School of the Stone Scribe
In the heart of the steppes an ancient tradition still
lives among some arcane practitioners. Those who
know the language and secrets of nature inscribed
them on the stone to let them never be forgotten. This
archaic secret is entrusted to the next generations.
By using the inscriptions of old they create a unique
bond, a circle of wizards, thus sharing a tremendous
power and precious knowledge. They learn their spells
through inscriptions, borrow arcane energy from one
another, and breathe as if they were one of the free
spirits living under the eternal sky. They excel at rituals,
magic circles, and sealing otherworldly beings away if
they ever threaten the eudaimonia of the world.
Level 2: Secrets of the Stone: Starting from 2nd
level, your studies about the inscriptions of old have
enabled you to use them to cast your spells as if they
were a spellbook. There are many inscriptions around
the world that contain spells on them, and only you
and those belonging to your arcane tradition can read
them. If you encounter such an inscription, you can
use your action to touch the inscription and memorize
the spell. You can memorize spells a number of
times equal to your Intelligence modifier (you regain
expended uses after you finish a long rest). You can
cast these without expending a spell slot. When a
spell is expended, it can’t be cast this way again, but
you can scribe the spell to your spellbook in half the
given time and with half the required material. If it is a
ritual spell, you can cast it as a ritual in half the given
time; after that, the spell is expended.
Level 2: Shared Memory: Starting from 2nd level,
you can share spell slots with other spellcasters. As
a bonus action, you can choose a bard, druid, cleric,
sorcerer or another wizard within 20 ft. of you and
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Subclass Options
choose one of your spell slots. That spell slot is
counted as expended for you, and the chosen target
can use that spell slot to cast appropriate spells with it
for the next 10 minutes. Roll a d10 when you share a
slot; on a roll of 10, your slot stays as unexpended and
your chosen ally can still gain the benefit from it. You
can’t use this feature for spell slots above 5th level.
You then gain your expended spell slot as normal,
such as with arcane recovery or long rest.
In addition, you learn the comprehend languages
spell and can cast it without expending a spell slot a
number of times equal to your Intelligence modifier. If
you have slots, you can cast it normally, and it doesn't
count against your daily prepared spells.
Level 6: Ancient Circles of Sealing: By 6th level,
you are aware of the dangers otherworldly creatures
possess and inscriptions of old have methods to seal
them away. You learn the detect evil and good and
magic circle spells and can cast them once a day
(each) without expending a spell slot. Also, you can
cast detect evil and good as a ritual.
You can use your action to summon a sealing circle with
5 ft. radius on otherworldly creatures within 20 ft. of
you. The creature must succeed on a Charisma saving
throw. On a success it takes 2d6 psychic damage. On a
failed save you choose one of the effects below:
D The creature’s movement speed becomes 0 for 1
minute. It can repeat the saving throw at the end
of each of its turns.
D If you are in a building of some sort, the creature
is bound to the building and can’t leave unless
it succeeds on a Charisma saving throw, or the
building ceases to exist completely. It can repeat
the saving throw once a month if it fails.
D If the creature is possessing a humanoid, it
makes a Charisma saving throw again, and on a
failed save, it is forced out of the body.
D It is blinded or deafened for 1 minute. It can repeat
the saving throw at the end of each of its turns.
D It has vulnerability to a type of damage of your
choice that is not its resistance or immunity for 1
minute. It can repeat the saving throw at the end
of each of its turns.
Level 10: Perfect Memory: When you use Shared
Memory, you can roll a d8 instead of d10. On a roll of
8, your spell slot remains unspent. You also can use
your action and restore one of your spell slots that is
not higher than 3rd level. You can’t use this feature
again until you finish a long rest.
In addition, you can cast magic circle as an action and
extend its duration for another hour.
Level 14: Master Scribe: You are now a master of
your arcane arts and can manipulate them in unique
and original ways. You can use your action to activate
your ancient knowledge and affect your next spell cast
within next minute one of the following ways:
D A creature has disadvantage on the saving throw
against the spell you cast or you have advantage
on the attack roll if the spell includes a spell attack.
D You ignore resistance against one type of damage
in your spell.
D If your spell includes an attack roll and hits a
creature, you can force the creature to make a
Charisma saving throw against your spell save
DC; on a failed save, it is banished for 10 minutes.