Wizard factions
School of Pictomancy (SubClass)
The Verum Conquisitor
Judges, Legal Protectors, and Wizardly Royal Guards
The Verum Conquisitor is a faction of wizards dedicated to upholding justice and serving as arbiters of the law in both mundane and magical disputes. Their subfaction, the Weavers of HighMoore, functions as an elite unit of spellcasters tasked with safeguarding the nobility.
- Values: Justice, truth, and the responsible use of magic.
- Philosophy: Magic is a tool for law and order, and those with power have a responsibility to protect and serve.
Headquarters: The Argent Hall, a massive courthouse in HighMoore that doubles as the Verum Conquisitor's base of operations.
- Purpose: Ensure that justice prevails in magical and mundane matters, and provide magical defense to the nobility.
Key NPCs:
High Judicar Kael Ardentis:
Arbiter Sylvara Lightshade:
- Role: A Judicar specializing in magical disputes.
- Background: A half-elf with a deep understanding of magical theory and a knack for resolving complex cases.
- Personality: Sharp-witted, empathetic, and occasionally sarcastic.
- Motivation: Ensure that magic remains a force for good and prevent its misuse.
Commander Elira Veylan:
- Role: Head of the Weavers of HighMoore.
- Background: A battle-mage trained in both combat and law, known for her unflinching loyalty to the crown.
- Personality: Disciplined, courageous, and a stickler for protocol.
- Motivation: Protect the nobility and ensure the stability of Thalindor’s government.
The Jussum Octavius
Creators and Enforcers of Magical Law
The Jussum Octavius is a bureaucratic faction of wizards responsible for drafting, enforcing, and maintaining laws related to magic. They oversee the registration of all magic items in Thalindor, ensuring transparency and preventing misuse.
- Values: Order, regulation, and accountability in the use of magic.
- Philosophy: Magic is a powerful resource that must be meticulously regulated to avoid chaos and abuse.
- Structure:
- The Legiscribes draft and debate magical laws.
- The Archivists of the Arcane maintain the Registry of Magic Items.
- The Compliance Enforcers ensure that laws are followed, conducting inspections and investigations.
- Headquarters: The Octavian Spire, a towering structure in HighMoore filled with archives, courtrooms, and magical wards.
- Purpose: Codify magical laws, regulate the distribution and use of magical items, and investigate breaches of magical law.
Key NPCs:
Arch-Legiscribe Quellan Varrow:
- Role: Head of the Jussum Octavius and primary drafter of magical legislation.
- Background: A tiefling wizard known for his intellect and meticulous nature.
- Personality: Ambitious, calculating, and unwavering in his belief in order.
- Motivation: Create an infallible system of magical law to ensure Thalindor’s stability.
Archivist Seraphine Vexora:
- Role: Keeper of the Registry of Magic Items.
- Background: A dwarven wizard obsessed with cataloging and preserving knowledge.
- Personality: Precise, nosy, and occasionally condescending.
- Motivation: Ensure that all magic items in Thalindor are properly accounted for and controlled.
Enforcer Captain Malrik Dorn:
- Role: Leader of the Compliance Enforcers.
- Background: A no-nonsense human wizard who views magic as a double-edged sword requiring strict oversight.
- Personality: Stern, pragmatic, and unyielding.
- Motivation: Root out illegal magic use and prevent catastrophic incidents.
The Eclipse Arcanum
The Eclipse Arcanum is a secretive and dangerous group of magic users devoted to unlocking the celestial energy of the two beings at the core of the world.
They believe this limitless power will elevate them to a higher plane of existence, and they are willing to cause great suffering to achieve their goals.
Their experiments and rituals draw on the life force of living beings and the land itself, leaving behind scars of death and decay.
Philosophy:
- Core Belief: The celestial beings represent the pinnacle of power and creation, and it is their destiny to awaken and harness this power.
- Moral Framework: Life is transient and expendable; the promise of ascension justifies any cost.
- Mythic Interpretation: They view the celestial beings as either gods in slumber or a limitless source of primal energy that predates the universe.
Structure:
- The Inner Circle: A council of the most powerful and knowledgeable members, each specializing in a different aspect of celestial energy manipulation (e.g., life, decay, stars, void).
- The Seekers: Scholars and field agents who search for artifacts, locations, and texts tied to the celestial beings.
- The Devourers: Combat mages who use life-draining spells and destructive magics to defend the faction and collect energy for experiments.
Headquarters:
The faction’s main base, known as the Obsidian Conflux, is a hidden citadel located deep underground, in a vast cavern said to resonate with faint whispers of celestial energy. Its walls are inscribed with constellations and glyphs believed to channel the power of the sentinel beings.
Goals:
- Unveil the Truth: Unravel the myths surrounding the celestial beings and discover how to access their power fully.
- Ascend to Godhood: Transform themselves into beings of pure energy by siphoning celestial power.
Key NPCs:
Archon Veyl Kael’dris (Leader of the Eclipse Arcanum)
- Background: A once-revered archmage who abandoned the academic circles after discovering ancient texts about the celestial beings. He founded the Eclipse Arcanum to pursue his vision of ultimate power.
- Personality: Charismatic, fanatical, and fiercely intelligent. Veyl views himself as a savior destined to awaken the beings and lead his followers to ascension.
- Motivation: Complete the "Celestial Convergence," a ritual he believes will unlock the beings' dormant power.
Lorana “The Whispering Void” Maelis (Chief Ritualist and Mystic)
- Role: Leader of the faction’s ritualistic practices.
- Background: A pale elf who sacrificed her family in her first experiment with life-draining magic, she has since become the faction’s most skilled ritualist.
- Personality: Quiet, calculating, and unnervingly serene. Lorana speaks in riddles and cryptic phrases, as if hearing truths beyond mortal comprehension.
- Motivation: Channel celestial energy into a singular artifact capable of containing infinite power.
Seeker Aelrik Thorne (Field Agent and Artifact Hunter)
- Role: A skilled tracker and combat mage tasked with recovering ancient relics and texts tied to the celestial beings.
- Background: A former member of the Verum Conquisitor, Aelrik defected after uncovering a celestial artifact and feeling its overwhelming power.
- Personality: Bold, pragmatic, and unyielding. He believes the Eclipse Arcanum’s methods, while brutal, are necessary.
- Motivation: Prove his worth to Veyl by locating a fabled artifact said to amplify celestial energy.
Devourer Kaelith Dorne (Enforcer and Combat Mage)
- Role: Leader of the Devourers, responsible for defending the faction and carrying out its more violent tasks.
- Background: A ruthless half-orc who revels in the destruction caused by celestial magic, Kaelith was recruited after she single-handedly destroyed a village using experimental magic.
- Personality: Brutal, loyal, and impulsive. Kaelith believes in strength through destruction and sees herself as a warrior-prophet.
- Motivation: Prove her worth to the inner circle by wielding celestial magic in battle.
The Octavio
Royal Sorcerers and Political Influencers
The Octavio is a highly secretive and influential society of sorcerers deeply embedded in the politics and royal court of Thalindor. They maintain an air of mystery, always wearing masks in public, and wield tremendous power over magical legislation and governance. They hold key positions in the Jussum Octavius and the Verum Conquisitor, using their influence to shape Thalindor's magical and political landscape.
- Values: Secrecy, control, and the responsible (but self-serving) use of magic.
- Philosophy: Magic is a force that must be tightly regulated and wielded by those who understand its consequences—namely, the Octavio.
Structure:
- Headquarters: The Argent Cloister, a hidden wing of the royal palace, accessible only to members of the Octavio and their guards.
Goals:
- Maintain and expand their control over Thalindor’s magical and political systems.
- Protect the royal family while subtly shaping their decisions.
Key NPCs:
Highcaster Janis Oblo IIV (Leader of the Octavio):
- Role: Highcaster to the crown and supreme judge of the Verum Conquisitor.
- Background: A mysterious figure with immense magical power and a sharp mind for politics. His identity is known only to the royal family and a select few.
- Personality: Cold, calculating, and authoritative. Janis is utterly loyal to the crown but not above using his position to advance the Octavio’s agenda.
- Motivation: Maintain the Octavio’s control over magical and political affairs while ensuring the royal family’s supremacy.
Sorcerer Aurelin Voss (Inner Circle Member):
- Role: Enforcer and strategist for the Octavio.
- Background: A skilled tactician and illusionist who orchestrates the Octavio’s more covert operations.
- Personality: Charismatic, ruthless, and fiercely loyal to the Octavio.
- Motivation: Protect the Octavio’s secrets and eliminate threats to its influence.
Sorcerer Kaldran "The Silent Flame" (Masked Sorcerer):
- Role: A royal sorcerer assigned to protect and advise the crown prince.
- Background: Known for his fire magic and silent demeanor, Kaldran is a trusted operative within the Octavio.
- Personality: Reserved, disciplined, and fiercely protective of his charge.
- Motivation: Ensure the crown prince’s survival and loyalty to the Octavio.
Mortus Magicae
Sorcerers of the Afterlife
The Mortus Magicae is a faction of sorcerers dedicated to studying the mysteries of death and the afterlife. Their power comes from tapping into necromantic energies through the dark and enigmatic Octavus Necromandus, a collection of forbidden rituals and knowledge. Though often awkward and reclusive, they wield terrifying magical abilities, raising questions about the ethics of their practices.
- Values: Knowledge, mastery of death, and reverence for the mysteries of the afterlife.
- Philosophy: Death is the ultimate truth, and understanding it requires embracing its power. The undead are tools for exploration, not abominations.
Structure:
- Headquarters: The Cryptorium, a sprawling underground necropolis where the Mortus Magicae conduct their experiments and rituals.
Key NPCs:
Keeper of Whispers Arvyn Threx (Leader of the Mortus Magicae):
- Role: The enigmatic leader and most powerful necromancer of the faction.
- Background: A human sorcerer who claims to have communed with the afterlife and returned with forbidden knowledge.
- Personality: Cryptic, detached, and fascinated by the unknown.
- Motivation: Unlock the secrets of death and harness them to achieve immortality and ultimate wisdom.
Pale Scholar Lenira Duskveil (Senior Necromancer):
- Role: A researcher and archivist of the Octavus Necromandus.
- Background: A half-elf whose obsession with death stems from losing her family at a young age.
- Personality: Curious, awkward, and socially distant.
- Motivation: Use necromancy to communicate with the dead and uncover lost knowledge.
Bonebinder Korrik Gravebrand (Field Agent and Combat Sorcerer):
- Role: A battle-hardened necromancer who uses skeletal constructs and death magic in combat.
- Background: A former soldier who turned to necromancy to avenge his fallen comrades.
- Personality: Grim, determined, and fiercely protective of his fellow sorcerers.
- Motivation: Prove that necromantic magic is a necessary tool, not a perversion.
Goals:
- Decode the Octavus Necromandus and perfect the control of undead energies.
- Discover the true nature of the afterlife and its implications for mortal existence.
- Challenge societal norms that view necromancy as taboo, carving out a place for their art in the magical community.
School of Pictomancy
“A line is never just a line. A stroke is never just a stroke. To paint is to touch the Weave itself — to draw upon the soul of the world and shape it in color.”
The School of Pictomancy teaches the rare and beautiful art of creating magically empowered paintings. This emerging school combines magical skill, artistic mastery, and arcane rituals to breathe life into art, whether for utility, performance, or defense.
The School of Pictomancy is founded on the idea that:
- Visual creation is the purest, most primal form of magic.
- Before written language, before sigils, before spells — mortals made marks on cave walls, representing the world and bending its meaning.
- To paint something is to claim power over its essence.
- A portrait is not just an image — it’s a mirror, a binding, a conduit.
- A landscape is not just scenery — it’s a potential realm, a world waiting to awaken.
Structures:
- Headquarters: Starspire Academy, situated in Krakenheim’s Middle Island, is a school housed within a towering structure of glass and marble. Its galleries and studios are alive with moving murals and dynamic exhibitions.
Key Features
- The Studio of Vital Strokes: A workshop where students practice imbuing life into their paintings, with every session producing unpredictable results.
- The Hall of Eternal Murals: A gallery featuring the school’s most legendary animated artworks, each one telling a timeless story.
- The Chromatic Conservatory: A research wing dedicated to developing new magical pigments and refining the enchantments used in animated art.
Notable NPCs
- Headmaster Illiera Veyra (Elven Wizard/Artist): The academy’s founder and a celebrated artist whose living murals are famous across Thalindor.
- Instructor Janrek Volor (Human Bard): A dramatic and flamboyant teacher who emphasizes performance and creativity in his lessons.
- Apprentice Varis Moonshadow (Half-Elf Sorcerer): A promising student whose experimental paintings sometimes break free of his control.
Pictomancer SubClass
Membership Titles:
Practisioners known as Pictomancers
- Initiate of the Prism Veil - lvl1 - Initiates who learn to see the Weave as color and motion. “Prism Veil” refers to the thin shimmering membrane between reality and painted magic.
- Chromagist (or Chromancer) - lvl 2 - Mastery of chromatic essence, blending raw pigment with magic. These Pictomancers can bend light, shadow, and color into potent enchantments.
- Binder of Likeness - lvl 5 - They no longer just paint — they bind the essence of what they depict. Portraits are no longer art: they are vessels, traps, or memory-anchors.
- Grand Arcanist of the Living Canvas - lvl 9 - They can shape entire worlds inside their works, animate armies of painted creatures, or create permanent magic realms on canvas.
- Colorwright Eternal - A near-legendary master.
Subclass Features
2nd level — Magical Pigments
You gain proficiency with Painter’s Tools.
- Once per long rest, you can create a Magical Pigment Pot, worth 100 gp per Wizard level, which you can use to:
- Replace material components (except those with gp costs)
- Draw temporary glyphs or sigils that act like Arcane Mark or Illusory Script
- Paint small temporary objects (minor creation)
- You can prepare your daily spells by painting them into a spell-scroll-painting hybrid, giving your spellbook an incredibly unique appearance.
2nd level — Living Brush
Once per short or long rest, you can animate a Painted Familiar (stats like Find Familiar, but it always looks painted, even in motion).
- It can:
- Deliver touch spells
- Scout
- Meld into murals or paintings within 100 feet to spy or pass messages
- If destroyed, it splashes into harmless paint.
4th level — Artistic Channeling
As a passive bonus, you gain:
- Advantage on Arcana or Performance checks related to art, painting, or magical imagery.
- You can use Painter’s Tools as a spellcasting focus.
5th level — Portrait of Dominion
You can paint a magical portrait of a humanoid you can see within 60 ft.
- As an action, choose one target (must make a Charisma save).
- On a fail, they are charmed by you for 1 minute.
- While charmed, you can speak brief commands into the portrait that the target feels compelled to obey (they’ll rationalize actions afterward).
- Once you use this feature, you can’t use it again until you finish a long rest.
At 9th level Pictomancer: If you spend 8 hours creating a full painting, you can make the charm effect permanent — until the painting is destroyed or magically broken.
6th level — Painted Manifestation
At 6th level, your mastery of magical painting allows you to bring larger, more powerful creations to life.
- Once per long rest, as an action, you can paint and animate a Medium or Large construct or creature drawn from your artistic vision.
- Example forms: a giant ink golem, a painted lion or serpent, a towering mural knight, or an abstract elemental form.
- The creature uses the Summon Construct or Summon Elemental stat block (DM’s discretion on exact build).
- The manifested creature lasts 1 hour or until destroyed and obeys your commands.
7th level Passive Perk — Painted Ward
Your art also shields you.
- Whenever you cast an abjuration or illusion spell, you can weave subtle protective symbols into your body art or clothes.
- You gain temporary hit points equal to your proficiency bonus.
- This passive bonus helps your survivability as you rise in power.
10th level — Painted World
Once per long rest, you can step into your own artwork.
- As an action, you (and up to 5 willing creatures touching you) can enter any painting, mural, or drawn portal you have created.
- Inside, you can hide, move through painted space, or exit from another painted surface within 1 mile.
- You may remain in painted space for up to 10 minutes before being forced back to the Material Plane.
Optional Use: Trap an enemy inside a painted world if they fail a Charisma save — they remain there until the painting is destroyed or you release them.
12th level — Masterpiece of the Mind
You can paint a Masterpiece, an exquisite arcane portrait designed to seize the will of its subject.
- Casting Time: 10 minutes (must have a clear view of the target for the first minute)
- Range: 120 ft. (line of sight)
- Effect: You begin painting the essence of a humanoid you can see, weaving their identity into the artwork.
- At the end of the 10 minutes, the target must make a Charisma saving throw against your spell save DC.
- On a failure, they fall under your control as if affected by Dominate Monster (even if they are humanoid), for 24 hours.
- On a success, they resist the painting’s pull but suffer 4d10 psychic damage as their mind shudders against the magical invasion.
- Once you complete a Masterpiece, you cannot attempt another until you finish a long rest.
14th level — World Architect
You have unlocked the secret of painting directly onto the fabric of reality.
Once per long rest, as an action, you can conjure a Living Canvas — a 150-foot-radius zone centered on you, where your brushstrokes reshape the environment.
For 1 minute (concentration):
- You can create, erase, or reshape terrain, structures, or environmental features within the zone.
- Raise walls, carve pits, paint over obstacles, form bridges, or block passageways.
- You can create or erase up to 10 five-foot cubes per round as part of your action.
- You can alter existing objects or surfaces (stone, wood, water, etc.) but cannot affect creatures directly.
- While within the Living Canvas, you and your allies have advantage on Dexterity saving throws and ability checks (as your painted world subtly guides and protects you).
- Enemies treat the area as difficult terrain (disoriented by the surreal shifting surroundings).
✅ After the minute ends, the altered terrain remains for 1 hour before fading back to its original state, unless reinforced by higher magic (like Wall of Stone or Fabricate).
Optional High-Risk Use — Canvas Collapse
If you choose, you can collapse the Living Canvas at the end of its duration in a wave of shattering magical force:
- All creatures within the area take 8d10 force damage (Dex save for half), and all conjured terrain crumbles into raw magical dust.
Pictomancer Spell List:
When you become a pictomancer you can add the following spells to your sketch book.
| Level | Spells |
|---|---|
| 1st | Living Glyph, Painted Barrier, Portrait Trap, Charm Person, Disguise Self |
| 2nd | Animated Mural, Living Scroll, color Drain, mirror Image, Misty Step |
| 3rd | Canvas Prison, Master’s Colorstorm, Portrait Echo, Hypnotic Pattern, counterspell, Major Image |
| 4th | Living Fresco, Repaint Reality, Phantasmal Killer, Fabricate, Greater Invisibility |
| 5th | Mural of Command, Masterwork Creation, Portrait of Sealed Will, Grand Canvas Gate, Wall of force |
| 6th | Mural of Imprisonment, Painted Horizon, Programmed Illusion |
| 7th | Masterpiece Army, Soulbrush Binding, Simulacrum, Project Image |
| 8th | The Grand Painted Realm, Maze, Illusory Dragon |
| 9th | The Canvas of Creation, Prismatic Wall, Wish |
Cantrip: Color Veil
You sweep a wave of shifting color across a surface or small area (5-ft cube).
- Effect: Obscures vision (lightly obscured), creates distraction (advantage on next Stealth or Sleight of Hand check), or alters the appearance of an object or wall (minor image change).
- Lasts 1 minute or until dismissed.
Cantrip: Sketch Familiar
You quickly draw a Tiny, simple creature from magical pigment — a butterfly, bird, or small lizard.
- Effect: The creature flits around for 1 minute, delivering a simple message (like Message), fetching a tiny item, or distracting an enemy (granting advantage on one attack or check before vanishing).
Cantrip: Paint Flick
You flick a sliver of shimmering magical paint at a target within 60 feet.
- Attack: Ranged spell attack.
- Hit: 1d8 force or poison damage (your choice).
- If the target is concentrating, they roll with disadvantage on their concentration check.
- Scaling: Damage increases with 1d8 at levels 5, 11, 17.
1st level: Living Glyph (Conjuration)
You paint a temporary magical glyph on a surface (or creature).
- Effect (pick one):
- Mark of Alert: Triggers a loud sound or visual flare if crossed (like Alarm).
- Mark of Shielding: Grants +2 AC to a touched ally for 1 minute.
- Mark of Binding: If placed on an enemy, they make a Strength save or have disadvantage on their next attack or check.
1st level: Painted Barrier (Abjuration)
You sweep a line of magical pigment across a space, creating a shimmering 10-foot-long, 5-foot-high wall.
- Blocks vision and imposes disadvantage on ranged attacks crossing through it.
- Lasts 1 minute or until dispelled.
- Can be shaped into colorful arcs, swirls, or a solid panel depending on your artistic style.
1st level: Portrait Trap
You quickly paint a target’s likeness into the air, attempting to snare their essence.
- Target: One creature within 60 ft.
- Effect: Wisdom save or be restrained by magical threads for up to 1 minute (concentration). They can repeat the save at the end of each of their turns.
2nd level: Animated Mural (Conjuration)
You paint a quick magical mural on a surface (wall, floor, ceiling), summoning an animated painting creature.
- Effect: Summons a Small or Medium construct (use Summon Beast or Summon Construct stats) that lasts 10 minutes or until destroyed.
- The creature cannot leave the mural’s surface but can reach out (10-ft. range) to attack, restrain, or block passage.
✅ Example: A painted serpent on a wall lunges to snap at foes, or a mural knight slams its shield outward.
2nd level: Living Scroll (Transmutation)
You magically paint a temporary spell scroll.
- Effect: Spend 1 hour painting a 1st-level spell you know into a magical scroll.
- Any creature can use the scroll to cast the spell once, using your spell save DC.
- Only one Living Scroll can exist at a time; if you make a new one, the old one fades.
2nd level: Color Drain (Necromancy)
You strip the color (and life essence) from a creature.
- Target: One creature within 60 ft.
- Effect: Constitution save or take 3d8 necrotic damage and have disadvantage on Charisma-based checks for 1 minute (their presence is dimmed, faded).
- On success, they take half damage.
3rd level: Canvas Prison (Abjuration)
You trap a creature inside a magical painting.
- Target: One creature within 60 ft., Large or smaller.
- Effect: Wisdom save or be drawn into a canvas prison — incapacitated and held in stasis for up to 1 minute (concentration).
- The creature is aware and can make a new save at the end of each turn.
✅ Visually, they appear as a swirling painted image trapped on a conjured canvas.
3rd level: Master’s Colorstorm (Evocation, 3rd level)
You unleash a storm of cutting magical pigment.
- Area: 20-ft. radius centered on a point you can see within 120 ft.
- Effect: All creatures in area must make Dexterity saves.
- On fail: 6d8 force damage and are blinded until the end of their next turn (splashed by color).
- On success: Half damage, no blindness.
3rd level: Portrait Echo (Enchantment)
You summon a magical portrait duplicate of a creature you can see within 60 ft.
- For 1 minute (concentration), you can force the duplicate to mimic the target’s actions, causing:
- Disadvantage on attack rolls or
- Disadvantage on ability checks (your choice each round).
- The duplicate flickers and distorts the target’s focus, creating false echoes.
4th level: Living Fresco (Conjuration)
You conjure a massive, living fresco on a wall or ground surface within 60 ft.
- Area: 20-ft. square.
- Effect: For 1 minute, the fresco acts as animated terrain:
- Animated tendrils, vines, or creatures harass enemies, turning the area into difficult terrain for them.
- Enemies starting their turn inside must make a Strength save or be restrained by painted elements.
- Allies can pass freely, even gaining +2 AC from moving near protective imagery.
4th level: Repaint Reality (Transmutation)
You touch a 5-foot cube of non-magical non-precious material (stone, metal, wood) and magically reshape it into another material or artistic form.
- Effect: Works like Stone Shape but can also alter wood, metal, cloth, etc.
- Additionally, if you spend 10 minutes focusing, you can reshape a 10-foot cube for complex or delicate creations.
4th level: Mural of Command (Enchantment)
You paint a large mural of a creature or group you can see within 120 ft., seizing control of their essence.
- Effect: Up to 3 creatures of your choice within 30 ft. of each other must make a Wisdom saving throw.
- On fail, they are charmed by you for 1 minute (concentration), treating you as a trusted leader.
- While charmed, they are compelled to obey simple commands, though they will not perform obviously suicidal acts.
- Creatures charmed this way can repeat the saving throw at the end of their turns.
5th level: Masterwork Creation (Conjuration)
You paint a true masterpiece and bring it to life.
- Effect: Summon one Large animated painting creature or two Medium animated creations for 1 hour.
- Use stat blocks similar to Summon Greater Demon or Animate Objects, depending on form.
- These creations obey your commands and fight, guard, or perform tasks.
✅ Example: A painted dragon, a mural elemental, or a giant spectral beast roaring from the wall.
5th level: Portrait of Sealed Will (Enchantment)
You create up to three detailed magical portraits of three creature you can see within 120 ft., binding their will, only one portrait can be made per round without losing concentration on previous portraits.
- Effect: The target must make a Charisma save.
- On fail, they are paralyzed as long as you maintain concentration (up to 1 minute).
- Each time they fail a save (repeated at the end of turns), you can issue one mental command they feel compelled to obey when freed.
5th level: Grand Canvas Gate (Conjuration)
You paint an immense magical gateway on a wall or surface, opening a portal.
- Effect: You create a teleportation circle-style gate between two points you’ve painted (must have prepared the destination mural earlier).
- The gate lasts for 10 minutes and can transport up to 20 creatures.
6th level: Mural of Imprisonment (Abjuration, 6th level)
You paint a towering mural designed to trap the essence of a powerful creature.
- Target: One creature within 60 ft. (Large or smaller).
- Effect: Wisdom save or become sealed into the mural, effectively incapacitated (paralyzed, unable to act) for up to 24 hours.
- The creature remains conscious and aware and can be freed by:
- Destroying the mural (AC 18, 50 HP).
- Casting Greater Restoration, Dispel Magic (6th level or higher), or Wish.
- Only one creature can be held per mural.
✅ Flavor: A life-sized painting appears, showing the bound target frozen in dramatic pose.
6th level: Painted Horizon (Illusion/Conjuration)
You project an enormous illusionary landscape, reshaping the battlefield.
- Area: 120-ft-radius sphere.
- Effect:
- The environment becomes an illusory landscape you paint: a shifting desert, a stormy sea, a twisted maze, etc.
- Creatures must succeed on an Intelligence save to recognize the illusion; otherwise, they treat the terrain as real (difficult terrain, false walls, cliffs, hazards).
- You can hide allies or objects within the illusion, granting advantage on Stealth checks.
7th level: Masterpiece Army (Conjuration)
You conjure a small army of animated artistic creations.
- Effect: Summon up to 10 Medium or Small constructs (use Summon Construct or Animate Objects templates).
- Lasts for 1 hour.
- You can command the army as a single bonus action or allow them to act autonomously (DM’s discretion).
7th level: Soulbrush Binding (Enchantment/Necromancy)
You paint a powerful soul trap, capturing the essence of a dying creature.
- Trigger: When a creature dies within 60 ft. of you during this spell’s duration (1 minute), you can immediately bind its soul into a painted portrait or object.
- Bound souls are aware, can communicate with you telepathically, and cannot be resurrected by normal means.
- You can release or harness the soul later for information, power, or ritual use (DM discretion).
8th level: The Grand Painted Realm (Conjuration/Transmutation)
You create a temporary pocket dimension crafted from your own painted landscape.
- Duration: 1 hour.
- Effect: You and up to 8 willing creatures step into the painted realm (think Mordenkainen’s Magnificent Mansion, but visualized as a surreal art world).
- Inside, you can shape terrain, shelter, or battlefields as you wish.
- Enemies trapped inside must navigate the shifting space (disadvantage on attack rolls, saves, or checks depending on your design).
9th level: Canvas of Creation (Transmutation, 9th level)
The pinnacle of Pictomancer magic: you paint something from nothing, pulling a permanent creation into the world.
- Effect: Over the course of 6 hours, you paint a massive construct, creature, or terrain feature no larger than a 1-mile area or a Gargantuan creature.
- Example creations: a fortress, a bridge across an ocean, a colossal construct ally, or even a pocket landscape.
- The creation is permanent unless dispelled by a Wish or similar magic.
- You gain 1 level of exhaustion until you had a long rest.
- Sentient beings you create have free will but will generally respect you as their creator.
Legendary Relic: The Brush of Infinite Strokes
Wondrous Item (Unique, requires attunement by a level 6+ Pictomancer)
This ancient brush is said to have been crafted by the first Grand Arcanist of the Living Canvas, its bristles made from the hair of a long-forgotten goddess of creativity.
Properties:
- Boundless Creation: The brush never runs out of pigment or material. It can paint on any surface, even midair or intangible objects.
- Spell Enhancement: When casting a Pictomancer spell that creates or animates an object or creature, you can expend an additional spell slot to double its size, power, or duration.
- Masterpiece Stroke (1/week):
- Once per week, you can paint a massive creation (up to a mile in size or CR 20 creature) into reality, lasting for 24 hours.
- After 24 hours, the creation either fades or becomes permanent at DM discretion.
The Frame of Bound Souls
Wondrous Item (Very Rare, requires attunement)
An ornate golden picture frame, empty, but humming with suppressed magical energy.
Properties:
- Soul Capture (1/day): When a creature within 30 ft. dies, you can use your reaction to trap its essence in the frame for up to 7 days.
- Consult the Bound (3/day): While holding the frame, you can ask the captured soul one question per use; it must answer truthfully.
- Soul Battery: If no soul is currently trapped, the frame passively holds one 5th-level spell slot that you can use to cast any Pictomancer spell you know.

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