You have learned over your night studies the way of runic symbols. You can now transfer a spell into these runes and apply a trigger to the spell.
You decide what triggers the rune when you cast the spell. For runes inscribed on a surface, the most typical triggers include touching or standing on the rune, removing another object covering the rune, approaching within a certain distance of the rune, or manipulating the object on which the rune is inscribed. For runes inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the rune. Once a rune is triggered, this spell ends.
Once inscribed a rune can hold onto its magical power for 24 hours, after which the spell slot would need to be spent once more to reactivate the rune.
Each rune takes up a space of 3" most Items can only hold up to 1 rune unless DM states otherwise. A living creature can hold up to a number of runes based on its size.
| Size | # of Runes |
| Tiny | 1 |
| Small | 2 |
| Medium | 3 |
| Large | 4 |
| Gigantic | 5 |
The range of a spell originates from the object with the rune on it. spells with the touch range effect the creature touching the object when activated. If two creatures are touching the same object then the creature who activated the rune. If more then one creature is touching the rune when activated and the spell targets only the creature who activated the rune,
If a sorcerer places these runs they may add 1 meta magic effect to the rune, spending the appropriate point cost and spending an additional minute per meta magic point spent.
You can inscribe a number of cantrips equal too your Intelligence modifier. These runes can be removed with one hour of work and do not require a spell caster to re-energize. these, however, the activation cost requires an action to cast.
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