Glyph mages, also known as scriveners, master the arcane power of the written word. They summon living ink and use it to rewrite reality to their own ends. In the paragon tier, the glyph mage learns to extend runes to cover areas and aid his or her allies.
Level 11: Glyph Action
Glyph mage paragon path feature
When you push yourself beyond your normal arcane limits, a rune of power draws the strength away from your enemies.
Benefit: When you spend an action point to take an extra action, each enemy within 3 squares grants combat advantage until the end of your next turn.
Level 11: Glyph Mage Encounter Power
Your understanding of the language that links all life expands with each passing day. You can create runes of power that not only hinder your enemies but also allow your allies to tap into a portion of your power.
Rune of Living Ink Glyph Mage Encounter 11
Lines of living ink creep out from under your feet, forming a massive rune. Its strokes reach out and trip your enemies while empowering your ally’s weapons.
Encounter * Arcane, Glyph, Implement, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier force magic.
Effect: The zone creates a burst that lasts until the end of your next turn. Any enemy that ends its turn in the zone is slowed (save ends). Any ally in the zone that hits with an at-will or basic attack also causes the target to be blinded (save ends).
Sustain Minor: The zone persists until the end of your next turn.
Level 12: Glyph Mage Utility Power
You’ve learned to read the runes of memory that make up your mind. Through careful arcane manipulations, you can extract specific memories, losing personal access to them, until they’re called upon by an ally and they come rushing back.
Memory Echo Glyph Mage Utility 12
You reach into the back of your mind and inscribe your experience on a rune of knowledge for your ally to call upon.
Daily * Arcane, Glyph
Move Action Ranged 10
Target: One ally
Effect: Select one of your at-will or unused encounter powers. You can no longer use the selected power. Your target gains the selected power and uses your ability modifier when casting the selected power. You immediately regain use of the selected power after your target uses the power or after you take an extended rest. If the power was an encounter power, it is considered expended by you for the rest of that encounter.
Level 20: Glyph Mage Daily Power
Scriveners often revere Titivillus as the greatest scribe. Whether you use your power for good or ill, you respect the power of the greatest glyph worker and have learned to tap into an aspect of that power.
Veil of the Great Scribe Glyph Mage Daily Attack 20
Your arcane runes burst with hellfire and then explode outward, momentarily turning the battle into an opportunity for parley.
Daily * Arcane, Charm, Glyph, Psychic
Standard Action Close burst 5
Target: Enemies in the burst
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target cannot attack you or your allies until either you or one of your allies attacks the target (save ends).
Miss: Half damage, and the target is weakened (save ends).
Will this be converted to the Pathfinder rules?
There is currently no plan that I know of to convert these options or its parent set of options from Defenders of Midgard to Pathfinder.
However, you can find many similar Pathfinder spells in Kobold Quarterly #8, which was my original jumping off point for the scriveners.
There’s a Ink magic section in the new Deep Magic Kickstarter, but that was written before this and I have not seen its contents.
This is awesome stuff, Brian. Thank you for taking the time to complete these schools of magic! I’m excited to try this out as my group approaches the Paragon Tier. Please keep the 4E goodness coming. I’d love to see Kobold Press keep supporting the 4E community with high-quality supplements. I know we’re a minority, but hopefully there are enough of us to make such an endeavor worthwhile! Thanks again!
@Goldomark – several of the clockwork spells that appeared in the previous installment and in Defenders of Midgard were inspired by the clockwork magic school in the Zobeck Gazetteer for Pathfinder.