BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

School of Sealing

This school of magic is all about enhancing or reducing the effects of spells by sealing them in a specific way. The wizards of this school usually work with spells from the school of abjuration and aim to provide better protection through magic. Wizards of this school are called sealers and are generally the protectors of the groups they are in.

Weakening Seal

Starting at 2nd level, you can prevent a creature from using its powers. As a reaction, you can target a creature within 30 feet of you. The target must succeed on a Charisma saving throw or be affected by one of the following effects of your choice:

  • The target’s speed is reduced by 10 feet until the end of its next turn.
  • The target has disadvantage on the next saving throw it makes within 1 minute.
  • The target takes 1d6 radiant damage.
  • The target has disadvantage on the next attack roll it makes within 1 minute.
Ritual of Protecting Seal

Also at 2nd level, you can place a seal on objects to protect them against specific types of creatures. To do so, you perform a 1-hour ritual with the item and choose one of the following creature types; aberration, celestial, dragon, elemental, fey, fiend, giant, monstrosity, ooze, or undead.

If a creature of the chosen type tries to carry the item, it takes 4d6 force damage, and an extra 4d6 force damage at the start of each of its turns while carrying it.

The sealed item retains its new properties for 1 week, for the duration of which it also becomes a magic item.

The seal is visible to the naked eye, and a creature can discern the nature of the seal by means of a successful DC 15 Intelligence (Arcana) check.

The force damage increases to 5d6 at 10th, 6d6 at 14th, and 7d6 at 18th level.

In addition, when you reach 14th level, the effects of the ritual become permanent, and you can seal the item against evil-aligned creatures instead of choosing a single creature type. Only you or a wish spell can dispel the effects of the ritual.

Once you use this feature, you must finish a long rest to do so again.

Interruptive Seal

At 6th level, you learn to form a seal between a creature and magic. Whenever you cast the dispel magic or the counterspell spells, you can choose to have advantage on the ability check required by the spell.

In addition, when you cast the banishment spell, the target has disadvantage on the Charisma saving throw, and you only have to keep it under the effect of the spell for 5 turns instead of 1 minute for the target to remain banished.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a short or long rest.

Detailed Knowledge of Sealing

At 10th level, your knowledge of protection magic reaches immense heights, allowing you to cast an abjuration spell without expending a spell slot. Once you use this feature in this way, you must finish a long rest to do so again.

In addition, choose one of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, giant, monstrosity, ooze, or undead. When you cast a spell that targets a creature of the chosen type, the target must succeed on a Charisma saving throw or be stunned until the end of its next turn. You can change the chosen type of creature during a long rest.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after you finish a long rest.

Master Sealer

At 14th level, you can close planar gates, teleportation circles, and portals by performing a 1-hour ritual.

You can also choose to close such gates and portals more quickly. As an action, you can expend a spell slot of 6th level or higher and consume spell components worth 500 gold pieces to close a planar gate or portal.

When closed in this way, gates or portals are not destroyed and can be activated again.

This feature does not work on the gates and portals created by gods or other prominent divine forces.

Related Locations

Comments

Please Login in order to comment!