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Other advantages:
* Only spells you can cast *behind* you. Run down the corridor casting runes on ground ahead of you, foe running after you gets hit. Nice.
* Awesome for killing draugr inside sarcophagi or behind doors.
* Earliest area damage spells, and does more damage than fireball
* First spells after the weak spray spells. You would rather sick with Flames instead of Fire Rune? Really?
If this is correct then I apologise. When I checked out the perk Rune Master it merely stated that you could cast runes 5 times farther away and you could only have one at a time. There was no mention that it dd not have a time limit. This is one of the reasons I never bothered wasting my perks on this skill tree.
Laying traps for enemies you know are going to appear in a particular spot are the best use of them I think, a bit like Illusion magic you have to think ahead, or out of the box. I like that.
Vanilla runes only do 50 points of damage which makes them useless once you've gained a few levels. The Silent Casting perk has no effect on runes? Only one rune at a time? That's like giving fireballs a 60 second cooldown.
The mod Truly Balanced Destruction Magic scales rune damage solving one problem at least.
The mod Silent Rune Spells and Rune Limit Uncapper allows the player to cast as many runes as they have magicka for but they still break stealth.
Unfortunately, even with those mods runes aren't really worth the trouble. First, you have to switch to the rune spell (using a scarce hotkey slot). Then you have to cast it (likely breaking stealth). Then you have to lure the enemies to it (which means tough or many). All to do about the same damage as a regular attack? Just seems poorly balanced to me.