Runecaster Feat

SkidAce

Legend
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Draft...WIP.

Runecaster
You gain the ability to create temporary and semi-permanent runes:

  • Glyph of Warding and Symbol are added to your spell list and gain the ritual tag for you (casting time 10 minutes plus 1 minute per level of spell added to glyph).
  • One use spell items may be created by inscribing an item with a rune. Use the magic item creation guidelines in the DMG, with the base cost being equal to one half of a permanent items value, either by rarity or spell level. Use this reduced cost to calculate crafting time for the rune item. You determine how the item is triggered, and may relay that info to whomever you give a rune object to. You may have a number of rune items equal to "xxxxxx" in existance at any one time. Creating any over this limit causes the oldest item to lose its power.
  • Runes may reduce the cost of creating permanent magical items. See your DM for recipes and details.
 

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Summon [MENTION=13009]Paraxis[/MENTION]

hehe...be kind...this one is not nearly as refined as the martial arts one was...
 

Summon [MENTION=13009]Paraxis[/MENTION]

hehe...be kind...this one is not nearly as refined as the martial arts one was...

This seems hard to appraise, the value of being able to cast those two spells as rituals is tricky.

The biggest benefit is obviously being able to cast them without spending the spell slot.

Glyph of Warding would take an hour and ten minutes to cast, still use up 200 gp in materials, and rituals can't be cast using higher level slots so it will only hold 3rd level spells and lower.

Symbol, would take 11 minutes to cast, still use 1,000 gp in materials.

I don't see this being abused to much if gold is kept in check the cost of the consumed components means that even without expending a slot you won't be doing tons of these in one day. Unless that is the kind of campaign this is where high level characters could drop 50,0000 gp on a bunch of castings of symbol and not blink.


The second part about making consumable items just seems like a variant of making potions or spell scrolls, not sure how big of a deal that is, it would vary from campaign to campaign.

This part seems abusable "You determine how the item is triggered, and may relay that info to whomever you give a rune object to."

If the runecaster can set it so multiple runes trigger with one command word, or if the rune triggers on say the bearer getting a status condition like petrification or unconsciousness, than this ability is very powerful. If it is meant that it still takes an action to use a single rune tile than all is good it is just like a scroll or potion, just different.

The third part, nothing is there so can't weight in but if anyone ever wants to craft items in your world this feat would seem to be a must have ability.

It is very late for me at the moment 4am, and I haven't slept so my mind might be a little fuzzy will get some sleep and revisit this.

I would love to see a chain of spells all about runes and symbols, that basically make traps on the battlefield. I think something to look at would be magic items that store spells, and if memory serves there was some kind of runecaster for 3rd edition a prestige class I think maybe take some ideas from there, will look later.
 

The intent of changing those spells to rituals was because they felt like they provided the framework a runecaster would use (i.e. use the spells rules for all runes, more or less). Such as laying traps on the battlefield.
[MENTION=13009]Paraxis[/MENTION] , what would the affect of changing the casting time for "runecasters" to 1 action instead of becoming rituals? Would let the balance of the existing spell slots kinda work, and would allow for running around a corner and inscribing a trap.
 

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