D&D 5E Draft Rune Magic Feat

Ahh, I see your point.

The spellcaster cast three lightning bolts, it takes three turns.

Using the runes, it could be them and two other characters. Same turn.

The intent was always for the max runes to be a daily ability....so expiring after a long rest is good. And using personal spells for runes on others might bring it where I want it.
 

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Isn't stockpiling already solved by having a max of mod bonus active at a time?
Five extra spells of the highest level you can cast is enormously powerful.

But yes, having them expire every day makes it all much more straightforward.
 
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Right but if they persist, you can spend downtime preparing a full slate. And during an adventure you can stote unused slots for the next day.
 

I agree, I apparently didn't express it well enough.

Expiring after a long rest should fix that.

Thanks for the assistance, I really needed the fine tuning.
 

[MENTION=60210]jaelis[/MENTION] , here is the final(tm) version. :D

SkidAce said:
Rune Magic Feat

Prerequisite: The ability to cast at least one spell

You gain the ability to inscribe a spell with the range of touch or self into a rune as a ritual (10 minutes). You may only have your spellcasting modifier number of runes active at a time. Any unused inscribed runes expire after a long rest.

• 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 can later activate the rune as a bonus action.

• You may choose a creature other than yourself when you create the rune. That creature can use an action to activate the rune by touching it or speaking its name aloud. In either case, the creature must be within 10 feet of the rune, whether it is inscribed on an object or a surface.

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)
 

Pretty cool. Being able to activate your own runes as a bonus action worries me a bit, what if you make it so that doing so counts as casting a spell (and thus the only other spell you can cast that round is a cantrip)?

It's still pretty generous compared to a sorcerer's quicken metamagic, but the restriction on spell range is significant too.
 

doing so counts as casting a spell (and thus the only other spell you can cast that round is a cantrip)?

That's the intent. Thanks!

Also, there is a small downside to the fact that you have locked in a choice once you inscirbed the rune. So if you are low and needed something else....ooops.
 

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