The Marksmith

In front of a large manor, a gnome carves runes into small pieces of wood, then hands them out to her allies. The runes on the wood begin to glow, then her allies disappear, the only evidence of their existence being the faint sound of footsteps that head into the corrupt mayor's mansion. The gnome waits outside, carving additional pieces of wood, just in case her allies are not successful.

An unarmored dwarf with tattoos covering his entire body runs towards a group of gnolls. A tattoo on his arm glows, then erupts into flames as he punches a gnoll's chest. As the gnolls begin to bite at him, another tattoo glows and a burst of thunder pushes back the horde.

In a dark alley, an elf is surrounded by a group of thugs. The elf confidently produces a deck of cards, requesting the thugs to choose one. Reluctantly, a card is chosen. As the card is flipped, a mark on its face glows, teleporting the elf to the roof of the building. Before the thugs can react, a card lands at their feet and they are engulfed in flames.

Marksmiths use marks and glyphs in order to channel magic. Instead of learning the complex phrasing and gestures of spellcasting, marksmiths memorize a variety of symbols that allow them to replicate spells without consuming much personal power.

Journeying Scholars Marks are not as widespread as the common magic being taught in wizarding schools. In order for someone to become a marksmith, they typically must find their own marks, whether it be through research, journeying into abandoned crypts, having a tribal tradition, or some other way. Marksmiths are very secretive, and often refuse to allow strangers, or even friends, to attempt to learn their craft.