Glyph Arcana

Glyph Arcana

 * Novice: You learn the spells Glyph of Paralysis and Glyph of Warding.
 * Journeyman: You learn the spell Glyph of Repulsion. You also gain the focus Intelligence (Glyph Arcana).
 * Master: You learn the spell Glyph of Destruction. You can also choose one spell stunt you can perform for -1 SP when casting Glyph Arcana spells.

Glyph of Paralysis
You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The first enemy that moves within 2 yards of the glyphs location triggers it. The target must make a successful Constitution (Stamina) test vs. Spellpower or become paralyzed for 1d3 rounds. A paralyzed character can take no actions and has a Defense of 7. You can maintain a number of glyphs of paralysis equal to your Intelligence at any one time. Each glyph is good for one use.
 * Requirements: Glyph Arcana (Novice)
 * Spell Type: Attack
 * MP Cost: 3
 * Casting Time: 1 Minute
 * Target Number: 10
 * Test: Constitution (Stamina) vs. Spellpower

Glyph of Warding
You trace an arcane glyph on the ground where you stand with your hand or staff. Allies within 3 yards of the glyph of warding gain a +2 bonus to Willpower tests and their Defense against ranged attacks so long as they remain within the glyphs area. A glyph lasts until the end of the current encounter. You can maintain a number of different glyphs of warding equal to your Intelligence at any one time (although this does not allow the effects of multiple glyphs of warding to stack on the same target).
 * Requirements: Glyph Arcana (Novice)
 * Spell Type: Defense
 * MP Cost: 5
 * Casting Time: Major Action
 * Target Number: 15
 * Test: None

Glyph of Repulsion
You trace a hasty arcane symbol onto the ground in front of you and strike it with all your might, causing a wave of force to send enemies within 10 yards reeling. All enemies are pushed 10 yards away from you and must succeed at a Constitution (Stamina) or Dexterity (Acrobatics) test vs. your Spellpower or be knocked prone.
 * Requirements: Glyph Arcana (Journeyman)
 * Spell Type: Attack
 * MP Cost: 10
 * Casting Time: Major Action
 * Target Number: 15
 * Test: Constitution (Stamina) or Dexterity (Acrobatics) vs. Spellpower

Glyph of Destruction
You trace an arcane symbol on a surface with your hand or staff the glows with power for a moment then vanishes. The first enemy to come with in 2 yards of the glyph activates it. The glyph explodes dealing 3d6 + Intelligence penetrating damage to everyone within 10 yards. A successful Dexterity (Acrobatics) test vs. your Spellpower causes the glyph do deal 3d6 + Intelligence damage.
 * Requirements: Glyph Arcana (Master)
 * Spell Type: Attack
 * MP Cost: 15
 * Casting Time: Major Action
 * Target Number: 15
 * Test: Dexterity (Acrobatics) vs. Spellpower