Rune magic in FRCS ...

Jeff Wilder

First Post
So my dwarven cleric just leveled up to 9th, and after our last big battle it's become very clear that he needs a way to carry more utility spells. Scribe Scroll, right? Cheap, effective, flexible ... yeah, but boring. He's from the Spine of the World, and I remembered reading about rune magic in the FRCS, so I looked it up. (It's on page 58. There's not much more about it in Magic of Faerun, if anybody's wondering.)

Here's what I understand about rune magic.

(1) It costs 100 gp x Spell Level x Caster Level to create a rune, using the Inscribe Rune feat. This is as opposed to Scribe Scroll and Brew Potion, which are one-eighth and one-quarter as expensive to create, respectively.

(2) It takes a Craft check of DC 20 + Spell Level to create a rune. This is as opposed to Scribe Scroll and Brew Potion, neither of which requires a check of any sort.

(3) It takes 10 minutes (plus spell casting time) to create a rune. This is as opposed to one day per 1000 gp for Scribe Scroll and one day flat for Brew Potion.

(4) Anyone can use an inscribed rune, simply by touching it. This is as opposed to Scribe Scroll, which can only be used by a caster of the same tradition (arcane versus divine) with the spell on his or her spell list. There are minor issues when using a scroll above one's caster level, also. A potion, like a rune, can be used by anyone.

(5) One can only reasonably have two or three runes about one's person. Each rune requires a Medium items for inscription. This is as opposed to scrolls and potions, of which one can carry pretty much any reasonable number.

(6) It is unclear what sort of action it takes to trigger a rune, and whether doing so provokes an attack of opportunity. Both a scroll and a potion require standard actions, provoking attacks of opportunity, in addition to any actions required to retrieve the item.

(7) The triggerer of a rune becomes the target of the effect, significantly limiting what sorts of spells will be used. Same goes for potions, but scrolls can be any spell.

(8) Runes have no apparent maximum spell level. Potions are limited to third-level effects. Scrolls also have no maximum level.

Okay, my question is this:

Assuming one's goal is a reasonable trade-off of cost (both in gp and in mechanical character development) and effectiveness, what kind of utter bonehead would choose the Inscribe Rune feat? Am I missing something? Even if you assume that triggering a rune is a free action -- a reasonable assumption, but certainly not definite -- a lesser restoration potion costs 150 gp to make, compared to 600 gp for the same rune. 12 XP versus 24 XP.

I realize that rune magic is a 3.0 system, only implicitly updated for 3.5, but man. What a hose.

Assuming any agreement, how can it be fixed? I'd really like to give my dwarf something with more flavor than Scribe Scroll, and I don't mind trade-offs and slightly less effectiveness, but I just can't swallow rune magic as written, even if one assumes triggering runes is a free action.
 

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Points 3, 4 and 8 probably justify it, but I think the #1 reason is to get into their runecarver (?) PrC, when you can make permenant runes and charged runes.
 

I agree with Twowolves, if you look at those three points in conjunction, you could give a rune of Mage's Disjunction to the party fighter and he could use it against the BBEG then open up a can of whoop patooti on said BBEG :)

Personally I don't like the mechanics for Rune magic, but I love the flavor too. If you're looking for a "rune"-like caster you could ask the DM to adapt the Geometer PrC from Complete Arcane and call it a rune caster! Alternately you could go for broke and take up the Runecaster PrC as mentioned above...
 


Another option, as described in a couple of wotc books is to allow the dwarf to have the equivalent of scrolls, yet with the flavor changed to reflect the alternate materials....

... essentially the scrolls are inscribed upon small stones (same rule mechanicsl with different material). In this case I would make the scrollstone subject to breakage as a normal scroll is subject to fire.

To add to the theme. Brittle stones could be enchanted much the same as brew potion, with the subject snapping the stone in two, or throwing down at ones at one's feet to invoke. Basically the same feat, yet flavored differently.

No real need for the alternate prcs, unless there are additional abilities you want access to.
 
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If you just want the runes for flavor, then let them be just flavor. You take the Scribe Scroll feat and you "scribe" your "runes" on your armor, weapons, random rocks you carry around, etc.

You could also change the flavor of Brew Potion to have it use a different medium -- cf. spell tiles in the Complete Divine.
 

I'd be careful about allowing scribing on weapons and armor. One problem with scrolls is the requirement that you pull them out with a move action. Getting rid of that might be problematic. At the very least there becomes little reason for any spellcaster anywhere to use paper when they could sew it into their clothes, etch it in their armor, etc.
 

James McMurray said:
You forgot maximized runes. :)

Not only that, I forgot the very first ability the PrC grants: half price runes! It's not explicitly stated, but the description in the entry for Inscribe Rune feat (which is the same as that in the Rune Magic entry in the magic chapter) is Spell level X Caster level X 100gp, but the entry for single use runes in the Runecaster PrC table lists the cost as Spell level X Caster level X 50gp. It just gets better from there.

Also, although the OP is right that the action required to activate a rune is never clearly stated, I'd bet dollars to donuts it's a standard action, but without the need to retrieve the rune bearing item (like a potion or scroll).
 

Jeff Wilder said:
Assuming one's goal is a reasonable trade-off of cost (both in gp and in mechanical character development) and effectiveness, what kind of utter bonehead would choose the Inscribe Rune feat? Am I missing something? Even if you assume that triggering a rune is a free action -- a reasonable assumption, but certainly not definite -- a lesser restoration potion costs 150 gp to make, compared to 600 gp for the same rune. 12 XP versus 24 XP.

Using Lesser Restoration as your example spell is where the problem lies. Since *anyone* can use *any* rune, you'd be better off putting other spells on the rune.

Give the rogue or monk a rune of Silence and let them run to the enemy mage and watch the fun ensue. MD as mentioned above.. I think you can see the possibilities if you actually look harder at the Cleric spell list and what normally can't be made into a potion that can now be given to other party members for their use.
 

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