Many wizards want to Minecraft. They want the tools to build simple magical constructs to solve problems. Most spells in basic D&D are very specific. Spells are traditionally designed for one purpose only and don't allow much improvisation. Having spells that allow a wizard greater flexibility, would be helpful.
Casting Rune
Level 1, Range:
0, Duration: 8 hrs (48 Turns), Effect: Variable (Holds a 1st or 2nd
level spell)
This spell creates a
magical rune that holds another spell, releasing it when
triggered. A Casting Rune is a simple if/then spell. It can only
detect contact/damage or movement. It is essentially a magical trip line or pressure
plate. A Casting Rune requires 50 gp in components.
Three types of
Casting Rune:
1. Guardian Rune – A
Guardian Rune can not be moved/touched without instantly triggering. It can
only be cast on inanimate objects. Used for creating alarms/traps or
magical devices. Any spell effect centres on the rune. If the spell effect is a cone, then the effect is in the direction of contact. It can hold any type of spell. If a wizard uses a Guardian Rune and Phantasmal
Force on an empty box, the box then appears filled with gold when
opened.
2. Talisman Rune –
Creates a talisman that holds the Casting Rune. Personal spell
effects only. Casting Rune and Invisibility on a clay Talisman,
breaking the Talisman then causes the holder to turn invisible.
3. Combat Rune. A
fighter with a Casting Rune on their armour, would see the spell take
affect after they were struck and took damage. Personal effect spells
only. When triggered, the spell is cast before all actions in the next round. A mu casts
a Combat Rune and Shield on himself. After entering a dungeon, the
wizard is shot at by orcish archers. Some of the arrows hit, causing 5 damage and triggering the Shield spell. At the start of the next round, before initiative is rolled, the Shield spell takes effect.
The Casting Rune can
hold just one spell of either 1
st or 2
nd level.
Only one Casting Rune, created by the same wizard, can exist in a 5
ft square, without dispelling each other. Incorporeal creatures do
not trigger the spell. A Rune can be deliberately visible or
invisible. There is a 10% chance for a MU or 5% for thieves per level
to detect an invisible Casting Rune. A Detect Magic will automatically reveal a Casting Rune. A wizard can stop his own Casting
Rune from triggering, if within 30 ft.
All of these types of Casting Runes are optional, but they can increase the creative possibilities for wizards and make defensive spells more
attractive.