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Inscriber

Word magic is the origin of all magic, wizards and the like only copy what a previous
great inscriber has created.

KEY ABILITY
HIT POINTS
INITIAL PROFICIENCIES
Intelligence 6 plus your Constitution modifier. At 1st level, you gain the listed
proficiency ranks in the following
At 1st level, your class gives you an You increase your maximum number
statistics. You are untrained in
ability boost to Intelligence of HP by this number at 1st level and anything not listed unless you gain
every level thereafter. a better proficiency rank in some
other way.
DURING COMBAT ENCOUNTERS…
You create new spells and adapt to the battlefield as needed. PERCEPTION
Expert in Perception
DURING SOCIAL ENCOUNTERS…
You use your knowledge of languages to communicate with creatures, or
SAVING THROWS
you may use your spells to aid your allies. Trained in Fortitude

Trained in Reflex

WHILE EXPLORING Expert in Will


You cast spells to simplify the tasks while exploring.

IN DOWNTIME… SKILLS
Trained in a number of skills equal
You spend your time learning new spells and better understanding the
to 3 plus your Intelligence modifier
how to inscribe spells.

YOU MIGHT… ATTACKS


Find spells and magic fascinating. Trained in simple weapons

Enjoy learning new languages and new forms of magic. Trained in unarmed attacks

Have a spell for every situation.


 

OTHERS PROBABLY… DEFENSES


Think you're a glorified wizard. Trained in unarmored defense
Believe that you can manipulate the world.
Assume that you're a studios nerd. CLASS DC
Trained in word spell attacks

Trained in word spell DCs


TABLE 1-1: INSCRIBER ADVANCEMENT KEY TERMS
Your Class Features You'll see these key term in many inscriber class
Level
features

Ancestry and background, inscribe, initial shapes,


1 inscriber feat, inscriber handwriting, word master, Compound This power can use the Duration or the
word spellcasting Sustained words if is cast without them then it's
2 Inscriber feat, skill feat duration is 1 round.

3 General feat skill increase Effect These are augments to spells they can not be
4 Inscriber feat, skill feat inscribed without Power words.

5 Ability boosts, ancestry feat, lightning reflexes, skill Power This is one of the base of your spell, you need at
increase
least one in each spell.

6 Inscriber feat, skill feat


Shape This is one of the base of your spell, you can only
7 General feat, expert inscriber, skill increase
have one per spell.

8 Inscriber feat, skill feat


Type There are three types of spells, Attack, Save, and
9 Ancestry feat, magical fortitude, skill increase, word
a day Utility. When selecting Attack you make a spell attack
10 Ability boosts, inscriber feat, skill feat roll to determine the effects. When selecting Save your
General feat, inscriber weapon expertise, skill targets need to make a saving throw as listed in the
11 increase, vigilant senses power, if you have more than one power you can select
12 Inscriber feat, skill feat, skill feat which save is used for the spell. When selecting Utility
Ancestry feat, skill increase, weapon specialization, you don't need to make any rolls unless listed, similar to
13 word runes Save you can select the save.

14 Inscriber feat, skill feat Word These are the building blocks of your spells, each
15 Ability boosts, general feat, master inscriber, skill word may add actions to your spells. When you recieve
increase, wordplay
a word feat it is written as a cantrip and can be
16 Inscriber feat, skill feat
heightened to 1st level.
17 Ancestry feat, resolve, skill increase
18 Inscriber feat, skill feat
19 General feat, legendary inscriber, skill increase
Word Spellcasting
20 Ability boosts, skill feat, inscriber feat At 1st level, you can cast one 1st-level spell each day
and an unlimited amount of cantrips. A word spell
class features must contain one form and one power word action, a
You gain these abilities as an inscriber. Abilities gained word action is any feat with the word trait. When
at higher levels list the requisite levels next to their inscribing a spell, your spell requires one shape word
names. and one power word at least. The number of spells
you can prepare is called your spell slots.
ancestry and background
As you increase in level as a inscriber, your number of
In addition to the abilities provided by your class at
spell slots and the highest level of spells you can cast
1st level, you have the benefits of your selected
from spell slots increase, shown in Table 1–2: Inscriber
ancestry and background.
Spells per Day.
initial proficiencies Some of your spells require you to attempt a spell
At 1st level, you gain a number of proficiencies that attack roll to see how effective they are, or have your
represent your basic training. These proficiencies are enemies roll against your spell DC (typically by
noted at the start of this class. attempting a saving throw). Since your key ability is
Intelligence, your spell attack rolls and spell DCs use
Inscribe your Intelligence modifier.
You learn how to conjure magical powers through
word, you inscribe words and cast them. You gain the Heightening Spells
Inscribe action. When you use spell slots of 1st level and higher, you
gain stronger versions of word spells. This increases
INSCRIBE the spell’s level, heightening it to match the spell slot.
CONCENTRATE INSCRIBER MANIPULATE   Many spells have specific improvements when they are
You begin inscribing a spell, select word actions that heightened to certain levels.

you know to add to the spell. For example, Range


Force has a casting cost of 2 actions.
TABLE 1-1: INSCRIBER SPELLS PER DAY
Your Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 2 2 - - - - - - -
5 2 2 1 - - - - - -
6 2 2 2 - - - - - -
7 2 2 2 1 - - - - -
8 2 2 2 2 - - - - -
9 2 2 2 2 1 - - - -
10 2 2 2 2 2 - - - -
11 2 2 2 2 2 1 - - -
12 2 2 2 2 2 2 - - -
13 2 2 2 2 2 2 1 - -
14 2 2 2 2 2 2 2 - -
15 2 2 2 2 2 2 2 1 -
16 2 2 2 2 2 2 2 2 -
17 2 2 2 2 2 2 2 2 1
18 2 2 2 2 2 2 2 2 2
19 2 2 2 2 2 2 2 2 2
20 2 2 2 2 2 2 2 2 2

Cantrips EMPOWER
A cantrip is a special type of spell that doesn’t use COMPOUND ENCHANTMENT INSCRIBER OCCULT POWER
spell slots. You can cast a cantrip at will, any number WORD  
of times per day. A cantrip is inscribed the same way
as a word spell but you use the base effects. For
Requirement The spell has the Utility Type
example, your Range Fire spell cantrip deals 1d6 fire Your spell empowers your target, the target gains a +1
damage instead of 2d6 as a 1st level slot. status bonus to their damage rolls.
Heightened (2nd) The target gains an extra die of the
Word Master largest die in their damage roll.
You gain the Multilingual skill feat, you gain this feat
Heightened (4th) The target gains a status bonus to
again every time you gain a new spell slot.
their damage rolls equal to your Intelligence
Inscriber Handwriting modifier.
Arcane Inscriber You learn the Force power word Heightened (6th) The target gains two extra die of the
action. largest die in their damage roll.
Divine Inscriber You learn the Heal power word Heightened (9th) The target gains three extra die of
action. the largest die in their damage roll.
Occult Inscriber You learn the Empower power word FORCE
action.
ARCANE EVOCATION INSCRIBER POWER WORD  
Primal Inscriber You learn the Root power word
Requirement The spell has the Attack Type
action.
Your spell deals 1d4 + your Intelligence modifier to the
target. The final action cost to cast the spell determine
the number of d4s the spell deals, you gain 1d4 for
each action in the final spell.
Heightened (+1) You gain an additional d4 for each
action in the final spell.
HEAL TOUCH TO
DIVINE HEALING INSCRIBER NECROMANCY POSITIVE INSCRIBER SHAPE WORD

POWER WORD   Type Attack, Save, Utility


Requirement The spell has the Utility Type. Your spell has a range of touch. If you use this as an
Your spell heals 1d4 + your Intelligence modifier to the action, increase the die of the spell by one step.
target. For each additional action to cast the spell
increase the number of d4s. Inscriber feats
At 1st level and every even-numbered level, you gain
Heightened (+1) multiply the final number of d4s by
an Inscriber class feat.
the spell slot level.

UPROOT
skill feats 2nd
At 2nd level and every 2 levels thereafter, you gain a
COMPOUND CONJURATION INSCRIBER PRIMAL POWER
skill feat. You must be trained or better in the
WORD   corresponding skill to select a skill feat.
Requirement The spell has the Save Type
Save Reflex general feats 3rd
At 3rd level and every 4 levels thereafter, you gain a
Your spell traps your target, if the target fails then the
general feat.
target is restrained. It can attempt to Escape against
your spell DC to remove the effect. skill increases 3rd
Heightened (2nd) The target is immobilized. At 3rd level and every 2 levels thereafter, you gain a
Heightened (4th) The target is grabbed. skill increase. You can use this increase to either
Heightened (6th) You can target up to 10 creatures as become trained in one skill you're untrained in, or
become an expert in one skill in which you're already
long as they are within the spell's area.
trained.
Initial Shape At 7th level, you can use skill increases to become a
You gain the initial shapes; Range, Touch, and Burst. master in a skill in which you're already an expert,
When selecting a shape you chose one of the types and at 15th level, you can use them to become
listed such as Save or Attack. Save forces the target to legendary in a skill in which you're already a master.
roll a saving throw listed on the power, if there are
more than one save select the target's highest save. ability boosts 5th
Attack requires you to make a spell attack roll against At 5th level and every 5 levels thereafter, you boost
the target's AC. four different ability scores. You can use these ability
boosts to increase your ability scores above 18.
BURST Boosting an ability score increases it by 1 if it's
INSCRIBER SHAPE WORD   already 18 or above, or by 2 if starts out below 18.
Type Save, Utility
ancestry feats 5th
Your spell has a range of 30ft and a burst of 5ft. In addition to the ancestry feat you started with, you
Heightened (+2) Your spell range and your burst size gain an ancestry feat at 5th level and every 4 levels
increase by 5ft. thereafter.

RANGE lightning reflexes 5th


INSCRIBER SHAPE WORD   Your reflexes are lightning fast. Your proficiency rank
Type Attack, Save, Utility for Reflex saves increases to expert.

Your spell has a range of 40ft. Expert Inscriber 7th


Heightened (+1) You spell range increases by 10ft. Your understanding of words deepens. Your
proficiency ranks for word spell attack rolls and spell
DCs increase to expert. Additionally, when you use
the Inscribe action, you reduce the action cost of the
spell by 1 to a minimum of 1.
magical fortitude 9th legendary Inscriber 19th
Magical power has improved your body’s resiliency. You are a consummate spellcaster, with a
Your proficiency rank for Fortitude saves increases to comprehensive understanding of both word theory
expert. and practical spellcraft. Your proficiency ranks for
word spell attack rolls and spell DCs increase to
Word a Day 9th legendary. Additionally, when you use the Inscribe
When you make your daily preparations, you gain one action, you reduce the action cost of the spell by 3 to a
inscriber feat of 8th level or lower that you don’t minimum of 1.
already have. You can use that feat until your next
daily preparations. You must meet all of the feat’s inscriber feats
other prerequisites. At every level you gain a inscriber feat. You can select
one of the following feats. You must satisfy any
vigilant senses 11th prerequisites before selecting the feat.
Through your adventures, you’ve developed keen
awareness and attention to detail. Your proficiency 1st level
rank for Perception increases to master.
DIVINE FEAT 1
Inscriber weapon expertise 11th DIVINATION EFFECT INSCRIBER WORD  

Through a combination of word magic and training, Requirement The spell has at least one Power
you’ve learned how to wield weapons more effectively. Your spell attempts to divine if there is anything
You gain expert proficiency in simple weapons.
within range matching the power's traits. Select one of
word runes 13th your power's traits, if the target is unwilling then you
Word runes on your body and your training combine must use a Save type if they are willing then you can
to help you avoid attacks. Your proficiency rank in use the Utility type. If the target has any magic items,
unarmored defense increases to expert. spells, or themselves that match the trait you are
immediatley notified. Spells that counteract detection,
weapon specialization 13th revelation, and scrying divinations can counteract this.
You’ve learned how to inflict greater injuries with the
Heightened (+1) Select 1 additional trait when
weapons you know best. You deal an additional 2
searching, you are notified which trait is triggered.
damage with weapons and unarmed attacks in which
you are an expert. This damage increases to 3 if you’re ENERGY FEAT 1
a master, and 4 if you’re legendary.
EVOCATION INSCRIBER POWER WORD  

master Inscriber 15th Requirement The spell has the Attack or Save Type
You command superlative spellcasting ability. Your Save Reflex Save
proficiency ranks for word spell attack rolls and spell When you cast this spell select one of the following:
DCs increase to master. Additionally, when you use acid, cold, electricity, fire, or sonic. Your spell deals 1d6
the Inscribe action, you reduce the action cost of the damage of the type to the targets. This power word
spell by 2 to a minimum of 1. can be selected multiple times, each time you pick a
Wordplay 15th different damage type.
When you use Word a Day, you can gain two inscriber Heightened (+1) Increase the damage by 1d6.
feats instead of one. While the first feat must still be
GRAVITY FEAT 1
8th level or lower, the second feat can be up to 14th
EFFECT EVOCATION INSCRIBER WORD  
level, and you can use the first feat to meet the
prerequisites of the second feat. You must meet all of Requirement The spell has the Attack, Save or Utility
the feats’ prerequisites. Type
When you cast this spell and the target fails their save
resolve 17th
or you hit the target, you can either push them 5ft
You’ve steeled your mind with resolve. Your
directly away from you or pull them 5ft directly
proficiency rank for Will saves increases to master.
When you roll a success at a Will save, you get a towards you. If the spell has the Utility type and the
critical success instead. target is willing then you double the distance.
Heightened (+1) Increase the distance by 5ft.
PHYSICAL FEAT 1 FEAR FEAT 2
CONJURATION INSCRIBER POWER WORD COMPOUND ENCHANTMENT INSCRIBER MENTAL POWER

Requirement The spell has the Attack or Save Type WORD  

Save Reflex Save Save Will


Your spell deals 1d6 bludgeoning, piercing, or slashing Your spell frightens your targets, they have a -1 status
damage to the targets, this damage is considered non bonus penalty to their Armor Class.
magical. Heightened (2nd) Your targets are frightened 1
Heightened (+1) Increase the damage by 1d6 and the instead.
damage is considered magical. Heightened (4th) Your targets are frightened 2
instead.
SKILLED FEAT 1
Heightened (6th) Your targets are frightened 3
COMPOUND ENCHANTMENT INSCRIBER POWER WORD
instead.
Requirement The spell has the Utility Type
Heightened (8th) Your targets are frightened 4
Your spell grants your targets a +1 status bonus to instead.
skill checks.
Heightened (5th) Increase the bonus to +2 ILLUSION FEAT 2
Heightened (7th) Increase the bonus to +3 COMPOUND ILLUSION INSCRIBER POWER WORD  

Requirement The spell has the Save or Utility Type.


SPLASH FEAT 1
Save Will Save
EVOCATION EFFECT INSCRIBER WORD
Your spell casts an illusion, this illusion must fit in a
Requirement The spell has at least one Power that 5ft square unless you are using a shape that has a
deals damage bigger size. The illusion you cast can only create
Your spell deals 1 splash damage of the same type as objects, this only has the visual trait. If they attempt
one damage type of your choice already on this spell. to touch the illusion they automatically disbelieve the
Heightened (+1) Increase the splash damage by 1. illusion.
Heightened (1st) The illusion can be used on a target
2nd level
to disguise their appearance.
BOLSTER FEAT 2 Heightened (2nd) The illusion can create auditory
COMPOUND HEALING INSCRIBER NECROMANCY POSITIVE effects such as disguising your voice.
POWER WORD   Heightened (4th) The illusion can be a creature of
Requirement The spell has the Utility Type large size or smaller, this creature creates noise as
Your spell gives the target 5 Temporary Hit Points. appropriate to it.
Heightened (+1) Increase the Temporary Hit Points by Heightened (5th) If this power is used alongside a
5. damaging power, you can apply the damage once
per turn but the target can attempt to disbelieve it.
CONE FEAT 2 If the damage does not match the illusion such as a
INSCRIBER SHAPE WORD   red dragon dealing cold damage or a campfire that
Type Save deals slashing damage, the target can attempt to
Your spell has a cone of 15ft disbelieve the illusion.
Heightened (5th) Your spell has a cone of 30ft Heightened (7th) When a creature touches your
Heightened (7th) Your spell has a cone of 60ft illusion, the illusion creates a sense of touch.
Creatures no longer automatically disbelieve
illusions when touching them, they must roll to
disbelieve the illusion.
Heightened (9th) Targets can no longer disbelieve the
illusion, except if they were to spend 3 actions
analyzing the creature or see you casting the spell.
SPLIT FEAT 2 Heightened (7th) You can target up to 10 creatures as
long as they are within the spell area.
EFFECT INSCRIBER WORD  
Heightened (9th) The creatures become controlled.
Requirement The spell has at least one Power that
deals damage and has the Attack type MISITFY FEAT 4
Your spell can target 2 creatures instead of 1, both COMPOUND ENCHANTMENT INSCRIBER POWER WORD  
must be within range. Requirement The spell has the Attack or Save type
Heightened (+3) Increase the number of creatures you Your spell clouds your target's mind, they become flat-
can target by 1. footed.
WEAKEN FEAT 2 Heightened (3rd) Your targets become Stupefied 1
COMPOUND INSCRIBER POWER TRANSMUTATION WORD
instead.

Requirement The spell has the Attack or Save type Heightened (5th) Your targets become Stupefied 2
instead.
Your spell weaknes your target, they have a -1 status
bonus penalty to their Melee Strikes. Heightened (7th) Your targets become Stupefied 3
instead.
Heightened (3rd) Your targets become Enfeebled 1
instead. LINE FEAT 4
Heightened (5th) Your targets become Enfeebled 2 INSCRIBER SHAPE WORD
instead. Type Attack, Save, Utility
Heightened (7th) Your targets become Enfeebled 3 Your spell has a line of 30ft.
instead.
Heightened (+1) Increase the line by 10ft.
4th level
POISON FEAT 4
BURN FEAT 4 EVOCATION INSCRIBER POISON POWER WORD  

FIRE EVOCATION INSCRIBER EFFECT WORD Requirement The spell has the Save Type
Requirement The spell has the fire trait Your spell poisons the targets.
Your spell deals additional 1d4 persistent fire damage.
Stage 1 1d6 poison damage (1 round); Stage 2 1d8
Heightened (+1) Increase the persistent fire damage by
poison damage (1 round); Stage 3 1d10 poison damage
1d4.
(1 round)
CHARM FEAT 4 Heightened (+1) Increase the poison damage by 1d6,
COMPOUND ENCHANTMENT INCAPACITATION INSCRIBER 1d8, and 1d10 respectively.
MENTAL POWER WORD  
SHIELD FEAT 4
Requirement The spell has the Save Type.
ABJURATION COMPOUND INSCRIBER POWER WORD  
Save Will Save
Requirement The spell has the Utility Type
Your spell attempts to charm a single creature. If the
Prerequisites Skilled
creature fails it's save, it's attitude increases by one
step as long as it didn't see you casting the spell. After Your spell grants your targets a +1 status bonus to
your Armor Class.
the duration, the creature attempts a saving throw
against your spell DC to realize that it was charmed. Heightened (5th) Increase the bonus to +2
Heightened (1st) The creature needs a Critical Success Heightened (7th) Increase the bonus to +3
to realize it was charmed.
Heightened (3rd) The creature becomes helpful
towards you, if you take any hostile actions against
it then the creature repeats its save.
Heightened (5th) The creature does not realize you
cast charm on it.
6th level SUSTAINED FEAT 6
DESTABILIZE FEAT 6 EFFECT INSCRIBER WORD  

COMPOUND INSCRIBER POWER TRANSMUTATION WORD


Requirement The spell has the Compound Trait
Your spell duration becomes, sustained up to 1 minute.
Requirement The spell has the Attack or Save type
Heightened (3rd) Your spell duration becomes,
Your spell destabilizes your target, they become flat-
sustained up to 10 minute.
footed
Heightened (5th) Your spell duration becomes,
Heightened (3rd) Your targets become Clumsy 1
sustained up to 1 hour.
instead.
Heightened (7th) Your spell duration becomes,
Heightened (5th) Your targets become Clumsy 2
sustained up to your next Daily Preparations.
instead.
Heightened (7th) Your targets become Clumsy 3 8th level
instead.
BLIND FEAT 8
FREEZE FEAT 6 COMPOUND INCAPACITATION INSCRIBER LIGHT POWER

COLD EVOCATION INSCRIBER EFFECT WORD WORD  

Requirement The spell has the cold trait Type Save


Your spell slows the target's speed, the target takes a Your spell attempts to blind your targets, all targets
-5ft status penalty to speed for 1 round. get a -1 status penalty to Perception checks for the
Heightened (+1) Increase the speed penalty by -5ft. duration.
Heightened (3rd) All targets become dazzled for the
HIDDEN FEAT 6
duration.
EFFECT INSCRIBER SECRET WORD  
Heightened (5th) All targets become blinded for 1
Requirement The spell has atleast one Power word. round and dazzled for the rest of the duration.
Your spell is concealed, roll a Stealth check if you Heightened (7th) All targets become blinded for the
succeed your spell is invisible to the eye. duration.
Heightened (3rd) Your spell loses the verbal
component and you don't need to speak to cast it. DURATION FEAT 8
EFFECT INSCRIBER WORD  
Heightened (5th) You can make a spell attack roll
instead of a Stealth check. Requirement The spell has the Compound Trait
Your spell lasts for a set duration, you expend the spell
REACH FEAT 6
slot and the spell lasts for up to 1 minute. If the spell
EFFECT INSCRIBER WORD  
targets a hostile creature, then they can repeat their
Your spell's range increases by 30ft. You can select save at the end of their turns.
this multiple times adding the range again each time. Heightened (3rd) Your spell duration becomes up to 10
Heightened (+3) Increase the bonus range by 10ft minute.
Heightened (5th) Your spell duration becomes up to 1
SELF FEAT 6
hour, and the targets can no longer repeat their
INSCRIBER SHAPE WORD  
saves.
Type Utility Heightened (7th) Your spell duration becomes until
You cast the spell on yourself. your next Daily Preparations.
Heightened (+4) Reduce the spell action cost by 1.
EMANATION FEAT 8
INSCRIBER SHAPE WORD

Type Utility
Your spell has a 5ft emanation.
Heightened (+1) Increase the size by 5ft.
ENHANCE FEAT 8 FEAR FEAT 10
COMPOUND INSCRIBER POWER TRANSMUTATION WORD ENCHANTMENT INSCRIBER POWER WORD  

Requirement The spell has the Utility Type Requirement The spell has the Save type
Prerequisites Shield Save Will
Your spell grants your targets a +1 status bonus to Your spell frightens the target, the target takes a -1
saving throws. status to Perception checks for 1 round.
Heightened (5th) Increase the bonus to +2 Heightened (3rd) The target becomes frightened 1.
Heightened (7th) Increase the bonus to +3 Heightened (5th) The target becomes frightened 2.
Heightened (7th) The target becomes frightened 3.
IMBUE WEAPON FEAT 8
Heightened (9th) You can target up to 10 creatures as
COMPOUND EFFECT INSCRIBER TRANSMUTATION WORD  
long as they are within the spell's area.
Requirement The spell has atleast one Power word
that deals damage. FONT FEAT 10
Your spell gets stored on one weapon within range, on INSCRIBER NECROMANCY NEGATIVE POSITIVE POWER

the weapon's next Melee Strike the weapon is WORD  

unleashed at the target. Requirement The spell has the Attack or Save Type
Heightened (5th) If the Strike is successful and the Save Will
spell is a Save, the target treats their save as one Prerequisites Divine Inscriber
step worse. If the spell is an Attack then if the Your spell deals 1d6 positive or negative damage. This
Strike is successful then so is the spell. can heal the living and heal the undead with it's
REGENERATION matching type, targets heal 1d4 Hit Points. If the
FEAT 8
target is unwilling they must succeed on a save or else
COMPOUND HEALING INSCRIBER NECROMANCY POSITIVE
take the damage.
POWER WORD  
Heightened (+1) Increase the damage by 1d6 and the
Requirement The spell has the Utility Type healing by 1d4.
Your spell grants your targets fast healing 1;
QUICK INSCRIBE FEAT 10
Heightened (+1) Increase the fast healing by 1.
FLOURISH INSCRIBER
10th level
Prerequisites Arcane Inscriber
AUGMENT FEAT 10 You can Inscribe twice per turn instead of once.
EFFECT INSCRIBER TRANSMUTATION WORD  
WIDE FEAT 10
Requirement The spell has the Attack or Save Type
EFFECT INSCRIBER WORD  
Prerequisites Primal Inscriber
Your spell adds 5 feet to the radius of a burst that
Your spell's damage dice increases by 1 step.
normally has a radius of at least 10 feet (a burst with a
Heightened (8th) Your spell's damage dice increases
smaller radius is not affected). Add 5 feet to the length
by 2 step.
of a cone or line that is normally 15 feet long or
CURSE FEAT 10 smaller, and add 10 feet to the length of a larger cone
COMPOUND ENCHANTMENT INSCRIBER POWER WORD
or line.
Requirement The spell has the Save type Heightened (+3) Increase the bonus by 5ft
Save Fortitude
Prerequisites Occult Inscriber
Your spell curses the target, the target has a -1 status
penalty to all checks.
Heightened (3rd) The target has a -2 status penalty.
Heightened (5th) The target has a -3 status penalty.
Heightened (7th) You can target up to 10 creatures as
long as they are within the spell's area.
12th level STRENGTHEN FEAT 12
CHANNEL FEAT 12 COMPOUND INSCRIBER POWER TRANSMUTATION WORD  

INSCRIBER SHAPE WORD  


Requirement The spell has the Utility Type
Prerequisites Enhance
Type Attack, Utility
Your spell grants your targets a +1 status bonus to
Prerequisites Sustained
attack rolls.
Your spell has a range of 30ft, you create a link
Heightened (5th) Increase the bonus to +2
between you and your target. As long as you have line
of sight with the target you can sustain the spell as a Heightened (7th) Increase the bonus to +3
free action, there is a visible energy beam between TIMED FEAT 12
you and the target.
EFFECT INSCRIBER WORD  
Heightened (+1) Increase the range by 5ft.
Requirement The spell has atleast one Power word.
CONDUCTIVE FEAT 12 Prerequisites Durtaion
ELECTRICITY EVOCATION INSCRIBER EFFECT WORD Your spell triggers after a set duration, you expend the
Requirement The spell has the Electricity trait spell slot and choose a duration of up to 1 minute.
After the duration passes the spell automatically
Your spell target a second creature nearby as long as
activates, if the spell has a target then they need to be
the spell did not target them originally. This only
within range when the spell triggers. The spell is still
triggers once.
cast from you.
Heightened (+1) The spell can trigger one more
Heightened (3rd) Your spell duration becomes up to 10
additional time.
minute.
INVISIBILTY FEAT 12 Heightened (5th) Your spell duration becomes up to 1
COMPOUND ILLUSION INSCRIBER POWER WORD   hour.
Requirement The spell has the Save or Utility type Heightened (7th) Your spell duration becomes up to
Save Fortitude your next Daily Preparations.
Your spell turns the target invisible, if the target takes 14th level
a hostile action the invisibilty ends but the other
effects remain. IMBUE ARMOR FEAT 14
Heightened (3rd) The invisibilty doesn't end even if COMPOUND EFFECT INSCRIBER WORD  

the target takes a hostile action. Requirement The spell has atleast one Power word
Heightened (5th) You can target an unwilling creature, that deals damage.
it must make a save or be invisible for the duration. Prerequisites Imbue Weapon
Heightened (7th) You can target up to 10 creatures as Your spell gets stored on one armor within range, the
long as they are within the spell's area. next time the target is hit or needs to make a save the
spell is unleashed.
MORPH FEAT 12
Heightened (5th) If the spell succeeds on the attack or
COMPOUND INSCRIBER POWER TRANSMUTATION WORD
the target that targeted you fails, you gain a +2
Requirement The spell has the Utility type status bonus to your AC or Save against the
Your spell makes the target move faster, they gain a triggering effect.
+5 status ft bonus to all their speeds.
PERSISTENT FEAT 14
Heightened (1st) The target gains a Climb speed and
EFFECT INSCRIBER WORD  
gain a +10 status ft bonus to all their speeds.
Heightened (3rd) The target gains a Swim speed and Requirement The spell has atleast one Power word.
gain a +15 status ft bonus to all their speeds. Your spell gains persistent damage matching one type
Heightened (5th) The target gains a Burrow speed and of damage on your spell, the persistent damage is 1.
gain a +20 status ft bonus to all their speeds. Heightened (+1) Increase the persistent damage by 1.
Heightened (7th) The target gains a Fly speed and gain
a +25 status ft bonus to all their speeds.
REACTIVE FEAT 14 Heightened (6th) Your pockets is the size of a large
house and can house 8 creatures, you also gain 4
EFFECT INSCRIBER WORD  
unseen servants to manage the place.
Requirement The spell has atleast one Power word.
Heightened (9th) Your pockets is the size of a keep
Prerequisite Timed
and can house 16 creatures, you also gain 12 unseen
Your spell triggers whenever you wish it to. When you
servants to manage the place.
cast the spell you don't need to specify a trigger,
whenever you want you can use a reaction to cast the MENTAL FEAT 14
spell. If one minute passes and you didn't use the spell, ENCHANTMENT INSCRIBER MENTAL POWER WORD
then it is lost. Requirement The spell has the Attack or Save Type
Heightened (3rd) You can trigger the spell within 10 Your spell deals 1d6 mental damage.
minutes before losing it.
Heightened (+1) Increase the mental damage by 1d6.
Heightened (5th) You can trigger the spell within 1
hour before losing it. PENETRATE FEAT 16
Heightened (7th) You can trigger the spell until your INSCRIBER EFFECT WORD  

next Daily Preparations before losing it. Requirement The spell has the Attack or Save type
RESIST FEAT 14 Your spell ignores 2 point of resistance matching your
damage.
ABJURATION COMPOUND INSCRIBER POWER WORD
Heightened (+1) Increase the resistance ignored by 2
Requirement The spell has the Utility type
Your spell allows the target to resist damage, you can STUN FEAT 16
select damage spells even if they don't have the Utility ENCHANTMENT INCAPACITATION INSCRIBER POWER WORD  
type requirement. Any damage you select as a part of Requirement The spell has the Save type
this spell you gain resistance 2 to that damage Your spell slows the target, they become stunned 1
Heightened (+1) Increase the resistance by 2.
Heightened (5th) The target becomes stunned 2.
SICKENED FEAT 14 Heightened (7th) The target becomes stunned 3.
EVOCATION INSCRIBER EFFECT POISON WORD  
VAMPIRIC FEAT 16
Requirement The spell has the poison trait EFFECT INSCRIBER WORD  
Your spell sickens the target, they become sickened 1. Requirement The spell has the Attack, Save or Utility
Heightened (5th) The target becomes sickened 2. type
Heightened (7th) The target becomes sickened 3. Your spell drains the target of it's life, if the type is
SLOW FEAT 14 Attack or Save then you gain Hit Points equal to half
the damage dealt to one target. If the type is Utility
COMPOUND INSCRIBER TRANSMUTATION POWER WORD
then you gain half the healing done to the target as
Requirement The spell has the Save type Hit Points.
Your spell slows the target, they become slowed 1 Heightened (7th) You gain the full amount instead.
Heightened (5th) The target becomes slowed 2.
Heightened (7th) The target becomes slowed 3. WALL FEAT 16
COMPOUND INSCRIBER SHAPE WORD
16th level
Type Save, Utility
DIMENSIONAL POCKET FEAT 16 Your spell creates a wall if you have a power with a
COMPOUND CONJURATION INSCRIBER POWER WORD damage type the wall is made of that. The wall stays
Requirement The spell has the Utility type upright in a straight line that is 10 feet long, 5 feet
high, and 5 feet thick.
Your spell creates an extra dimensional pocket where
you can store an item of 1 bulk or less. Heightened (+1) You can increase the length and
height by 10 feet.
Heightened (3rd) Your pockets is the size of a small
house and can house 4 creatures, you also gain an
unseen servant to manage the place.
18th level TELEPORT FEAT 18
ANTIMAGIC FEAT 18 CONJURATION INCAPACITATION INSCRIBER POWER

TELEPORTATION WORD  
ABJURATION COMPOUND INSCRIBER POWER WORD
Requirement The spell has the Save or Utility type
Requirement The spell has the Save or Utility type
Your spell teleports a target to an unoccupied position
Your spell creates a zone where magic is dampened, all
within 60 ft, if the target is unwilling it must succeed
spells cast in the area have a -1 status penalty to
a save or be teleported.
attack rolls and DCs.
Heightened (3rd) The target teleports within 120 ft.
Heightened (3rd) You can attempt to counteract any
magic that is in the area as a free action. Heightened (5th) The target teleports within 10 mile.
Heightened (7th) The target teleports anywhere on the
Heightened (5th) Spells in the area are 1 level lower.
planet.
Heightened (7th) Your counteract check is considered
one step better. QUICKEN FEAT 18
Heightened (9th) Any magic that is in the area is COMPOUND INSCRIBER POWER TRANSMUTATION WORD  
automatically dispelled. Requirement The spell has the Utility type
BUFF FEAT 18 Your spell's target becomes quickened they can use
COMPOUND INSCRIBER POWER TRANSMUTATION WORD
the extra action only to Stride.

Requirement The spell has the Utility Type Heightened (3rd) They can use the extra action to
Strike.
Prerequisites Strengthen
Heightened (5th) They can use the extra action to
Your spell grants your targets a +1 status bonus to two
of the following: Attack rolls, Armor Class, Saving Sneak or Hide.
throws, Skill Checks Heightened (7th) They can use the extra action to use
Heightened (5th) Increase the bonus to +2 a skill action.
Heightened (9th) You can target up to 10 creatures as
Heightened (7th) Increase the bonus to +3
long as they are within the spell's area.
TELEPATHY FEAT 18
REVIVE FEAT 18
COMPOUND DIVINATION INSCRIBER LINGUISTIC MENTAL
INSCRIBER NECROMANCY POSITIVE POWER WORD
POWER WORD  
Requirement The spell has the Utility type
Requirement The spell has the Save or Utility type
Your spell stabilizes your target.
Your spell allows you to send a telepathic message to
one target for the duration, they can't reply to this Heightened (3rd) The spell revives your target that
message. has been dead for no longer than 1 minute.
Heightened (3rd) You form a bond with your target, Heightened (5th) The spell revives your target that
you can send messages back and forth. has been dead for no longer than 1 day.
Heightened (5th) You and your target can not be flat- Heightened (7th) The spell revives your target that has
footed from flanking unless there is no direct line of been dead for no longer than 1 month.
sight between you two. Heightened (9th) The spell revives your target that
Heightened (7th) You and your target gain a fortune has been dead for no longer than 1 year.
check to attack rolls, saving throws, and skill checks
unless there is no direct line of sight between you
two.
20th level WALKING DICTIONARY FEAT 20
FOCUS SPELLS FEAT 20 INSCRIBER  

INSCRIBER   When you gain an inscriber feat using Word a Day,


you gain three inscriber feats instead of two. While
During your daily preparations you can create a word
the first feat must still be 8th level or lower, the
focus spell, these are called letter spells. You inscribe a
second feat can be up to 14th level, and the third feat
spell heightened to the 5th level and has a maximum
can be up to 18th level. You can use the first feat to
of 3 actions, you gain a focus point and a focus pool of
meet the prerequisites of the second or third feats and
1 and can cast this spell as a letter spell. You can have
the second feat to meet the prerequisites of the third
a total of 3 letter spells per day, giving you 3 focus
feat. You must meet all feats' prerequisites. In addition,
points in your pool.
you can adapt to the situationby spending 1 hour to
CRAFT SPELLS FEAT 20 read a tome. If you do, you can reselect the feats
INSCRIBER  
chosen with Word a Day as if you had made your daily
preparations. You can't trade out words that have been
You can inscribe a spell into a spell scroll by spending
cast today.
the appropriate spell slot, the spell requires the same
amount of actions to cast as you would. A 6 action
spell that you could cast as 3 actions will be a 3 action
spell scroll, you can have a total of 9 levels of scrolls.
You can have nine 1st level scrolls, one 9th level scroll,
or any combination.

GREATER SPELLS FEAT 20


INSCRIBER  

You can gain a 10th Level spell slot.

LEGENDARY INSCRIBER FEAT 20


RARE INSCRIBER

You can duplicate any spell of 9th level or lower by


casting a spell using a spell slot of the same level. The
spell list matches your inscriber handwriting, when
casting a spell this way you can apply effects to the
spell.

TIME FEAT 20
COMPOUND INSCRIBER POWER TRANSMUTATION WORD

Requirement The spell has the Utility type


Your spell allows you to rewind time to the start of
your last round. If you give this spell a duration you
instead stop time for that long, while time is stopped
you can move freely but you can not affect anyone
else in any way.
Heightened (3rd) You can rewind up to 1 minute.
Heightened (5th) You can rewind up to 1 day.
Heightened (7th) You can rewind up to 1 month.
Heightened (9th) You can rewind up to 1 year.

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