Is this runecaster feat balanced?

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This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.



Rune Caster



Prerequisites: ability to cast at least one spell of 1st level or higher



When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.



Type of rune



There are a 3 types of rune that a spell can be stored in:



Chalk



Carved



Chiseled



Each type has a different effect alongside the spell it contains



Chalk



  1. You must have chalk to make this rune


  2. Chalk runes will rub of if they are treated badly or stored


  3. Chalk runes add 10 mins to the casting time


Carved



  1. You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be made on a wooden surface


  3. This rune adds 30 mins to the casting time


Chiseled



  1. You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be crafted on stone surfaces


  3. This rune adds 1 hour to the casting time


Triggers



When making a rune you may choose the trigger conditions from the following list:



Touch



Touch by [specify creature(s)]



Touch and command word spoken



Touch by [specify creature(s)] and command word spoken



When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.



Ranges



When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.



Casting time



When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.










share|improve this question























  • What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
    – Szega
    1 hour ago










  • @Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
    – rpgstar
    1 hour ago











  • Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
    – linksassin
    1 hour ago










  • @linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
    – rpgstar
    1 hour ago











  • Note that we have a meta post which helps with asking homebrew questions
    – Sdjz
    1 hour ago














up vote
1
down vote

favorite












This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.



Rune Caster



Prerequisites: ability to cast at least one spell of 1st level or higher



When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.



Type of rune



There are a 3 types of rune that a spell can be stored in:



Chalk



Carved



Chiseled



Each type has a different effect alongside the spell it contains



Chalk



  1. You must have chalk to make this rune


  2. Chalk runes will rub of if they are treated badly or stored


  3. Chalk runes add 10 mins to the casting time


Carved



  1. You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be made on a wooden surface


  3. This rune adds 30 mins to the casting time


Chiseled



  1. You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be crafted on stone surfaces


  3. This rune adds 1 hour to the casting time


Triggers



When making a rune you may choose the trigger conditions from the following list:



Touch



Touch by [specify creature(s)]



Touch and command word spoken



Touch by [specify creature(s)] and command word spoken



When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.



Ranges



When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.



Casting time



When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.










share|improve this question























  • What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
    – Szega
    1 hour ago










  • @Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
    – rpgstar
    1 hour ago











  • Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
    – linksassin
    1 hour ago










  • @linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
    – rpgstar
    1 hour ago











  • Note that we have a meta post which helps with asking homebrew questions
    – Sdjz
    1 hour ago












up vote
1
down vote

favorite









up vote
1
down vote

favorite











This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.



Rune Caster



Prerequisites: ability to cast at least one spell of 1st level or higher



When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.



Type of rune



There are a 3 types of rune that a spell can be stored in:



Chalk



Carved



Chiseled



Each type has a different effect alongside the spell it contains



Chalk



  1. You must have chalk to make this rune


  2. Chalk runes will rub of if they are treated badly or stored


  3. Chalk runes add 10 mins to the casting time


Carved



  1. You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be made on a wooden surface


  3. This rune adds 30 mins to the casting time


Chiseled



  1. You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be crafted on stone surfaces


  3. This rune adds 1 hour to the casting time


Triggers



When making a rune you may choose the trigger conditions from the following list:



Touch



Touch by [specify creature(s)]



Touch and command word spoken



Touch by [specify creature(s)] and command word spoken



When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.



Ranges



When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.



Casting time



When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.










share|improve this question















This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.



Rune Caster



Prerequisites: ability to cast at least one spell of 1st level or higher



When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.



Type of rune



There are a 3 types of rune that a spell can be stored in:



Chalk



Carved



Chiseled



Each type has a different effect alongside the spell it contains



Chalk



  1. You must have chalk to make this rune


  2. Chalk runes will rub of if they are treated badly or stored


  3. Chalk runes add 10 mins to the casting time


Carved



  1. You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be made on a wooden surface


  3. This rune adds 30 mins to the casting time


Chiseled



  1. You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune


  2. This rune can only be crafted on stone surfaces


  3. This rune adds 1 hour to the casting time


Triggers



When making a rune you may choose the trigger conditions from the following list:



Touch



Touch by [specify creature(s)]



Touch and command word spoken



Touch by [specify creature(s)] and command word spoken



When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.



Ranges



When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.



Casting time



When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.







dnd-5e spells feats homebrew






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edited 1 hour ago

























asked 1 hour ago









rpgstar

1,352331




1,352331











  • What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
    – Szega
    1 hour ago










  • @Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
    – rpgstar
    1 hour ago











  • Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
    – linksassin
    1 hour ago










  • @linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
    – rpgstar
    1 hour ago











  • Note that we have a meta post which helps with asking homebrew questions
    – Sdjz
    1 hour ago
















  • What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
    – Szega
    1 hour ago










  • @Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
    – rpgstar
    1 hour ago











  • Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
    – linksassin
    1 hour ago










  • @linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
    – rpgstar
    1 hour ago











  • Note that we have a meta post which helps with asking homebrew questions
    – Sdjz
    1 hour ago















What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago




What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago












@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago





@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago













Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago




Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago












@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago





@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago













Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago




Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago










2 Answers
2






active

oldest

votes

















up vote
1
down vote



accepted










As it stands it is extremely overpowered



As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.



The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.



It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.



Suggested Changes



Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.



Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.



Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.



Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.






share|improve this answer





























    up vote
    3
    down vote













    This is very overpowered



    It effectively allows the player to create unlimited spell scrolls by another name.



    Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.






    share|improve this answer




















    • What could be done to make it less powerful?
      – rpgstar
      1 hour ago










    • Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
      – Dale M
      1 hour ago











    • I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
      – linksassin
      1 hour ago










    • note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
      – rpgstar
      1 hour ago










    • @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
      – Dale M
      1 hour ago










    Your Answer




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    2 Answers
    2






    active

    oldest

    votes








    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes








    up vote
    1
    down vote



    accepted










    As it stands it is extremely overpowered



    As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.



    The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.



    It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.



    Suggested Changes



    Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.



    Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.



    Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.



    Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.






    share|improve this answer


























      up vote
      1
      down vote



      accepted










      As it stands it is extremely overpowered



      As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.



      The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.



      It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.



      Suggested Changes



      Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.



      Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.



      Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.



      Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.






      share|improve this answer
























        up vote
        1
        down vote



        accepted







        up vote
        1
        down vote



        accepted






        As it stands it is extremely overpowered



        As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.



        The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.



        It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.



        Suggested Changes



        Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.



        Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.



        Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.



        Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.






        share|improve this answer














        As it stands it is extremely overpowered



        As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.



        The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.



        It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.



        Suggested Changes



        Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.



        Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.



        Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.



        Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited 2 mins ago

























        answered 10 mins ago









        linksassin

        934218




        934218






















            up vote
            3
            down vote













            This is very overpowered



            It effectively allows the player to create unlimited spell scrolls by another name.



            Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.






            share|improve this answer




















            • What could be done to make it less powerful?
              – rpgstar
              1 hour ago










            • Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
              – Dale M
              1 hour ago











            • I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
              – linksassin
              1 hour ago










            • note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
              – rpgstar
              1 hour ago










            • @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
              – Dale M
              1 hour ago














            up vote
            3
            down vote













            This is very overpowered



            It effectively allows the player to create unlimited spell scrolls by another name.



            Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.






            share|improve this answer




















            • What could be done to make it less powerful?
              – rpgstar
              1 hour ago










            • Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
              – Dale M
              1 hour ago











            • I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
              – linksassin
              1 hour ago










            • note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
              – rpgstar
              1 hour ago










            • @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
              – Dale M
              1 hour ago












            up vote
            3
            down vote










            up vote
            3
            down vote









            This is very overpowered



            It effectively allows the player to create unlimited spell scrolls by another name.



            Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.






            share|improve this answer












            This is very overpowered



            It effectively allows the player to create unlimited spell scrolls by another name.



            Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            Dale M

            95.9k19247437




            95.9k19247437











            • What could be done to make it less powerful?
              – rpgstar
              1 hour ago










            • Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
              – Dale M
              1 hour ago











            • I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
              – linksassin
              1 hour ago










            • note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
              – rpgstar
              1 hour ago










            • @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
              – Dale M
              1 hour ago
















            • What could be done to make it less powerful?
              – rpgstar
              1 hour ago










            • Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
              – Dale M
              1 hour ago











            • I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
              – linksassin
              1 hour ago










            • note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
              – rpgstar
              1 hour ago










            • @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
              – Dale M
              1 hour ago















            What could be done to make it less powerful?
            – rpgstar
            1 hour ago




            What could be done to make it less powerful?
            – rpgstar
            1 hour ago












            Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
            – Dale M
            1 hour ago





            Almost anything - if your comment were a question it would be “too broad”. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
            – Dale M
            1 hour ago













            I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
            – linksassin
            1 hour ago




            I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
            – linksassin
            1 hour ago












            note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
            – rpgstar
            1 hour ago




            note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
            – rpgstar
            1 hour ago












            @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
            – Dale M
            1 hour ago




            @rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
            – Dale M
            1 hour ago

















             

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