School of Glyphomancy
A wizard who devotes his time to the study of written magic and spells inscribed within a perfectly rendered diagram.
Book of Glyphs
A glyphomancer uses a unique system for recording the details of a spell that drastically reduces the expense of maintaining spellbooks. Every spell he learns from now on requires only a single page in his spellbook. It still takes 2 hours, per spell level, to scribe a spell into a spellbook and materials costing 10 gp per page. A geometer’s spellbook is difficult for nongeometers to decipher and use. The Insight/Investigation to decipher or understand glyphs from a glyphomancer’s spellbook is DC = (8 +Proficiency Bonus +Intelligence).
At 2nd level, you can prepare additional spells by way of glyphs. You can inscribe a piece of parchment or similar. This allows you to prepare an additional number of spells equal to your Intelligence modifier. These spells must be written out with the material components or ink and take 10 minutes to draw. At the time of use, the page is destroyed and the other component must be used in conjunction with it.
At 10th level, you can scribe glyphs with ink only in place of the material components that cost 100 gp or less.
Example: In the morning, John Doe prepared a Glyph of Fireball on a piece of parchment, folded it and stuffed it away in his sleeve. When it came time to use it, John pulled out the parchment. The guano droppings and sulfur inscribed page is waved in the air and with a few words the spell activates and sends the pea sized fireball towards the enemy. The page that had it inscribed turns to ash after the fireball activates.
Beginning at 6th level, you can add the Glyph of Warding spell to your spellbook if you don’t already know it, or add a different wizard spell of the DMs choice if you do. When inscribing Glyphs with the Glyph of Warding spell, it costs half the time to perform.
As an action, glyphs can be transferred from one non-living surface to another. When transferring a Glyph from one surface to another you can change or add a condition for it to activate.
If you did not inscribe the glyph you are attempting to transfer you must make an Intelligence saving throw in place of the spell’s save.
Example: John Doe once again placed a Fireball on a piece of parchment. He realized some dirty gnolls were going to come around the corner pretty soon so he laid his parchment onto the ground of the small hallway and in some swift hand motions he transferred the glyph onto the cavern floor with a a conditional activation. As John Doe fleed, the cavern exploded behind him and he buried those dirty gnolls.
At 10th level, Add the spell Contingency to your spell book if you don’t already have it, or add a different wizard spell if you do. Contingent spells have a duration of “until discharged or dispelled”.
You can have a maximum of number of active contingent spells going equal to half your Intelligence Modifier rounded down (At least 1).
At 14th level, You understand all forms of inscribed magic. Finding spell scrolls is rather simple, but understanding them is where a Glyphomancer comes in. Spell scrolls you have access to can be used in place of a prepared spell when used in conjunction with Contingency, Glyph of Warding, and similar glyph uses. The scrolls used in this way are destroyed.