Level 2: Soul Sigils
The wizard can craft an ornate sigil to amplify a known spell. When expending the spell slot, they infuse this sigil with their own soul giving the magical energy a semi permanent root in the world. In order to create a sigil one must use the best inks and, as more potent spells require more ornate sigils, the monetary cost to create one is 25gp per spell level. In addition, the wizard infuses the sigil with a portion of their own life force, donating 2HP per spell level. This HP cannot be regained until the sigil is diffused. The time it takes to draw these sigils also increases with complexity at a rate of 1 minute per spell level.
A sigil effects spells differently based on the duration of those spells. An instantaneous spell will take effect on activation with the target being the surface on which the sigil is inscribed. A concentration spell is permanent until the sigil is diffused with the target also being the surface on which it is inscribed. Sigils may be activated as a free action. This does not take the wizard's concentration as the life force serves that purpose.
Sigils are rather durable with resistance to all damage and a number of hit points equal to five times the life force infused. The wizard may diffuse sigils with a simple wipe of their hand, however, willing them to cease and regaining the hit points infused. If a sigil is destroyed by a source other than the wizard, the life force is lost, but the wizard may regain the lost hit points through normal healing means.
Level 6: Disentropy
The wizard develops an extended sense through their sigils. They may freely sense the environment around their spells as the spell Scrying. They may now diffuse their sigils from any distance with a bonus action. When crafting a sigil, the wizard may now allow activation by one other named entity.
Level 10: Mechanism
By specifying a trigger, the wizard can delay activation of a sigil. This can be as simple as "when someone walks over it" or as complex as to specify date, time, or other stipulations. Inactive sigils are hidden from most with a DC to perceive them equal to 8 + spell level + proficiency.
The wizard has also refined their craft to the point of reducing sigil drawing time to 1 round per level.
Level 14: Resonance
The wizard's connection w: ith their sigils now flows both ways. For any spell effect on the wizard, the wizard may choose to copy that effect to all sigils they currently control.
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