Glyphs
Inscriptioners can create magic symbols which can empower magical and physical abilities.
They take the form of either tattoos or written symbols stored in a book, on scrolls, or any medium that will take them. In the case of tattoos, these glyphs are always available; in the case of written symbols, the glyphs are available when the item on which they are inscribed is at hand.
Inscribing a glyph takes one hour; the cost is given in the descriptions below.
By default, glyphs are constant effects. However, you may, as a free action, toggle your glyphs on or off, individually or as a whole.
- Glyph Slots
WORK IN PROGRESS
Priest Glyphs
- Rank 1
- Glyph of Angelic Light: When you cast a single-target healing spell, the subject gains an exclusive buff, causing him to gain 20% more healing from all sources for 2 rounds.
- Glyph of Evangelism: When you inflict holy, psychic, or shadow damage, you gain a damage bonus of +20% with that energy type for 3 rounds, replacing any damage bonuses with other energy types from this glyph.
- Glyph of Reflective Shield: Whenever you or an ally protective by your shielding spells (e.g. Power Word: Shield, Sanctuary, Power Word: Reflect, etc) is successfully hit, the attacker suffers holy damage equal to the amount inflicted, regardless of the shield's remaining limit or absorption amount.
- Rank 2
- Glyph of Faithful Vigilance: Whenever you cast a defensive or enhancement spell, you gain 1 point Righteous Fury (max once/rd).
- Glyph of Healing Light: Whenever you cast a healing spell, you gain 1 point of Righteous Fury (max once/rd).
- Glyph of Righteous Wrath: Whenever you cast a harmful spell, you gain 1 point of Righteous Fury (max once/rd).
- Rank 3
- Glyph of the Ardent Defender: Your defensive and shielding spells are always cast as if with 1 bonus point of Righteous Fury.
Crafted Items
Spell Triggers
You may inscribe a prepared spell into a rune, such that it may be triggered with a touch or a word.
You may inscribe the rune on any surface--parchment, stone, skin, etc. Whoever touches the rune or speaks the word controls how it activates, unless you have pre-defined its activation parameters (target, duration, etc). No knowledge of spellcasting is required to activate a rune. However, you may choose any word you wish, and you may deactivate the touch trigger, so as to make a rune harder to activate by unauthorized persons.
Once inscribed, a spell trigger lasts forever, or until triggered, after which it fades forever. Spell triggers are one-use items.
You may inscribe any spell you know into a rune, or you may work cooperatively with another caster to scribe a spell the other caster knows. Inscribing a spell is just like casting it--it triggers the cooldown, consumes any required materials, etc, at the time of inscription.
Scribing a spell trigger consumes Inscription reagents according to the spell's rank:
Rank 1 |
20 cp |
---|---|
Rank 2 |
1 sp |
Rank 3 |
5 sp |
Rank 4 |
2 gp |
Rank 5 |
10 gp |
Feats
- Tattoo: You gain a tattoo slot.
- Mark of the Warrior: You gain +1/2/3/4/5 to Str, Dex, and Con, and +10/20/30/40/50% to Hit Points.
- Mark of the Sage: You gain +1/2/3/4/5 to Int, Wis, and Cha, and +5/10/15/20/25 to Recharge and Dominance.
- Cost to make: 1 gp / 2 gp / 5 gp / 10 gp / 20 gp in Inscription mats