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The Incantatrix

A Faerunian Wizard Tradition


DESIGN
David Adams
ART

Cover by Shamans Stockart

Shaman.stockart@gmail.com

Seszrath demon by DMss Guild Stock Art

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used with permission under the Community Content Agreement for Dungeon Masters Guild.

he Weave of magic has been broken and


battered many times in the history of the
Realms. There seems no end to the
violence that has been inflicted upon it. Still, the
Weaves importance to those that use the Art
cannot be understated, and a great many
wizards, having realized this long ago, dedicate
their studies to understanding the Weave proper.
One of the most flamboyant and notable of these
groups of would-be protectors of magic names
their predominantly female members
Incantatrixes. These wizards use a specialized
knowledge of the Weave to manipulate the
dozens of various magic items they often carry
to accomplish astounding effects. The group has
a vendetta against planar beings, seeing portals
to be areas of vulnerability in the Weave that are
better off closed.
Presented below is the arcane tradition that
allows you to become an Incantatrix.

INCANTATRIX

As an Incantatrix, or an Incantatar if you are


male, you focus your study on a tradition of
wizardry that seeks to understand the Weave and
how spells interact with one another. You deal
with magic in its purest and most raw form,
studying from the lore of the mighty wizards of
Faerun that worked to repair the Weave the
many times it has been imperiled. This
knowledge imparts a profound sense of
responsibility to protect the Weave. You have
little tolerance for the planar forces that
routinely intrude upon Faerun and the risk of
damage or corruption they pose to the Weave.
You work to master the magic of banishments
and planar travel and are willing to go to
extraordinary lengths to destroy any functioning
portals they encounter. The ample facility you
show with the forces of magic also allows you to
manipulate basic magic effects, of your own
spells and of those crafted into magic items.

ANALYZE PORTAL

Beginning at 2nd level, you are able to feel the


flow of magic that feeds a portal and determine

its properties and connections. As part of an


action investigating a portal or suspected portal,
you can expend one of your spell slots to
determine some of the properties of the portal
you are examining. The information you glean is
dependent on the level of spell slot you expend,
as shown in the analyze portal table and the
results are cumulative. For example, if you use a
4th level spell slot you learn if the portal is
currently functional and the name and nature of
the plane and specific location there that the
portal joins.
As when you expend your spell slots to cast a
spell, you cannot recover a spell slot used as part
of this ability without first completing a long
rest unless you have a class ability that allows
other means of recovering spell slots.

ANALYZE PORTAL RESULTS


Spell
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

Information Learned
Whether or not the portal is currently functional or
stable.
The basic nature of the plane the portal is connected to.
Which specific plane is on the other side of the portal.
The name of any specific location within the destination
plane, eg. The City of Brass.
Any special conditions required to open or use the
portal.
How recently the portal was used for transit.
Which direction and how many creatures used the portal
the most recent time it was used.
When the portal was first created.
The total number of times the portal has been used and
the total number of unique creatures that have used it for
transportation.

MANIPULATE MAGIC ITEM

Starting at 2nd level, you learn several tricks for


mixing your raw magical talent with the spells
that are a part of fabricated items. You gain the
disenchant, metamagic effect, and siphon charge
abilities. You must be attuned to a magic item to
spend charges from it as part of using any of
these abilities.
Disenchant. As an action, you can expend one
of your spell slots to sunder a magic items
connection to the Weave and render it
inoperable or inert. Choose one magic item that
you can see that is within 60 feet of you. The

magic of the item ceases to function for a


number of minutes equal to the level of the spell
slot you expended as part of using this ability.
If a creature is attuned to the item, it can make
a Charisma saving throw against your spell DC
and negate the effect of this ability on a
successful save. Additionally, when you reach
14th level you can expend all the charges from a
fully charged magic item to cause the targeted
magic item to be permanently disenchanted. The
magic item you spend those charges from cannot
thereafter be recharged.
This ability has no effect on sentient magic
items or artifacts.
Metamagic Effect. You can use the connection
a magic item has to the Weave to draw raw
magic into another spell you are casting and
enhance its effect. Select one ability from the
sorcerers' list of metamagic abilities. You can
expend one charge from a magic item as part of
the action of casting a spell to apply your chosen
ability to the spell. Doing so consumes a number
of charges from the item equal to the level of the
spell you are casting. If the item has insufficient
charges, you expend all remaining charges
without adding the enhancement from the
metamagic. You learn a second metamagic
ability upon reaching 6th level.
Siphon Charge. You can use the charges
contained within a magic item in place of your
spell slots. As part of the action of casting a
spell, you can expend a number of charges from
a magic item equal to 1 + the level of the spell
instead of using one of your own spell slots to
cast the spell. This ability can be used to
substitute the spell slot cost of your analyze
portal ability.

CLOSE PORTAL

When you reach 6th level, your knowledge of


portals allows you to permanently seal them.
During a rest, you can engage in a 10 minutelong ritual that destroys a functioning portal.
Performing the ritual consumes 1,000 gold
pieces in rare components and powdered gems.
You can perform the ritual a number of times

equal to your Intelligence modifier before


needing to complete a long rest to do so again.

SNATCH SPELL

Upon reaching 10th level, you have a strong


enough sense of the Weave that you begin to be
able to wrest control of spells away from those
who cast them. As a reaction when another
creature that you can see within 60 feet of you
begins casting a spell, you can attempt to gain
control of their spell. Each of you make an
ability check using your primary spellcasting
ability score and adding your proficiency bonus.
If your check is higher than the spell save DC of
the caster and beats the result of their ability
check, you gain control of the spell. You can
make any choices for the spell as of you had cast
it, picking your own target and determining any
other effects applicable to the spell.
You can expend charges from a magic item
you are attuned to in order to gain advantage on
your spellcasting ability check. This consumes a
number of charges equal to the effective level of
the spell. If your target is not native to the
material plane, it has disadvantage on its
spellcasting ability check. You must complete a
rest before using this ability again.

BANISHMENT

At 14th level, you master the magic that returns


planar beings back to their native realm. You are
considered to always have the spells banishing
smite and banishment prepared and they do not
count against the total number of spells you can
have prepared each day. If you did
not already know these spells,
you add them to your
spellbook. Additionally, you
can expend two charges from
a magic item to target one
additional creature with the
banishment spell or to
impose disadvantage on the
saving throw one creature
makes against these spells.
You cannot use both of these
effects at the same time.

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