language of your choice. 
  Hieroglyph Power: By meditating on this 
  hieroglyph for 10 minutes, you cast comprehend 
  languages. 
  Hieroglyph Power (2nd Level): By tracing this 
  symbol onto your forehead or that of another 
  creature (1 action), that creature gains advantage on 
  Intelligence checks for 1 minute. 
  Mastery Power: By inhaling incense and powders 
  over the course of an hour, you call upon the wisdom 
  of your ancestors to reveal a bit of knowledge from 
  the past. This allows you to gain your ancestors' 
  assistance with a problem immediately before you. 
  The precise implementation of this is up to the 
  GM; you might gain a specific clue that helps you 
  to solve the problem, or you might gain temporary 
  proficiency (lasting 1 hour) with a skill or tool set, or 
  advantage on a single type of skill check for the same 
  length of time. 
  Grasping Arms of Balance
  Meaning: This symbol represents the judgment of 
  the dead, ever watchful and weighing the actions of 
  the living in expectation of the moment when they 
  eventually pass on from the world.
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Intelligence (Investigation) checks.
  Hieroglyph Power: You trace this hieroglyph in 
  ash on the body of a willing creature. For the next 
  hour, the creature has advantage on Wisdom ability 
  checks. 
  Hieroglyph Power (3rd Level): By tracing the 
  hieroglyph into the air with your fingers (1 action), 
  you force a creature you can see to make a Wisdom 
  saving throw. If it fails, you can immediately give it 
  one command, either verbally or in writing, which 
  can be completed in the next minute. The creature 
  must try to complete the command to the best of its 
  ability, provided doing so won't directly harm the 
  creature. If the task isn't completed within 1 minute, 
  the glyph's power wears off and the creature is freed 
  from the compulsion.  
  Mastery Power (9th Level): You spend an hour 
  enchanting a piece of paper with this hieroglyph 
  using specially prepared inks. By burning the paper 
  (1 action), you cast a geas spell on one target. You and 
  the target must have a language in common for the 
  effect to work. 
  He Hath Repulsed the Fiends
  Meaning: This symbol represents the prevention 
  of harm, usually through the protection of devoted 
  soldiers or bodyguards.
  Hieroglyph Bonus: When unarmored, your Armor 
  Class = (10 + your Wisdom modifier + your Dexterity 
  modifier). 
  Hieroglyph Power (3rd Level): By drawing this 
  hieroglyph with powdered metal on a creature 
  (1 action), you grant that creature resistance to 
  bludgeoning, piercing, or slashing damage (your 
  choice) for 1 minute. 
  Hieroglyph Power (5th Level): By burning a 
  specially crafted scroll (1 action), you conjure a squad 
  of soldiers. These soldiers can appear different to 
  different creatures, and even have different numbers 
  (one person might see five soldiers while another sees 
  eight). They appear standing inside a 10‑foot square 
  within 10 feet of you, and they can't leave that space. 
  Within that square area, they behave like a swarm; 
  other creatures can enter the space and end their 
  
  7
  Deep Magic Hieroglyph Magic
  turn there. Whenever one of your enemies enters 
  the soldiers' space or starts its turn in the space or 
  within 5 feet of it, the soldiers attack that creature. 
  Their attack bonus = (your Wisdom modifier + your 
  proficiency modifier), and a successful attack causes 7 
  (2d6) force damage. The soldiers remain for 1 minute, 
  provided you maintain concentration on them. They 
  never take damage and can't be dispelled except by 
  breaking your concentration.
  Mastery Power (8th Level): By tracing this 
  hieroglyph into the air and then limning it with a 
  handful of magically‑charged sand (1 action), you 
  cast banishment.
  Hold the Storm in an Urn of the Wind
  Meaning: This symbol represents the power of 
  storms and wind and the effect they can have on the 
  world. 
  Hieroglyph Bonus: Any effects or attacks that 
  would push you, push you 5 feet less than they would 
  otherwise.
  Hieroglyph Power (1st Level): By spending an 
  hour in meditation with burning incense before 
  tracing this hieroglyph into the air, you cast control 
  weather. Unlike the spell, the hieroglyph affects an 
  area only a quarter‑mile in radius and the change 
  lasts just 20 minutes (while you concentrate) before 
  the weather returns to what it was before.
  Hieroglyph Power (3rd Level): By chanting this 
  hieroglyph for 3 rounds, you cast wind wall.
  Mastery Power: Immediately after performing a 
  10‑minute ritual with special incense, you cast wind 
  walk. Unlike the spell, the hieroglyph affects up 
  to 5 creatures and the effect lasts only 2 hours and 
  requires your concentration. 
  The Jackal Moves On Tirelessly
  Meaning: This symbol represents travel, persistence, 
  and not giving up in the face of challenge.
  Hieroglyph Bonus: You gain a +1 bonus on saving 
  throws to resist exhaustion.
  Hieroglyph Power (3rd Level): By tracing this 
  symbol onto the body of a willing creature (1 action), 
  you increase that creature's speed by 15 feet for 1 
  hour. This affects all forms of movement the creature 
  can use.
  Mastery Power: By drawing this hieroglyph into 
  the ground over the course of 10 minutes, you create 
  a temporary portal to another place you're familiar 
  with, within 1 mile. You can step through the portal 
  once, then it disappears. You can bring along a 
  number of other creatures equal to (your level ÷ 
  4, rounded up), provided all of them are your size 
  category or smaller and they're all willing or helpless.
  On the Day of the Destruction of the Fiends
  Meaning: This symbol represents triumph over your 
  enemies, victory, and celebration of those victories. 
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Charisma (Intimidation) checks.
  Hieroglyph Power (3rd Level): To trigger this 
  hieroglyph, you must trace the symbol on yourself 
  with a knife or other sharp object (pressing hard 
  enough to leave a mark on the skin but not hard 
  enough to cause damage or draw blood) and emit a 
  loud battle cry. All creatures within 10 feet of you that 
  hear the battle cry must make a successful Charisma 
  saving throw or be frightened of you for 1 minute. 
  Mastery Power: By hosting a great feast for your 
  army on the eve of battle, everyone who partakes 
  in the feast gains temporary hit points equal to 
  your Charisma modifier (minimum of 1) and has 
  advantage on the same number of their next attacks. 
  At least 500 gp worth of gold shavings must be 
  cooked into the food. The effects fade when used or 
  at sunset of the next day.
  Open the Hidden Springs and Unbolt  
  the Shrine
  Meaning: This symbol represents casting off chains, 
  putting down oppression, and opening pathways.
  Hieroglyph Bonus: You get a +1 bonus when 
  making Dexterity (Sleight of Hand) checks. 
  Hieroglyph Power: By tracing this hieroglyph (1 
  action) onto a rope, chain, or other implement that's 
  holding you in place, you gain advantage on Dexterity 
  checks made to free yourself. This doesn't apply 
  to checks made to escape a grapple unless you're 
  grappled by an inanimate object.
  Mastery Power: Using whatever is on hand for 
  marking, you can trace this hieroglyph (1 action) onto 
  the skin of a creature to cast blink on that creature.
  
  8
  Savor the Divine Company of the Gods
  Meaning: This symbol represents robust and 
  vigorous health and the favor of the gods. 
  Hieroglyph Bonus: Your maximum number of hit 
  points increases by 1 per hit die. 
  Hieroglyph Power: When you trace this hieroglyph 
  on a creature's skin with blood (1 action), that 
  creature gains temporary hit points equal to your hit 
  dice. 
  Mastery Power: By spending an hour repeatedly 
  tracing this hieroglyph again and again on the body 
  of an afflicted creature, you cast lesser restoration on 
  that creature.
  Shine at the Monument of the Mighty
  Meaning: This symbol represents physical and 
  mental strength, overcoming weakness, and 
  surpassing limits.
  Hieroglyph Bonus: You count as one size larger 
  when determining your carrying capacity and the 
  weight you can push, drag, or lift.
  Hieroglyph Power: By tracing this hieroglyph 
  on a creature (1 action), you double that creature's 
  Strength bonus for the purpose of determining 
  damage from its next successful attack.
  Hieroglyph Power (3rd Level): By crushing 
  a previously‑prepared clay semblance of this 
  hieroglyph (1 action), you gain advantage on 
  Strength checks for 1 minute. You can also give the 
  clay hieroglyph to another creature so that creature 
  can gain the bonus from crushing it.
  Mastery Power: Tracing this hieroglyph onto a 
  creature (1 action) frees that creature from the 
  need for sleep and makes the creature immune to 
  exhaustion for 24 hours.
  Stand Above All
  Meaning: This symbol represents moral rightness, 
  dominance, rulership, and ego.
  Hieroglyph Bonus: You have advantage on 
  Charisma saving throws.
  Hieroglyph Power (3rd Level): By tracing this 
  hieroglyph  on your clothing, you rally your allies 
  and improve their morale. For the next minute, your 
  allies gain +1 on attack rolls, saving throws against 
  fear effects, and skill checks while they're within 10 
  feet of you.
  Mastery Power: You trace this hieroglyph on a 
  willing creature using dust made from powdered 
  gems worth at least 200 gp. The creature the 
  hieroglyph was bestowed on gains the power to 
  overawe the mind of one other creature within 60 
  feet for a minute. The awed creature must make a 
  successful Charisma saving throw or prostrate itself 
  before the creature bearing the hieroglyph. An awed 
  creature repeats the saving throw at the end of its 
  turn, ending the effect on itself with a success. The 
  effect also ends if the awed creature takes damage, is 
  attacked, or after 1 minute. 
  Stars and Birds Perceive All
  Meaning: This symbol represents vision, sight, and 
  perceiving from great distances. 
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Wisdom (Perception) checks. In addition, 
  you can make an eye of Tsetsu (see “Magic Items”) 
  with 6 hours of crafting. 
  Hieroglyph Power: By drawing this glyph with the 
  feather of an owl, you cast enhance ability to gain the 
  owl’s wisdom effect.
  Mastery Power: By tracing this glyph over and 
  over in a 10‑minute ritual while using a rock that 
  fell from the sky as a material component, you cast 
  clairvoyance.
  Watchful Eyes See That Which is Hidden
  Meaning: This symbol represents looking beyond 
  the surface to see the world differently or to question 
  the way things are done.
  Hieroglyph Bonus: You gain a +1 bonus when 
  making Wisdom (Insight) checks.
  Hieroglyph Power (3rd Level): By spending 5 
  minutes tracing the hieroglyph on a creature, you 
  imbue that creature with the ability to cast detect evil 
  and good once in the next 24 hours. The hieroglyph 
  can also be created on a small object instead of 
  directly on a creature; in that case, detect evil and good 
  can be cast once by a creature holding the object.
  Hieroglyph Power (6th Level): After spending 
  10 minutes inking this hieroglyph in the middle of 
  your forehead, you gain the benefits of casting detect 
  thoughts for as long as you concentrate, up to  
  1 minute.
  Mastery Power: By drawing this hieroglyph with 
  ink containing blood from an aberration (1 action), 
  you cast arcane eye.
  
  9
  Deep Magic Hieroglyph Magic
  With One Heart and Voice the  
  People Raise Cries of Joy
  Meaning: This symbol represents unity, community, 
  common purpose and goals, and protecting one 
  another.
  Hieroglyph Bonus: You have advantage on saving 
  throws that are also being made by at least one of 
  your allies.
  Hieroglyph Power (3rd Level): By using ash to 
  draw this hieroglyph on a rope that you use to bind 
  your wrist to another creature (1 action), you can 
  absorb the damage and other effects from the next 
  attack that hits the other creature. The attack must 
  hit the other creature, but it affects you instead; the 
  other creature is unaffected. The rope can be no more 
  than 30 feet long.
  Mastery Power: By invoking this hieroglyph during 
  a 10‑minute ritual, you temporarily grant telepathy 
  to up to 10 creatures that are within 60 feet of 
  you. The telepathy works only among the affected 
  creatures; they can't use it to communicate with 
  other creatures outside the group. The creatures 
  also have advantage on Wisdom saving throws. Both 
  effects last for 1 hour.
  With the Sight and Talons of the Hawk
  Meaning: This symbol is associated with strength, 
  speed, honor, and heroism. 
  Hieroglyph Bonus: You gain a +1 bonus on initiative 
  rolls. 
  Hieroglyph Power (4th Level): As an action, you 
  can use ink to trace this hieroglyph onto a creature, 
  granting it advantage on Strength checks and 
  Constitution checks for the next hour, so long as you 
  maintain concentration.
  Hieroglyph Power (6th Level): By spending 
  one round in intense concentration to summon 
  power from the sky, you target one creature that 
  has the hieroglyph emblazoned on its forehead. The 
  creature gains the effects of the enlarge spell, and 
  its head takes on the appearance of a hawk for the 
  duration of the spell. 
  Mastery Power (8th Level): You trace this symbol 
  into the air (1 action), granting the speed of the air 
  to an ally within 60 feet. The affected ally gains the 
  effect of a haste spell lasting 1 minute. 
  Hieroglyph Spells 
  Spells associated with hieroglyphs often carry the 
  power of the various lands of their origin. They can 
  draw energy from the sand and heat of the desert or 
  the fertile river valley and the unique magic found in 
  such places. This is sometimes tied to ley line magic, 
  shadow magic, and other, darker arts.
  HIEROGLYPH MAGIC SPELL LIST
  CANTRIP
  Bless the Dead
  Scribe
  Encrypt / Decrypt
  1ST LEVEL
  Beguiling gift
  Speak with Inanimate Object
  Trick Question
  2ND LEVEL
  Conjure Scarab Swarm
  Power Word Kneel
  3RD LEVEL
  Gloomwrought Barrier
  Mire
  4TH LEVEL
  Desiccating Breath
  Power Word Pain
  5TH LEVEL
  Eidetic Memory
  6TH LEVEL
  Extract Knowledge
  7TH LEVEL
  Curse of Dust
  Symbol of Sorcery
  8TH LEVEL
  Arcane Sight
  9TH LEVEL
  Form of the Gods
  ARCANE SIGHT
  8th-level divination (sorcerer, warlock, wizard)
  Casting Time: 1 round
  Range: Touch
  Components: V, S, M (a piece of clear quartz)
  Duration: Concentration, up to 1 hour
  The recipient of this spell gains the benefits of both 
  true seeing and detect magic for 1 hour, and also knows 
  the name and effect of every spell he or she witnesses 
  during arcane sight's duration. 
  BEGUILING GIFT
  1st-level enchantment (bard, cleric, druid, sorcerer,  
  warlock, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  You implant a powerful suggestion into an item as 
  you hand it to someone. If the person you hand it 
  to accepts it willingly, they must make a successful 
  Wisdom saving throw or use the object as it's meant to 
  be used at their first opportunity: writing with a pen, 
  consuming food or drink, wearing clothing, drawing 
  
  10
  a weapon, etc. After the first use, they're under no 
  compulsion to continue using the object or even to 
  keep it.
  BLESS THE DEAD
  Abjuration cantrip (cleric, druid, warlock)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You grant a blessing to one deceased creature, 
  allowing it to cross over to the realm of the dead in 
  peace. A creature that benefits from bless the dead can't 
  become undead. The spell has no effect on either the 
  living or the undead.
  CONJURE SCARAB SWARM
  2nd-level conjuration (cleric, druid, wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a beetle carapace)
  Duration: Concentration, up to 10 minutes
  You summon swarms of scarab beetles to attack your 
  foes. Two swarms of beetles appear in unoccupied 
  spaces that you can see within range.
   
  Each swarm disappears when it drops to 0 hit 
  points or when the spell ends. The swarms are 
  friendly to you and your allies. Make one initiative 
  roll for both swarms, which have their own turns. 
  They obey verbal commands that you issue to them 
  (no action required by you). If you don’t issue any 
  commands to them, they defend themselves from 
  hostile creatures but otherwise take no actions. 
  CURSE OF DUST
  7th-level necromancy (cleric, druid, warlock)
  Casting Time: 10 minutes
  Range: 500 feet
  Components: V, S, M (a piece of spoiled food)
  Duration: 1 week
  You cast a curse on a creature that you're familiar 
  with, causing them to be unsatiated by food no 
  matter how much they eat. This isn't merely an 
  issue of perception; the target physically can't 
  draw sustenance from food and is in real danger of 
  starving to death. Within minutes after the spell 
  is cast, the target feels constant hunger no matter 
  how much food is consumed. The target must make 
  a Constitution saving throw against the spell after 
  every 24 hours during the spell's duration. Each time 
  the saving throw fails, the target gains one level of 
  exhaustion. The effect ends after 1 week or when the 
  target's Constitution saving throw succeeds for a 
  second day in a row. 
  DESICCATING BREATH
  4th-level evocation (cleric, druid, sorcerer, wizard)
  Casting Time: 1 action
  Range: Self (30‑foot cone)
  Components: V, S, M (a clump of dried clay)
  Duration: Instantaneous
  You spew a cloud of black dust that draws all moisture 
  from a 30‑foot cone. Animals in the cone take 22 
  (4d10) necrotic damage, or half damage with a 
  successful Constitution saving throw. The damage is 
  33 (6d10) against plants and plant creatures, halved 
  with a successful Constitution saving throw.
  EIDETIC MEMORY
  5th-level transmutation (ritual; bard, cleric, druid, wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a string tied in a knot)
  Duration: Concentration, up to 1 hour
  When you cast this spell, you remember everything 
  you've ever read or heard in the past. This grants you a 
  +10 bonus when making Intelligence checks.
  ENCRYPT / DECRYPT
  Alteration cantrip (bard, cleric, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  By touching a written message or book, you can hide 
  its contents. All creatures who try to read it see the 
  page markings as nothing but gibberish. The effect 
  ends when encrypt/decrypt is cast on the material again 
  or when dispel magic is cast on the affected script.
  EXTRACT KNOWLEDGE
  6th-level necromancy (ritual; bard, cleric, warlock, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a blank page)
  Duration: Instantaneous
  By touching a recently deceased corpse, you gain one 
  specific bit of knowledge from it that was known to 
  the creature in life. You must form a question in your 
  mind as part of casting the spell; if the corpse has an 
  answer to your question, it reveals the information 
  to you. The answer is always brief—no more than a 
  sentence—and very specific to the framed question. 
  The corpse doesn't need a functioning mouth to speak 
  its answer; you receive the information telepathically. 
  It doesn't matter whether the creature was your friend 
  or enemy; the spell compels it to answer in any case.
  
  11
  Deep Magic Hieroglyph Magic
  FORM OF THE GODS
  9th-level transmutation (cleric)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a holy symbol)
  Duration: Concentration, up to 1 hour
  By drawing on the energy of the gods, you temporarily 
  assume the form of your patron's avatar. Form of the 
  gods transforms you into an entirely new shape and 
  makes the following changes (summarized below and 
  in the avatar form monster stat block).
  •   You become Large size, if you weren't already at 
  least that big.
  •   You gain resistance to nonmagical bludgeoning, 
  piercing, and slashing damage and to one other 
  damage type of your choice. 
  •   You gain multiattack, allowing you to make two 
  slam attacks and a bite.
  •   Your ability scores change to reflect your new 
  form, as shown below.
  You remain in this form for 1 hour, until you stop 
  concentrating on it, or until you drop to 0 hit points, 
  at which time you revert to your natural form.
  AVATAR FORM
  Large
  Armor ClAss 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  sPeed 30 ft. 
  str 
  deX 
  Con 
  int 
  Wis 
  CHA 
  20 (+5) 18 (+4) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5)
  dAmAge resistAnCes bludgeoning, piercing, and slashing from 
  nonmagical weapons, plus one additional type
  senses darkvision 60 ft., passive Perception 13
  lAnguAges Speaks all languages known in previous form
  CHAllenge 18 (20,000 XP)
   
  Awesome Presence. Each creature of your choice within 60 
  feet of you must succeed on a DC 17 Wisdom saving throw 
  or become frightened of you for 1 minute. A frightened 
  creature repeats the saving throw at the end of its turn, 
  ending the effect on itself with a success. Once a creature 
  makes a successful saving throw, that creature is immune to 
  your Awesome Presence for 24 hours.
  Actions
  Multiattack. You make two slam attacks and one bite attack. 
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  creature. Hit: 14 (2d8 + 5) piercing damage.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  creature. Hit: 16 (2d10 + 5) bludgeoning damage.
  GLOOMWROUGHT BARRIER
  3rd-level conjuration (cleric, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a piece of obsidian)
  Duration: Concentration, up to 1 minute
  When you cast this spell, you erect a barrier of energy 
  from the realm of death and shadow. This creates a 
  wall 20 feet high and 60 feet long, or a ring 20 feet 
  high and 20 feet in diameter. The wall lightly obscures 
  vision through it from one side of your choice but is 
  transparent from the other side. A creature that tries to 
  move through the wall must make a successful Wisdom 
  saving throw or become frightened of the wall until the 
  start of the creature's next turn, when it can try again 
  to move through. Once a creature makes a successful 
  saving throw against the wall, it's immune to being 
  frightened of this gloomwrought barrier.
  MIRE
  3rd-level transmutation (cleric, druid, warlock, wizard)
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a vial of sand mixed with 
  water)
  Duration: 1 hour
  When you cast mire, you create a 10‑foot‑diameter 
  pit of quicksand, sticky mud, or a similar dangerous 
  natural hazard suited to the region. A creature that's 
  in the area when the spell is cast or that enters the 
  affected area must make a successful Strength saving 
  throw or sink up to its waist and be restrained by 
  the mire. From that point on, the mire acts exactly 
  as quicksand (see the GM's rules), but the DC for 
  Strength checks to escape from the quicksand is your 
  spell save DC. A character outside the mire trying to 
  pull another creature free receives a +5 bonus on their 
  Strength check against that DC.
  POWER WORD KNEEL
  2nd-level enchantment (bard, cleric, sorcerer, warlock, 
  wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (an emerald worth at least  
  100 gp)
  Duration: Instantaneous
  When you shout this power word, creatures within 
  20 feet of a point you specify are compelled to kneel 
  down facing you. Up to 55 hit points of creatures are 
  affected, beginning with those that have the fewest hit 
  points. A kneeling creature makes a Wisdom saving 
  throw at the end of its turn, ending the effect on itself 
  with a success. A kneeling creature is treated as prone. 
  
  12
  The effect ends immediately on any creature that 
  takes damage while kneeling.
  POWER WORD PAIN
  4th-level enchantment (cleric, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a quill jabbed into your own 
  body)
  Duration: Instantaneous
  When you utter the power word for pain, one creature 
  within 60 feet takes 22 (4d10) force damage. At the 
  start of each of its turns, the creature must make a 
  successful Constitution saving throw or take another 
  22 (4d10) force damage. The effect ends when the 
  creature's Constitution saving throw succeeds. 
  SCRIBE
  Transmutation cantrip (bard, cleric, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  This spell allows you to create a copy of a written 
  work. By placing a blank scroll, book, or page near 
  the work that you are copying, all the writing, 
  illustrations, etc., in the original reproduces itself 
  in the new document, in your handwriting. The new 
  medium must be large enough to accommodate the 
  original source. Magical properties of the original 
  aren't reproduced, so you can't use scribe to make 
  usable copies of spell scrolls or magic books.
  
  13
  Deep Magic Hieroglyph Magic
  SPEAK WITH INANIMATE OBJECT
  1st-level divination (ritual; cleric, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S 
  Duration: 1 minute
  You awaken a spirit that resides inside an inanimate 
  object such as a rock, sign, or table, and can ask it 
  questions. The spirit is neutral toward you unless 
  you've done something to harm or help it. The spirit 
  can give you information about its environment and 
  about things it has observed (with its limited senses), 
  and it can act as a spy for you in certain situations. 
  SYMBOL OF SORCERY
  7th-level evocation (ritual; sorcerer, warlock, wizard)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (specially prepared ink charged 
  with magic)
  Duration: 8 hours
  This arcane symbol is drawn onto an object, wall, or 
  other surface at least 5 feet wide. When a creature other 
  than you approaches within 5 feet of the hieroglyph, 
  it triggers in an arcane explosion. All creatures in a 
  60‑foot cone must make a successful Wisdom saving 
  throw or be stunned. A stunned creature repeats the 
  saving throw at the end of its turn, ending the effect on 
  itself with a success. After this symbol explodes once, 
  its power is spent and the spell ends.
  TRICK QUESTION
  1st-level enchantment (bard, druid, sorcerer, warlock, 
  wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components:  V, S
  Duration: Instantaneous
  You phrase a question in a way that can be answered 
  by one word, to a target that can hear you. The target 
  must make a successful Wisdom saving throw or be 
  compelled to answer your question truthfully. When 
  the spell ends, the target knows that you used magic to 
  compel an answer.
  Magic Items
  These three magic items—coffer of memory, eye of Tetsu, 
  and Nurian stone—are most common in areas where 
  hieroglyph magic proliferates. They can be found 
  elsewhere in Midgard thanks to travelers, traders, and 
  collectors of magical curiosities.
  COFFER OF MEMORY
  Wondrous item, rare (requires attunement)
  This small golden box resembles a jewelry box and is 
  easily mistaken for a common trinket. When attuned 
  to the box, its owner can fill the box with mental 
  images of important events lasting no more than a 
  minute each. Any number of memories can be stored 
  this way. These images are similar to a slide show from 
  the bearer's point of view. On a command from its 
  owner, the box projects a mental image of a requested 
  memory so that whoever is holding the box at that 
  moment can see it.
   
  If a coffer of memory is found with memories already 
  stored inside it, a newly‑attuned owner can view a 
  randomly‑selected stored memory with a successful 
  DC 14 Charisma check.
  EYE OF TETSU
  Amulet, uncommon (requires attunement by a spellcaster)
  This pendant bearing the hieroglyph the stars and birds 
  perceive all allows its owner to summon a tiny spirit in 
  the form of a hawk, falcon, or owl. This bird flies up to 
  500 feet in front of you, and you perceive through its 
  eyes. While doing this, your body is effectively blind, 
  as your sight is entirely from the bird's perspective. 
   
  A summoned spirit stays for 10 minutes or until 
  dismissed by you (no action required). Summoning a 
  spirit uses 1 charge from the amulet. The amulet has 4 
  charges, and regains 1d4 expended charges each day 
  at dawn.
  NURIAN STONE
  Brooch, rare, (requires attunement by a spellcaster)
  This amulet bearing the hieroglyph drink deep of the 
  river’s power improves its owner's magical ability. 
  Spells cast while you're attuned to and carrying a 
  nurian stone have the DC of any associated saving 
  throw increased by 1. 
  
  14
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  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
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   15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 2000, Wizards of 
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   System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson. 
   Deep Magic: Hieroglyph Magic © 2018 Open Design LLC; 
  Author: Michael Ohl.
  OPEN GAME LICENSE Version 1.0a
  
  Midgard and the Kobold Press logo are trademarks of Open Design. 
  BY DAN DILLON, RICHARD GREEN, AND CHRIS HARRIS
  TM
  HEROES HANDBOOK
  Venture Forth in a  
  Dark World of Deep Magic
  The Midgard Campaign Setting is here! Now all it needs is heroes—to discover its wonders, battle its horrors, 
  and forge new legends in a dark world of deep magic for 5th Edition Fantasy. 
  MIDGARD WORLDBOOK 
  Inspired by the myths and folklore of Eastern and 
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  Everything you need to create a hero ready for 
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  BY WOLFGANG BAUR AND RICHARD GREEN
  TM
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  WORLDBOOK
  MIDGARD WORLDBOOK
  ilization slowly gives way to 
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  MSRP $49.99
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  venture in  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Deep Magic 15 Hieroglyphic Magic.pdf