An attempt to allow runes to be inscribed by characters "studied" in Rune Magic.
Will be used in conjunction with and along side the SKT runes as "magic items" rules.
Will be used in conjunction with and along side the SKT runes as "magic items" rules.
SkidAce said:Rune Magic Feat
Prerequisite: The ability to cast at least one spell
You gain the ability to inscribe a glyph as a ritual that later unleashes a magical effect, similar to a Glyph of Warding, with the following exceptions;
• If the glyph is inscribed on an object, it does not need to closable, and the object may be moved without disruption.
• Explosive Runes does 3d8 if you expend a 1st level spell slot, plus 1d8 per spell slot above 1st used.
• Spell Glyph. You can store a spell of any level you have prepared.
Inscribed Glyphs. Your proficiency bonus plus your spellcasting ability bonus is the max number of glyphs you can have inscribed and active at one time (minimum 2). You regain the ability to inscribe glyphs up to your max when you finish a long rest.
Note: By using the rules for scribing spell scrolls from XGtE, glyphs may be created that no longer count against your max inscribed limit.