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  1. - Top - End - #1
    Orc in the Playground
    Join Date
    Jan 2016

    Default Spontaneous Spellbook caster

    I've always wanted to put together a class that had an open-ended number of spells known, but did not have to prepare spells. Recently I was struck by some inspiration, and decided to dedicate the class to a friend of mine.

    ---

    SCRIVNOMANCER
    Iron clashes with steel. Blood mixes with air. Fear and excitement perform an extravagant dance, each partner trying to take the lead. An orc chief screams in frustration as another one of his men fall to the axe of a dwarven hero. A half-elf calls desperately to her goddess to close the wounds of her half-orc battle-brother. A human swings a greatsword in a single mighty blow that turns three goblins into six pieces, sending green and black viscera sailing through the sky. A golden-skinned elf suddenly remembers that he is in the middle of combat.

    Hexalius looks up from the quite interesting spell he’d been reading, his fingers still stroking across the page. A small squint and light frown appear on his features as he transitions back into reality and does his best to remember the trivial details mortals worry about – such as how he got here and which side he is on.

    It comes back to the sun-elf quickly enough, and he scans the scene around himself to figure out how best to apply his skills. The goblins and the orcs, yes, they are all in the fray with his allies, surely about to be hacked in twain or penetrated in some vital spot and be done with. No, no; a nearly dead enemy is not a suitable use for Hexalius’s decades of study. He spots the orc chieftain, leading the battle from behind the lines, flanked by four hobgoblins that the elf would laughably describe as an ‘honor guard’. This could prove to be an interesting subject upon which to espouse his abilities.

    His eyes happily returned to the worn, leatherbound tome resting on his slender palms. What to do? The elf admitted to himself that, unfortunately, they were too far into this fight for him to do anything extravagant. Such is life; his fingers went to the book. Chapter E, Section F; the aged parchment crinkled as he turned to his least favorite part of the book.

    Before him, the page held much arcane writing in his own hand. His eyes quickly traced over that page, and the next, and then turned to a third page containing a diagram. From a pouch hidden in his robe, he sprinkled some bat leavings and yellow dust onto the page. He began to read, under his breath, and move his free hand above the markings and components. The pages fluttered as the one he was focused on began to grow hot, expanding the air trapped in the rest of the book. Movements of his hand caused the dust and dirt he had placed to swirl around gently; faster and faster as his movements and reading became more passionate. Within moments, heat was visibly bleeding from the diagram in concentric circles and embers began to manifest around the elf’s hand.

    The heat and the ingredients suddenly reversed, collapsing in on themselves with a sudden ‘pop!’ What remained of the chaos was a perfect red bead, featureless, smelling of brimstone, and still quite warm to the touch. The bead rose up into Hexalius’s hand, and he casually flicked it in the direction of the orc chieftain. It sailed in a low, quiet arc, and the warlord looked over just in time to see the dot honing in on his chest.

    He roared first in warning, and then in agony as the bead hit his chest and erupted into a twelve-meter globe of arcane flame. His honor guard was incinerated, their forms turning to ash and dissolving away to show the sight of their master, tightly protecting himself with folded arms and bowed head as the green flesh peeled away from his body. As the flames subsided, the orc stood and yelled out to his men again – but this time, for retreat.

    The orcs and goblins fled along with their leader, leaving behind only a fair amount of their blood and a smell strikingly similar to fried pork. Wafting away the stench, Hexalius wonders if perhaps he could devise a spell that would have finished the chief instead of simply scaring him off. He retreats from reality and returns to his book, curiously perusing his collection as his allies lick their wounds and celebrate.

    Scrivnomancers are scholars, collectors of knowledge from the arcane to the inane. They are so well-versed in their craft that they may prepare a spell simply by spending a few seconds to review it. Out of action, scrivnomancers are often flighty, distracted bookworms and wallflowers with a simple charm and a distinct lack of presence. On the battlefield, however, scrivnomancers are a terror to behold, seeming to draw power freely from the pages of an ancient tome and direct it upon their foes. Unpredictable and versatile, these spellcasters are a benefit to any party who can ensure they do not wander off.

    Alignment
    Any non-Lawful

    Hit Die
    d4.

    Class Skills
    The Scrivnomancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at 1st Level
    (2 + Int modifier) ×4.

    Skill Points at Each Additional Level
    2 + Int modifier.
    Scrivnomancers also get an extra 2 skill points per level to spend on Knowledge skills.

    (Wizard BaB, good Will saves, spells-per-day as Wizard; not going to put together the chart)

    Weapon and armor
    Scrivnomancers are proficient with club, dagger, quarterstaff, and sling, but not with any type of armor or shield. Armor of any type interferes with a scrivnomancer’s movements, which can cause is spells with somatic components to fail.

    Spells
    A scrivnomancer casts arcane spells which are drawn from the sorcerer/scrivnomancer spell list. A scrivnomancer need their spellbook to cast a spell, but do not need to, and are actually unable to, prepare their spells in advance.

    To learn, prepare, or cast a spell, the scrivnomancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a scrivnomancer’s spell is 10 + the spell level + the scrivnomancer’s Intelligence modifier.

    Like other spellcasters, a scrivnomancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Scrivnomancer. In addition, he receives bonus spells per day if he has a high Intelligence score.

    Like a wizard, a scrivnomancer may know any number of spells. To cast a spell, a scrivnomancer must have a spellbook in hand that has the spell recorded in it. He needs both hands free, even if the spell does not require somatic components or material, so he can turn the pages of the book. Drawing a spellbook is a Standard action, as is stowing one. The Quick Draw feat does not apply to spellbooks. Casting any spell from their spellbooks is a minimum of a full-round action, but if the spell’s casting time is longer than a full round it takes its normal amount of time. If a spell has variable casting time, the scrivnomancer must devote a full round but may cast it as any version from full-round or less.

    As a scrivnomancer must have his spellbook out to make use of it, it is subject to being disarmed, sundered, or otherwise targeted like any held item.

    Scrivnomancers and Metamagic
    Scrivnomancers can learn metamagic feats, however, they cannot apply them to spells they cast. For a spell to benefit from metamagic, the scrivnomancer must record it as a new spell in his spellbook with the effect built-in, as a spell of the level the feat(s) modify the spell to. Please note that the requirements of a full-round action and both hands free apply to all spells cast from the spellbook, so while the scrivnomancer can have a Quickened or Still spell in his spellbook, he will gain no benefit from a Quickened spell and only benefit from ignoring Arcane Spell Failure on a Still spell, still needing to be able to move freely.

    A scrivnomancer can add a metamagic spell to his spellbook in one of two ways. Firstly, if he has the feat in question, he can record a new version of any spell he knows with the feat, subject to the cost and pages of a spell of the modified level. Secondly, a wizard who knows both the metamagic feat and the spell and has spell slots high enough to cast at the modified level can assist the scrivnomancer in writing the metamagic version in their book; this is also identical to recording a spell of that level.

    Nasum Libre
    Reading a book in combat is not the best survival strategy. From the time a scrivnomancer begins casting from his book till the beginning of his next turn, he gets a penalty equal to the spell’s level (no penalty for a level 0 spell) to Spot, Listen, and Sense Motive checks. As a small benefit, he gets a bonus equal to the spell’s level to saves against mind-effecting affects; if he passes the check at this time he is unaware that there was an attempt.

    Bonus Language
    The Scrivnomancer gets two bonus languages at creation, in addition to any other bonus languages he gets. For all bonus languages, he may choose any language that is not a secret language; he is not restricted by his race or class. He may even select a pseudo-language, such as the pidgin spoken by Ettins, or one or more languages he himself has made up. Scrivnomancers are notorious for keeping journals in rare or nonsense languages and for communicating with each other in their own fabricated scripts.

    Legeris Arcanis
    Scrivnomancers have a constant Read Magic effect with a caster level equal to their scrivnomancer level. This can be dangerous, as they automatically parse any magic text their eyes fall upon and this can set off traps triggered by reading magic text. As a benefit, the scrivnomancer can add a bonus equal to half his level to any Spellcraft checks he makes regarding magic writing.

    Unfamiliar
    A scrivnomancers does not get a familiar. If he obtains a familiar from another class, it cannot deliver touch spells he casts as a scrivnomancer.

    Scribe Scroll
    At first level, a scrivnomancer gains Scribe Scroll as a bonus feat. To scribe a spell as a scrivnomancer, the scrivnomancer must have a spellbook to copy it from.

    Practical Scrivnomancy
    A scrivnomancer can scribe a small number of scrolls with reduced investment, and do so to keep their penmanship and arcane study sharp. A scrivnomancer can scribe a number of spell levels equal to his scrivnomancer level plus his intelligence bonus. A scroll made using this ability costs no experience; it costs 10 GP per spell level, plus one GP for every 10 XP in the casting component, and the cost of any material component, if any. If the spell requires a focus, he must have it for the duration of creating the scroll. It takes one minute per spell level to create, minimum one minute. He must have a spellbook to copy the spells from and, of course, the spell he wants must be in that book.

    Memorized Spells
    At 2nd level, the scrivnomancer can memorize one spell he knows. Once memorized, the scrivnomancer can cast the spell with its normal casting time without need of his spellbook. He may not apply a metamagic feat to a memorized spell, however, he can memorize a metamagic version of the spell; indeed, this is the only way he can fully benefit from a Quickened or Still spell. The scrivnomancer can scribe his memorized spells without needing to copy them from a spellbook.

    At every even-numbered level after the second, the scrivnomancer may memorize another spell he knows; this can be one he has already recorded in a spellbook or one he is adding to his spellbook as part of leveling up. Once chosen, the scrivnomancer’s memorized spells are permanent; he cannot trade them out later.

    Scroll Mastery
    This ability is gained at 4th level. If a scroll contains a spell that the scrivnomancer has recorded in a spellbook, he automatically knows what spell is on the scroll simply by touching it. He does not, however, automatically know if a metamagic feat has been applied to it (unless he has recorded a metamagic version with the same feat) or if the scroll is cursed or trapped in any way.

    The scrivnomancer does not need to read or even unfurl a scroll to activate it. He can skip the ‘decipher’ stage of activating any scroll, though if he does not decipher it first he will not know exactly what is on it. If the scroll’s spell would require a caster level check for the scrivnomancer, the DM should roll it in secret. If the spell has a target, the scrivnomancer can choose the targets once the spell is successfully cast; the DM should tell the player what kind of targets he can choose and allow the player to choose before describing the effect.

    Scrolls cast this way must be Arcane and the scrivnomancer must meet the minimum Intelligence score for the spell. A scrivnomancer using a scroll that he has already deciphered or has chosen not to decipher is a standard action that does provoke an attack of opportunity. Using a scroll in this way completely consumes the paper it was written on.


    Craft Wand
    At 5th level, the scrivnomancer gains Craft Wand as a bonus feat, although they are not limited to 4th level spells.

    Scrivnomancy Scrimshaw
    Starting at 5th level, the scrivnomancer can practice in a more extreme way. Once per level, the scrivnomancer can make a wand without spending the normal GP or XP cost of creating it. If the spell has a material component, he must provide it 50 times; likewise he must spend 5 GP for every 10 points of XP in the spell’s casting requirement, if any. The scrivnomancer creates the wand by etching or inking the spell in miniscule characters on the actual wand, repeated 50 times over. It takes 28 hours per spell level to create the wand, 14 hours for a level 0 spell. Spending 4 hours per day working on their wand translates to one week per spell level. The scrivnomancer cannot hold over these wand creations; if he has not completed his wand before leveling up, he does not get the wand for that level, though he may complete it as his wand for the new level if he does not wish to lose his progress.

    The spell in the wand may be of any spell the Scrivnomancer is high enough level to cast, up to level 4, but he must have a spellbook from which to copy the spell available to him during all hours he is working.

    Scrivnomancers cannot create a wand of any spell from the Universal school.

    Once complete, a scrimshawed wand functions like any other wand, except one can tell visually how many charges it has since using a charge distorts, erases, or otherwise irreparably damages the writing. Actually reading any writing on a scrimshaw wand requires being a scrivnomancer able to cast spells of that level, or having some way to read the tiny writing.

    At 10th level, the scrivnomancer can make a scepter in place of his wand for the level. This does not grant him the Craft Scepter feat and he may not scrimshaw additional scepters unless he gains that feat. Scepters can hold spells up to level 7. The scepter may hold two spells, but the scrivnomancer only gets the Practice makes Perfect bonus from one of the spells. Otherwise, this feature functions the same as making a scrimshaw wand, but it takes twice as long. The time frame is based on the higher level of the two spells.

    At 15th level, the scrivnomancer may create a staff instead of a wand or scepter for the level. This does not grant him the Craft Staff feat and he may not scrimshaw additional staves unless he gains that feat. Staves can hold spells up to level 9. The staff may hold up to five spells, but the scrivnomancer only gets the Practice makes Perfect bonus from one of the spells. All spells in the staff must share either a school, a subtype, or a domain. A Scrimshaw Staff has 50 charges; Spells of level 0-4 use one charge, spells of level 5-7 use two charges, and spells level 8-9 use four charges. Otherwise, this feature functions the same as making a scrimshaw wand, but it takes three times as long. The time frame is based on the higher level of the two spells.


    Practice makes Perfect
    Each time a scrivnomancer makes a wand using Scrivnomancy Scrimshaw (one of the ‘free’ ones, not one he makes at his own expense later) he gets a permanent +1 caster level to spells of that school, and a bonus spell slot to cast any spell he knows of that school once per day. This bonus and number of bonus spell slots cannot exceed his Intelligence bonus for any given school.

    Special Study
    At 11th level, a scrivnomancer devotes himself to pursuing his craft in a certain way. He chooses one of the following options. Once chosen, he cannot change the option.

    -Shorthand:
    Scrivnomancers who prefer to efficiently consolidate knowledge learn a special shorthand. This treats any blank page in a spellbook as three pages for them, effectively letting them fit three times as many spells in a blank book, though already-used pages gain no benefit from this ability. Anyone without this feature has a harder time deciphering the spell, add the spell’s level to the DC of any checks to comprehend it.

    -Quickbook Professional
    A scrivnomancer who is combat-focused may prefer this feature. The scrivnomancer may stow his current book and draw another as a single standard action. This benefits scrivnomancers who keep multiple spellbooks, allowing them a slight edge in the frenzy of combat. A scrivnomancer with this feature may choose to organize his spellbooks by school. When he casts from a spellbook he has written that only contains spells from one school, he gets a +2 bonus to his caster level. This does not apply to spells of the Universal school.

    -Energy Tweak
    Scrivnomancers who simply love their craft often like to take apart and re-arrange pieces of spells to see what they can do. These scrivnomancers can adjust the energy type used by any given spell, assuming they have all the pieces.
    A spell that deals with fire, cold, electric, acid, or sonic damage can be recorded as a new spell that instead deals with another one of these types. They may record this as a new spell at the same level of the spell they are modifying it.
    A spell that deals some other type of energy or damage; positive energy, force, desiccation, slashing, vile, etc.; can be modified to another one of these energy types as a spell of the same level.
    Modifying a spell that deals with fire, cold, electric, acid, or sonic damage can be changed to one of these other energy types as a spell of 2 levels higher.
    Modifying an alternate energy type down to fire, cold, electric, acid, or sonic is recorded as a spell of one level lower.
    If s spell’s modified level takes it below zero, the scrivnomancer can use it unlimited times per day, but it still takes up a full page in his spellbook.
    Spells modified to create positive energy heal things that are healed by positive energy and harm things that are harmed by positive energy; vice versa for spells modified to negative energy.
    Spells lose and gain subtypes as appropriate based on their energy or damage type, but never change schools.
    A spell cannot be modified to untyped damage.

    To modify a spell, the scrivnomancer must have another spell that deals with the desired energy or damage type, and must have both spells where they can read them while scribing the new spell.

    Other classes that use a spellbook can copy these spells from a scrivnomancer’s book at the level the scrivnomancer recorded them.

    -Pious Scholar
    These scrivnomancers seek to understand magic beyond the arcane. If a scrivnomancer has a scroll of a divine spell, or some other means of reading it as writing, he may copy it into his spellbook as a spell of one level higher. He may also use divine scrolls, so long as he can cast spells at least one level higher than the spell on the scroll. When using divine spells, the magic is still considered arcane, but the scrivnomancer uses his Wisdom score as his casting stat.
    This feature expands the scrivnomancer’s Scroll Mastery to divine scrolls.

    To record or cast a divine spell, the scrivnomancer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine scrivnomancer spell is 10 + the spell level + the scrivnomancer’s Wisdom modifier. He does not get bonus spells for a high Wisdom score. Other classes that use a spellbook can copy these spells from a scrivnomancer’s book at the level the scrivnomancer recorded them.

    -Metamagic Specialist
    Upon taking this feature, the scrivnomancer gains three metamagic feats he meets the prerequisites for. If he needs a metamagic feat as a prerequisite for one of the feats, he may take it as one of his other three feats. The scrivnomancer cannot use these feats on spells he knows from other classes, and can only use them to record metamagic versions of spells into a spellbook.

    -Memorization
    The scrivnomancer memorizes one additional spell by taking this feature, as per his normal Memorized Spells. At every odd-numbered level after 11th, he memorizes one more extra spell.

    -Pursuit of Trivia
    Knowledge is power. A grain of salt has weight. A grain of knowledge, therefore, still has power, and it’s much easier to collect a pound of sand than a pound of gold. Scrivnomancers of this path keep myriad journals and scribbled notes. Accessing these gives them an ability otherwise identical to Bardic Knowledge, as a Bard of their level.


    At level 15, the scrivnomancer learns a special spell called Book Binding. This spell is memorized automatically, but does not count against the scrivnomancer’s number of memorized spells. This spell, in fact, cannot be recorded in a spell book, stored in a spell-storing item, or bound into a scroll, wand, or other item; it can only be cast on demand by a spellcaster.

    Book Binding
    Conjuration (Summoning)
    Level: Scrivnomancer 8

    Components: M, written description, spellbook, Scrivnomancer level

    Casting Time: Varies

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: One creature or object

    Duration: Permanent until discharged or broken

    Saving Throw: Will Save; see text

    Spell Resistance: Yes; see text

    By frantically writing a detailed description of your target, it is subsumed into the pages of your spellbook. Both body and soul are bound, leaving nothing behind but your writing. Any target requires a certain number of pages to be written; the maximum number of pages is equal to the scrivnomancer’s level + Intelligence bonus. Only whole objects and creatures can be bound; the scrivnomancer cannot bind a door from a wall, a tower from a castle, or a leg from a goblin.

    Binding an object: To bind an object, the scrivnomancer must describe it on pages of a spellbook. The description required one page for every 50 pounds the object weighs or for every 5-foot cube of volume, whichever is greater, minimum one page. Writing a page is a full-round action during which time the scrivnomancer is focused only on this task and his target. The target must be within the spell’s range and visible to the caster when the writing begins. Writing the first page is part of casting the spell, so beginning this spell is a full-round action that includes completing one page. A collection of objects may be bound as a single entity as long as they are collected neatly in the same area.

    If the target is not in the caster’s line of sight for a round, the caster must make an Intelligence check, DC=10 + the number of incomplete pages the spell requires; failing the check means no progress is made that round.

    The caster does not need to complete a page every round, however, if he accrues ten rounds with no progress, the spell fails and any pages and ink used are wasted.

    This spell may only be attempted on an object that is unattended at the time the spell begins.

    Binding a creature: Binding a creature works the same as an object, however, the number of pages is one per 4 HD of the target, minimum one. A Swarm may be bound as a single creature. A bound creature is under an effect similar to Temporal Stasis except that it is aware it has been bound and may continue to think freely, if it is a thinking creature, while bound in the pages. It cannot be communicated with in any way or use any abilities of any kind. Incorporeal creatures have no special defense against this spell and may be bound like any other.

    Completing the spell: Once all the pages are filled, the spell will attempt to complete instantly if the target is in range. Creatures of any kind and sentient objects get a Will save to avoid being drawn in, success means they are not drawn in and the pages and ink used are wasted. Creatures who make their save take 1d4 untyped damage per caster level as their very existence is toyed with; if the damage rolled would kill them they fail their save instead.

    If the target is out of range at the time of completion, the spell will attempt to complete once the target is in range again. If the target remains out of range for one full minute, the spell fails and any pages and ink are wasted.

    Checks against Spell Resistance are made upon the completion of the spell.

    Be aware that completing this spell is not subtle. A creature is aware of what is happening and the physical form of the target dissolves into floating bits of text that are sucked into the book in a torrent of wind, light, and arcane pandemonium.

    Extra credit: The Scrivnomancer may delay the completion of the spell to improve his description. He must make this choice before the spell is complete and his choice becomes the new minimum number of pages the spell requires. He may only adjust this once per casting. He may complete a number of additional pages up to his Intelligence modifier; each additional page increases the Will save’s DC by one and gives the caster +2 to overcome the target’s Spell Resistance. The maximum number of extra pages per target equals the caster’s intelligence score.

    Special: A scrivnomancer can complete two full pages per full round while under the effects of a Haste spell. A full page takes two rounds if he is under the effects of a Slow spell.

    Releasing the target: The number of unused pages in the book determines how often a creature can attempt to escape; after one year for each page, the creatures may make a new Will save at the original DC. This happens on a cyclical basis, so if it fails the save it gets to try again after another period of years, and so on. Using pages in the book shortens the duration and if pages are used causing the duration to complete early, the creature gets an instant Will Save and +10 on the check.

    Any time the book is opened and any of the creature’s pages are exposed, there is a 20% chance it will get to make a Will Save (no bonus). Opening the book at random gives a chance equal to one percent per page the creature takes up that this page will be opened; the book’s owner can prevent accidentally opening it themselves by using a bookmark. Casting Dimensional Anchor on the book prior to opening it will prevent this chance for 24 hours. The creature also gets no escape check if the book is within a Magic Circle spell that the creature would be subject to.

    The text in the entry is not magical writing, and Read magic does not allow one to read it. It is, however, written in a specific language known by the caster (caster’s choice, must be all the same language, must be determined at time of casting), and anyone attempting to read the book must be able to read that language. Reading aloud the entire entry of an object or creature releases it into any safe space within the spell’s range, of the reader’s choosing. If the reader does not know that they are releasing something, objects appear in the space in front of the caster and creatures appear in a space of their choosing within the spell’s range; mindless constructs appear as per objects. If there is no safe square, the objects will not appear; if there is no safe square for a creature, it appears in the reader’s space and the reader becomes bound into the book. This also applies when a creature escapes via will save.

    Creatures escape when their pages are ripped out or when the book is destroyed. Objects appear randomly around the casting range when the book is destroyed or when their page is ripped out.

    Destruction of the book or the pages does not require a safe space for the target to re-appear in nor will it cause anyone to exchange places with a bound creature, but a creature still gets to choose where it appears within the spell’s range.

    When a full page of a creature’s entry has been read aloud, the creature may make a Will save to escape; pass or fail, this causes visible, violent, arcane effects. The creature may make this save as soon as the first page has been read aloud, or it may wait up to one full minute from the time the creature stops reading.

    Studying the entry: Reading the entry quietly allows for the 20% escape attempt chance as described above. If the creature does not escape, spending one hour reading the entry grants a +4 circumstance bonus on Knowledge checks related to the specific creature or creatures of its type for the next 24 hours.

    If the creature knows spells, has spell-like abilities, or has supernatural abilities that emulate a spell, a scrivnomancer may attempt to extract the details of the spell from the entry and write them down as a new spell. If the spell effect is modified, the DM will decide what level the written version is. This takes one day per spell level, each day a Spellcraft check must be made, DC=10+the spell level; failure means no progress that day, failing three times means the scrivnomancer cannot learn this particular spell in this way. Taking 10 on the Spellcraft check takes a week instead of a day. The researcher does not need to be the scrivnomancer who bound the creature, but only scrivnomancers may work in this way. The spell, or emulated spell, must be on the class list of one of the scrivnomancer’s casting classes and must be of a level they can learn with that class.

    Creatures capable of learning spells can learn other spells that were written in the book, if they are of appropriate class and level to learn them, at a rate of one year per spell level.

    Components:
    The Scrivnomancer’s hands must be physically able write; this is not considered a somatic component.

    Filling out a page requires a blank page; all pages must be in the same book, which must be a proper spellbook.

    Filling out a page requires 100GP worth of magic ink.

    Since this spell cannot be written down, it is unlikely any non-scrivnomancer would ever be casting it. With that said, only scrivnomancers can successfully cast this spell; any other class attempting to cast it will fail to bind their target, and instead generate some horrible effect at the DM’s discretion from their dabbling with reality.


    -

    The scrivnomancer learns two additional versions of the spell, instantly memorized and not counting against his maximum number of memorized spells.
    Level: Scrivnomancer 5
    Book Binding, Lesser:

    As Book Binding, but the limit is 12 pages, not counting pages filled out for extra credit.

    Book Binding, Least:
    Level: Scrivnomancer 2
    As Book Binding, but the limit is 4 pages, not counting pages filled out for extra credit, and the range is reduced to fifteen feet. This version is commonly used to store simple objects in a book.


    Multiclassing
    When meeting prerequisites for a prestige class or other feature, scrivnomancers are treated as prepared casters, not spontaneous.


    Spellbooks

    A scrivnomancer must have his spellbook to access magic he has not memorized or to copy magic from one place to another.

    A scrivnomancer begins play with a spellbook containing twenty 0-level wizard spells of your choice, plus three 1st-level spells of your choice. For each point of Intelligence bonus the scrivnomancer has, the spellbook holds one additional 0-level or 1st-level spell of your choice. At each new scrivnomancer level, he gains two new spells of any spell level or levels that he can cast (based on his new scrivnomancer level) for her spellbook. At any time, a scrivnomancer can also add spells found in other wizards’ or scrivnomancers’ spellbooks to his own. Wizards may also copy spells from scrivnomancer spellbooks.

    (the '20 level 0 spells' is a houserule I have since 'all' level-zero spells would fill up your spellbook these days and there are 19 level 0 spells in the PHB)

  2. - Top - End - #2
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Spontaneous Spellbook caster

    .

    I've figured out a relatively simple solution for combining spellbooks and spont. casting (go to the "Arcane Spellcasting" spoiler) which you might find interesting.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Aug 2006
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    Default Re: Spontaneous Spellbook caster

    Really like the classand the flavor you provide.

    - Nasum Libre: I would also give the bonus to Concentration

    - Practical Scrivnomancy: Would add a clause that the scroll can only be used by him

    - Memorize Spells: I would give him Signature spell instead, gaining 1 spell as per spellmastery but with the ability to spontaneously cast it from mind as if it was in a spellbook, that's the easy solution. However Nonsi as link the Mage class who can permanently memorize some spell and that would help a lot because if this class lose is spellbook its over, having to scribe multiple spellbook will cost lot of money and thus harm the class even more

    - Scroll Mastery: I would give him the ability that scroll he use are cast as is own Caster level instead of the scroll caster level

    - Practice makes Perfect: I would change to let him use is own Caster level instead of the one from the Wands, Rods and Staff he used

    This could make that class a little more powerful but all of this make sense. You could make theses change into Feats instead
    Last edited by Xzoltar; 2018-11-17 at 07:46 AM.

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