I'd still say that many schools of magic are not equal. If you want to work under the assumption they are, this works better, but I'm sure that there's those who will agree with me that the super schools of Conjuration and Transmutation are hard to beat, especially by divination and enchantment.
I think that comes down a lot to flavor of the game in general and player style as well, but we could probably debate that until we're blue in the face with varying examples on both sides :)
Personal request, can you increase the font size? It's a little difficult to read. Also might want to use more spacing, some of the walls of text are a bit intimidating to carve through.
Font size increased i'll space it out better later
I will admit, by no fault of your own, it's annoying figuring out which cleric spells are in which school. It's just irritating.
100% agreed :)
And yeah, with prep time this thing will DOMINATE melee. Just think of all the transmutation spells clerics get that super charge them.
Most fights don't have alot of prep time though, and the ones that do typically are going to be against big badies anyway where a transmuter rune lord would be a serious bonus to the party, or if it's a boss with the prep time a seriously difficult fight that would be very rewarding to overcome
Rune Casting: I like that it's flavorful, it feels very "boss" like. Not sure about the limitations for divination/universal, there some explanation for that? Just since they're not tied to a sin/virtue?
That's from the rise of the rune lords mythos that the class is based around, divination was considered to be universal magic, and since their magic isn't the same as actual magic they would need access to all schools of magic to make something universal, hence why they don't get it till they have all schools unlocked
Adding somatic components is nice, but it's mostly flavor to me.
it's also a pretty good balancing factor since it requires them to have a free hand for every spell they cast, it negates being able to wield two handers or duel wield. Considering not allowing them to ever take still spell.
How does Rune Casting interact with metamagic, particularly quicken spell? Can they use quicken spell, or not?
For the play test we have switched to not allowing meta magic or item creation for them as the magic isn't the same but still haven't decided 100% on it so would love your thoughts.
I do appreciate the full round casting time, although I think all casters should require it.
We actually added that cause we had a system that required all magic to be full round and it would not go into effect until the end of a round, liked it so much i thought it would be a neat addition to this class, and also help balance it a ton.
Rune Pool: Have to keep reminding myself this is for mythic, so the recharge mechanic isn't terrible considering that. The only problem I see with it is that at first it feels too good when your friends are recharging powers daily, and at later game it feels weak when they're getting more and more mythic uses. It feels like it needs to scale better.
I'm still up in the air about it being after rest or not, on one hand there are mythic powers that allow really quick recharging /preparing of spells, but i don't think there's any that get rid of the daily requirement.
The bonus to hit/damage is seriously low, especially considering everything else they can do. I'd say one point used gives you a bonus equal to your RL level, that'd be more in keeping instead of burning like 5 for a +5 to hit and damage. Although honestly I'd just hoard them to reroll saves.
Gonna change it to bonus equal to half level min 1 and see how it plays out. I think full level bonus might be a bit much for it.
The wording on Insightful Scribing is a little muddy, but it seems like another ability with a lacking scaling DC, making it easy to make the DC every time. I do appreciate the example though, it does help a little.
I am trying to find a way to write it more concisely, as far as the dc to make it i very rarely make the dc's for insightful scribing so almost always pay the extra costs in testing, i've halfway been considering lowering it. and the intense resource usage of it even with a made save still makes it an ability used rarely, but very helpful in a pinch.
seems like the class is intended to be a mixed melee/magic class from how the abilities work together.
Or easily to be specialised one way or the other, yes. Also something that was added due to the rise of the rune lords.
Rune Shift: Greater T-port at 8th level is pretty intense, maybe 10 for that? And does Gate require material components? Might want to specify if Gate's only for traveling instead of free monsters to destroy God.
Gate is being reworded to dictate it is only used for travel
Rune Power: This seems like it's coming a little late, maybe this could be at 8 instead?
The rune powers are balanced out with the rest of their abilities to keep on par with mythic charactors, coming sooner would make them a bit over powered for those lower levels, and have them gain too many mythic powers by level 20
Rune Well: Actually underwhelming, it seemed pretty tame for a 20th level mythic ability.
summoning mythic minions, casting through scrying and a death avoider seems underwhelming? I've been worried it was too much for a cap stone, even if it was mythic. Why do you believe it's underpowered?
I hope this helps, I know I've been making a better class with my (mystic) Warlock thanks to feed back, although this is a hard class to critique since the idea behind it is so new and unlike any other.
You're help thus far has been very insightful and helpful, and i am very glad that you think the idea is very unlike any other, coming up with something new and unique in the world of table top role playing is close to impossible now adays :)