Trap Magic - WIP
Few arcane colleges specialize in training Wizards to prepare and ensnare their enemies. Trap Magic requires time and patience to prepare and cast, relying more on creativity and cunningness, than raw arcane power. Those that pursue such techniques of magic can often be the most frightening of enemies to encounter.
Followers of this tradition are known as trap mages. They see magic as a tool that can be refined exponentially, if given the time needed to do so. It teaches techniques that empower a caster’s spells, whether that means making them deadlier, harder to detect, or something else. Their spells are hidden and powerful. When their spells activate, they are quick and deadly. What these Wizards drastically lack in durability, they make up for with spells that can either shift the tides of battle, or outright put an end to it.
Arcane Trapper
2nd-level Trap Magic feature You have learned to weave your spells into a special arcane circle. Whenever you cast a spell, you can choose to store it onto a flat inanimate surface (such as a table or the floor) within 10 feet of you, as a 5-foot radius magic circle. If you do, it takes an additional 1 minute to cast, the spell being stored has no immediate effect, and you choose how a creature triggers the arcane circle. The trigger can be one of the following:- Touching or standing on it.
- Removing another designated object covering it.
- Approaching within a certain distance of it, up to 60 feet away from it.
- Moving the surface it is on.
- Casting a spell that hits or affects the area around it, up to 10 feet away from it.
Organic Surfaces
6th-level Trap Magic feature Your abilities as an arcane trapper have improved. You can inscribe arcane circles onto any inanimate or living surface. If you inscribe an arcane circle on a non-willing creature, that creature makes an Intelligence Saving Throw, destroying the arcane circle on a success. The creature can take an Action on their turn to repeat the Saving Throw, destroying the arcane circle on itself on a success. A creature cannot have more than one arcane circle on them at any time.Delayed Spell
10th-level Trap Magic feature Whenever you Ready a spell, you can choose to empower it. If you do and release it with your Reaction when the trigger occurs, you add one of the following effects to it:- If the spell deals damage, it deals an additional 1d10 damage.
- If the spell has a range of Touch it’s increased by 5 feet. Otherwise, the range increases by 20 feet.
- If the spell uses your Spell Save DC, increase the DC by 1.
Surprise Practioner
14th-level Trap Magic feature Your experience with arcane circles have evolved beyond the need for a perfect surface. You can now inscribe arcane circles onto any roughly flat surface 2-10 feet in length and width (up to your GMs discretion). Additionally, you can choose to inscribe your arcane circles in one of the following special ways:- Air Circle. You inscribe your arcane circle into a spot in the air, which stays in place until activated or destroyed. Certain triggers may not be suitable for this arcane circle, as per your GMs discretion.
- Huge Circle. You inscribe your arcane circle onto a surface larger than 10 feet, up to 1000 feet. For every 10 feet above 10, you spend an additional hour inscribing the circle.
- Twin Circle. You inscribe two spells into a single arcane circle. Doing so takes 20 minutes to inscribe and expends both spell slots as usual. Only one of these spells can require Concentration. If the arcane circle activates, both spells are cast simultaneously, in the order you choose when you create the arcane circle.