This reminds me of one facet of my long running campaign setting.
I've posted in this thread and others that I have a unique world (no orcs, nor halflings, dwarves aren't wizards because of -campaign secret-). And that I fine tune my world after campaigns end.
And yet, I am extremely obliging...
I guess I didn't highlight the change in what I quoted well enough to get my point across. I should have changed the "always" in the original to something else.
Mea culpa.
Brilliant, the Dwarven/Norse culture will be limited by how many they know (on a personal level, as divine understanding should be)
And the Imperial culture will be limited by how many they can "empower" at a time (based on individual powah!)
Wont be replying until tomottow, thinking and...
I think giving some of the Rune Knight abilities to a cleric "domain" might just cover everything I need for the Dwarven /Norse culture (no dwarven wizards!)
So if I can tweak my Rune Initiate, and make some customs spells, that will cover the Imperial Culture rune tradition. (I use some of the...
Yeah, I'm thinking giving access to a runic spell list might carry a lot of the weight, and maybe two feats that grant ways to modify runes may be the way.
I could give the unique spells to any class (bard, cleric, wizard etc,) that "studied" that tradition.
As an aside, the Dwarven/Norse culture uses the Rune Shaper feat from Glory of Giants. So basically, they know PB/2 runes from the list, that simply gives them the ability to cast for free a spell associated with that rune. I add the benefit that if they know the rune, they can eventually...
I think I can use your thoughts as either part of this feat, or an ability for a Runemaster class, that the dwarves and the norse like culture cant stand because they treat "living runes" as scientific magical effects.
Back to the point, the reason for Glyph of Warding as the central idea is...