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
You must have chalk to make this rune
Chalk runes will rub of if they are treated badly or stored
Chalk runes add 10 mins to the casting time
Carved
You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune
This rune can only be made on a wooden surface
This rune adds 30 mins to the casting time
Chiseled
You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune
This rune can only be crafted on stone surfaces
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.