D&D 5E Draft Rune Magic Feat

SkidAce

Legend
Supporter
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.

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.
 

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That seems really overpowered to me. A caster could store up days worth of high level spells and release them at will.
 


Well, not being able to move the glyph is a major limitation. Plus it costs you a slot equal to the level of the spell you store (in addition to the stored slot).
 

[MENTION=60210]jaelis[/MENTION] My goal is to create a mechanism by which one time use runes can be put on places, weapons, armor, other people etc.

So like a "Cure Wounds" rune cast on the fighter that can be activated later as needed. Or a "Fog Cloud" cast in a hallway as a minor "trap".

I thought using Glyph of Warding as a template would reduce rules bloat.

Back to the drawing board.
 

How about something along these lines:

- It takes 5 minutes to scribe a rune
- You can have up to 3 active runes at at time
- If you are level 5+, you can scribe a rune as a trap, in which case it functions exactly like a glyph of warding (at level 3)
- You can also inscribe a spell rune, using the following rules:
-- Spend a level X+1 slot to bind a level X spell you can cast to the rune. You must supply any required material components, and the spell must have a casting time of one action.
-- You can later activate the spell rune as an action, just as if you had cast the spell.
-- You can spend 5 minutes attuning the rune to another willing character, who must use an attunement slot as a magic item. That character can then active the rune. The activating character makes all decisions about how the spell behaves, but it uses your spell DC, attack modifier, and level for resolution.

I think this is still a very good feat, possibly too good :) I might further require that your own runes require one of your own item attunement slots.
 

Revision [MENTION=60210]jaelis[/MENTION]

SkidAce said:
Rune Magic Feat

Prerequisite: The ability to cast at least one spell

You gain the ability to inscribe a rune as a ritual (10 minutes). You can have your spellcasting modifier of runes at a time.

Spend a spell you have prepared to bind it to a rune. You must supply any required material components, and the spell must have a casting time of one action.
You or a person you designate can later activate the rune as an action (bonus?), just as if you had cast the spell. The activating character makes all decisions about how the spell behaves, but it uses your spell DC, attack modifier, and level for resolution.

If you are level 5+, you can scribe a rune as a trap, in which case it functions exactly like a glyph of warding (at level 3)

I don't want a rune scribed onto an item to be any harder for a character to use than a potion or scribed scroll, so I do not prefer attunement to be involved.

Its also okay to be a "little" powerful, as its not for publication.
 

Hmmmm, maybe something about runes having a "personal" range.

The original idea does not include a warrior casting lightning bolt from a rune....

edit: unless the warrior was the rune master of course.
 
Last edited:

Revision [MENTION=60210]jaelis[/MENTION]
I don't want a rune scribed onto an item to be any harder for a character to use than a potion or scribed scroll, so I do not prefer attunement to be involved.
What if your runes all expired when you took a long rest? That gets away from the ability to stockpile slots, and more into just a way to grant your casting ability to other party members. (That is still really good, as anyone getting hit by 6 fireballs in a row will be able to attest!)

The personal limitation is also good, but I'd still worry about stockpiling slots.
 

What if your runes all expired when you took a long rest? That gets away from the ability to stockpile slots, and more into just a way to grant your casting ability to other party members. (That is still really good, as anyone getting hit by 6 fireballs in a row will be able to attest!)

The personal limitation is also good, but I'd still worry about stockpiling slots.

Isn't stockpiling already solved by having a max of mod bonus active at a time?
 

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