Spellscribe

The Spellscribe subclass focuses on enchanting and infusing spells into physical objects. This subclass allows the wizard to create Spell Scrolls that can be activated by anyone, even those without magical abilities. These scrolls contain a single spell and can be used once before they fade away. Spellscribe wizards can also imbue magical effects into mundane items, such as a sword that can cast a fireball spell when swung.

## Spellscribe's Scroll (2nd Level)

At 2nd level, you gain the ability to create Spell Scrolls. During a long rest, you can expend time and materials to create a Spell Scroll containing a single spell from your spellbook. The spell must be of a level that you can cast, and it must have a casting time of 1 action. The Scroll remains viable for 24 hours or until it is used. Anyone can activate the Scroll by reading the incantation, casting the spell contained within it.

## Spell Infusion (2nd Level)

Starting at 2nd level, you gain the ability to infuse your spells into mundane objects. During a short rest, you can select a number of spells from your spellbook equal to your Intelligence modifier (minimum of one spell). You infuse these spells into small, non-magical objects such as coins, trinkets, or pieces of jewelry. Each infused object can hold one spell. Spells can not exceed 2nd level.

As a bonus action, one can present an infused object and release the spell stored within it. The spell uses the object as the point of origin, and the object is consumed in the process. You cast the spell as if you were casting it normally, following all the usual rules.

The infused objects lose their magical properties after 24 hours or when the spell is released, whichever comes first. During a long rest, you can recover all infused objects, regaining their magical potential.

Additionally, starting at 10th level, you can infuse two spells into a single object. When you release the spell stored within a dual-infused object, you choose which of the two spells to cast. Alternatively, you can store one 3rd level spell.

## Enhanced Scrollcasting (6th Level)

At 6th level, your mastery over Spell Scrolls deepens. When you cast a spell from a Spell Scroll, you can choose to enhance its effects. The spell gains one of the following benefits:

1. **Empowered:** *Increase the spell's damage dice by one step (e.g., d6 to d8, d8 to d10).*
2. **Extended:** *Double the spell's duration.*
3. **Heightened:** *The spell's saving throw DC increases by 2.*
4. **Widened:** *The spell's area of effect increases by 50%.*

You can choose one of these benefits when you activate a Spell Scroll. Once you use this feature, you must complete a long rest before you can do so again.

Starting at 14th level, you can use this feature a number of times equal to your Intelligence modifier.

## Arcane Resonance (10th Level)

Starting at 10th level, your connection with your Spell Scrolls strengthens, granting you enhanced magical abilities. Whenever you cast a spell using a Spell Scroll, you can choose to amplify its effects through Arcane Resonance. You can choose one of the following enhancements:

1. **Echoing Spell:** *The spell echoes and affects an additional target within range. For spells that already target multiple creatures, such as fireball, the spell's damage or effects increase by 50%.*
2. **Lingering Spell:** *The spell's duration is extended by 1d4 rounds or minutes, depending on the spell's original duration.*
3. **Quickened Spell:** *The casting time of the spell is reduced by one step. For example, a spell with a casting time of 1 action becomes a bonus action to cast. 1 Minute becomes an action, & 10 minutes becomes 1 minute.*
4. **Rupturing Spell:** *The spell inflicts additional damage equal to your Intelligence modifier to one target it affects. This damage is of the same type as the spell's original damage.*

You can use Arcane Resonance a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest. You can combine these effects with your Enhanced Scrollcasting options.

## Master Scribe (14th Level)

At 14th level, your mastery over Spell Scrolls becomes unparalleled. You can now cast both spells contained within your spell scrolls as part of the same action. Once you use this feature, you cant do so again until you finish a long rest.

## Spellforce Weapon (14th Level)

At 14th level, you gain the ability to infuse your weapons with the power of spells. During a long rest, you can choose one weapon you are proficient with to become your Spellforged Weapon. This weapon becomes a conduit for your magic, allowing you to channel spells through it.

As an action, you can expend a spell slot to infuse your Spellforged Weapon with a spell you know. The next time you hit a creature with the infused weapon before the end of your turn, the spell is discharged, affecting the target of your attack. The spell's effects are resolved as if you had cast it normally, following all the usual rules and expending the necessary spell slot.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.

Additionally, when you reach 18th level, your Spellforged Weapon gains an extra property. Choose one of the following enhancements:

1. **Arcane Surge:** *Whenever you discharge a spell through your Spellforged Weapon, you gain temporary hit points equal to the spell's level + your Intelligence modifier.*
2. **Elemental Strike:** *When you discharge a spell through your Spellforged Weapon, you can choose to add extra damage of the spell's type to the weapon's attack. The additional damage is equal to your Intelligence modifier.*