
Kadus |
*This system may be too generous. +3/4 levels may be appropriate, limiting its use to low level control spells only.*
There is a reason delayed blast fireball is a higher level spell than fireball, aside from the damage. It's the same reason that you can only have one Contingency spell active at a time and why the Rune of Contingency is so f*~!ing expensive to purchase. Trading preparation for action economy is extraordinarily powerful.
Something to look into is changing this system from an archetype into metamagic. What has to be balanced for this system to be fun is that a wizard will either use this system to bypass per-round casting limits by stacking sigils into a tight space and forcing enemies through it, or be completely useless in a fight that they were not prepared for. This dichotomy is very tricky to manage as a DM whose other players are geared towards more sudden, unexpected combat situations. If you're playing game that requires over the top preparation such as a stealth-based black-ops campaign where preparation is par for the course then this won't be so much of an issue. That being said I would have the system work like this:
Sigil Spell:
You imbue a symbol with a portion of your arcane power. Once placed, you lose the spell slot as if the spell was cast. Each sigil takes up a "sigil slot" that covers at least a 5 foot square, up to the area of the spell whichever is bigger. Casting a Sigil Spell adds +2 spell levels. Sigils last 1/2 CL hours (minimum = 30 minutes) after being cast or concentration, which ever is longer. When a sigil expires the magic diffuses and it has no effect. Sigils have an weak aura. You can be damaged by sigils that you cast.
Persistent Sigil Spell:
Increase the duration of you sigil spells by 100%.
Remote Sigil Spell:
You may us Trigger: Command Word at from up to 300 feet away through any obstacle.
Sigils may use one or more conditions to activate:
Command Word: more than one sigil can be linked to the same command word
Proximity: Anyone will activate a sigil that has this trigger
Individual: identified by adding their blood to the material components of the spell
Individual: bearing an Arcane Mark chosen when the sigil is set
Spell: When another spell is triggered or cast.
EXAMPLE: if you wanted to set up a Hungry Pit trap. Then you could cast a Hungry Pit Sigil in a 10x10 area and two Hydraulic Push Sigils on a on the other side of the door, an Open/Close Sigil on either side of the Door, and a Hold Portal Sigil on the floor next to the Hydraulic Push Sigils. The hydraulic pushes are Individual: Blood triggered, the Open/Close are Spell: Hydraulic Push Triggered, the Hungry Pit is Spell: Hydraulic Push Triggered.
The target walks up to the door, it opens automatically. They are Bull Rushed through the opening into a Hungry Pit. Door closes behind them and is locked magically. At Level 15 hungry pit last 15 rounds, they will be dead before the door opens.
Cost: Blood, 2 Level 2 Spells (Open Close), 3 Level 3 Spells (Hydraulic Pushes and Hold Portal), 1 Level 7 Spell (Hungry Pit)
If you don't want to spend a 7th level spell slot or you don't have one to use then you could ready an action to cast Hungry Pit when the door begins to open. If you don't have or want to use Hydraulic Push then you could have a Fighter Bull Rush the target through the doors and set the triggers to Proximity and Blood: Fighter. The sigils allow you to resolve the rest of the encounter through preparation instead of through relying upon casting a multitude of spells at one time.