Mage of the Sigil
Mage of the Sigil is a set of substitution levels for the Wizard class.
Mages of the Sigil learn arcane magic in an unusual way. Rather than inscribing arcane runes in books and upon scrolls, they scribe them upon themselves, and absorb the etched runes into their skin.
Mages of the Sigil require the same components to cast as any other wizard, although their somatic components are markedly different. All of their spells with somatic components require the scribing (in mid-air or upon a target) of an arcane symbol. Symbols manifest heavily in the effect of their spells.
Optionally, this imposes a +4 to the Spellcraft DC to identify spells cast by a Mage of the Sigil (imposing a -2 on his checks to identify those of others).
1st-Level
- Body of Knowledge
- Instead of owning and maintaining a spellbook, you keep your spell knowledge inside you, which manifests as arcane runes etching along your body like tattoos. You do not need to worry about purchasing new pages as your spell knowledge advances, nor can your spellbook be stolen from you, although you do sport more tattoo-like markings as your spell knowledge increases. Also, your lack of inherent understanding of scrolls makes it more difficult for you to learn spells from scrolls.
- To learn a spell from a scroll requires the normal 8 hours and Spellcraft check (DC 15 + level), after which you must inscribe the spell in rune form upon your skin, a process taking one hour, and consuming materials costing 50 gp per level of the spell. Once inscribed, the markings fade.
- The markings corresponding to your known spells are not normally visible; however, each spell's marking becomes visible when you prepare the spell. When you cast a spell, the etched runes on your skin glow brightly before fading, as the spell fades from memory.
- Inscribe Tattoo
- Instead of Scribe Scroll, you learn how to scribe spell completion items in tattoo form, on yourself or others. They are identical to scrolls, except that you do not need to retrieve and unfurl them upon use. Also, in order to share knowledge of a spell with another wizard via tattoo, you must allow that wizard time (normally, 8 hours) to study a scribed tattoo.
- Inscribing a tattoo requires one hour.
- It's "market value" is spell level * caster level * 25 gp.
- It requires materials costing half market value.
- It costs XP equal to 1/25 market value.
- Only the recipient of the tattoo can trigger it.
- Triggering a tattoo is a spell completion action, and thus requires knowledge of the spell, or a successful Use Magic Device check, as with a scroll.