Internal Spellbook
Starting at 2nd level, you may choose to inject a spell inside
of yourself instead of copying it into your spellbook. While
creating the spell injection, the time spent creating it is
doubled and the cost is equal to 75GP per spell level instead
of the normal amount for copying spells into your spellbook.
You now know that spell forever and can cast the spell even
without your spellbook or an arcane focus, however, you still
need to prepare the spell and provide any components
required to cast it.
Arcane Injection
Starting at 2nd level, as an action, you can inject a willing
creature you can see within 60ft with arcane energy. That
creature gains a +2 bonus to one of their ability scores for 1
minute . If you inject another creature, this bonus ends. This
feature cannot increase a creature's ability scores beyond 20.
You may use this feature a number of times equal to your
Intelligence modifier per long rest. Any hit points gained from
increasing a creature's constitution through this feature is
instead gained as temporary hit points.
Pertain Injection
Starting at 6th level, during a long rest, you may inject
yourself with a more powerful arcane injection, allowing you
to recieve the benefits of your Arcane Injection feature until
you take another long rest. You cannot use this feature and
the Arcane Injection feature to increase one of your ability
scores twice.
This feature does not end if you use your Arcane Injection
feature.
Magical Vaccine
Starting at 10th level, when you use your Arcane Injection
feature on a creature, you may also choose for that creature
to gain proficiency in one saving throw of your choice.
Breakdown Immunity
Starting at 14th level, as an action, you may inject a creature
within 60ft with an arcane virus that destroys their immune
system. The creature must succeed a Constitution saving
throw against your Spell Save DC or become infected for 1
hour. While injected, a creature does not add any of their
modifiers to their attack rolls, ability checks, or saving
throws, the creature cannot have immunities or resistances
to any damage type, and none of the creature's speeds can be
higher than 20ft.
Once you use this feature, you cannot use it again until you
finish a long rest.
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