Reading Magic
Finally, in most previous editions, arcane magic had its own language. Not everyone could interpret the contents of a wizard’s spellbook, or read ancient sigils, glyphs, and other writing created by magic. A spell was required to read magical writing, but this cost a precious spell preparation and spellcasting slot. In the fifth edition ruleset, such a spell wouldn’t really work.
Still, the concept of such a magical language is interesting, so how does a game master go about handling such a thing in their game? There are two easy and obvious ways to handle it: an Intelligence (Arcana) check or treating it like any other language. Of course,this opens the opportunity for anyone with a language slot or the Arcana skill to read the language. The game master could grant it as a “secret language” to the wizard class like Druidic is for the druid, but that excludes bards, sorcerers, and warlocks.
If the game master wishes to make it a special language that is hard to learn but still accessible, like the spell was in previous editions, a spell would be more appropriate. In this case, an arcane* spell scroll would be useable by anyone who knew the spell, though a character that doesn’t have the spell on their spell list – or doesn’t have a spell list at all – would be required to make an Intelligence check with a DC of 10 + the spell’s level to cast any spell.
DM's Note: This would apply to the function of things such as 'identifying and casting spell scrolls'.
Optional Spell: Reading Magic
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