From Compendium of Worldly Lore
LocalFishman (talk | contribs) (Created page with "{{Needs Review}} {{Feat |Name=Inscribe Rune |Source=Forgotten Realms Campaign Setting |Type=Item Creation |Description=You can create magic runes that hold spells until triggered. |Prerequisites=Craft (Runemaking)§ 3rd Level Divine Caster§ INT 13 |Content=You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduc...") |
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|Type=Item Creation | |Type=Item Creation | ||
|Description=You can create magic runes that hold spells until triggered. | |Description=You can create magic runes that hold spells until triggered. | ||
|Prerequisites=Craft ( | |Prerequisites=Craft (appropriate skill)§ 3rd Level Divine Caster§ INT 13 | ||
|Content=You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a market price of the spell level * caster level * 100 gp (a 0-level spell counts as 1/2 level). You must spend 1/25 of its market price in XP and use up raw materials costing half this market price. A rune's market value equals its base price. | |Content=You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a market price of the spell level * caster level * 100 gp (a 0-level spell counts as 1/2 level). You must spend 1/25 of its market price in XP and use up raw materials costing half this market price. A rune's market value equals its base price. | ||
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Latest revision as of 14:56, 27 July 2023
Needs review
Source: Forgotten Realms Campaign Setting
Description: You can create magic runes that hold spells until triggered.
Prerequisites: INT 13, 3rd Level Divine Caster, Craft (appropriate skill)
You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a market price of the spell level * caster level * 100 gp (a 0-level spell counts as 1/2 level). You must spend 1/25 of its market price in XP and use up raw materials costing half this market price. A rune's market value equals its base price.