Post by Head Moderator on Nov 29, 2013 4:54:28 GMT -5
ETCH RUNES
Crafter Only - You cannot purchase runes from the Emporium.
Crafter Only - You cannot purchase runes from the Emporium.
Runes are arcane or divine symbols that like scrolls, create supernatural or magical effects when read. Anyone can draw on the power of a rune, effectively invoking the power of these runes. Runes commonly appear as a single, detailed symbol carved into a gemstone.
Using Runes
Any creature that touches a rune gains full knowledge of what magic the symbol holds, how it works, what it's limitations are and how to activate it. Activation is conveyed as a command word with the details spoken directly into the rune holder's mind. Activating and using a rune takes up your action in combat. Upon activating the rune, the spell is cast as if by a spellcaster. The rune-scribed gemstone is destroyed in the casting of the spell.
Instead of rolling strike while using combat runes, your target rolls a save against the magic, the DC is listed for each type of rune set. All magic saves are Willpower based.
If they pass the save, the magic fizzles and your gemstone is rendered useless - BUT may be reinscribed.
If they fail the save, the spell is successful, and your gemstone is destroyed. Attack runes may be supplemented with a roll of your combat dice, and any Intelligence modifiers you may have.
You may use ONE RUNE per combat, and using a rune takes your turn of combat unless you have a specific skill that allows you to use a rune and make another action in the same round.
Use of runes outside combat have no limits, unless your DM places limits upon what can be done. Remember, this is magic, and if you are in an area of null magic, or against creatures immune to magic it will not work and you will have wasted your rune. If your target passes their magic save, the rune disappears and the magic fizzles. The gemstone can be reinscribed only if a spell fizzles.
Crafting Runes
Gemstones are needed in order to etch runes onto their surface. You may gain gemstones in various ways, including buying from other players, gaining them as loot on quests or missions, or purchasing them from the Emporium. You must also pay crafting points, and gold to craft runes into gemstones. Please be sure to be very clear as to what gemstone you are using and how you obtained/are obtaining it so adequate records can be kept.
Selling Runes to the Emporium
Gemstones act like materials. When you sell back runes to the Emporium, you get 1/3 of the normal price PLUS the cost of the gemstone in full.
Selling Runes to Players
If a player owns the gemstone that they are giving you to etch, then you may subtract the cost of the gemstone from the price. All prices given include having to purchase the gemstone.
To find a list of gemstone worth in OH, see this post.
Buyer's Cost | Crafter's Cost with Gemstone | Crafter's Cost w/o Gemstone | CP Cost
Gemstone Needed: 10gp gemstone
Save DC=13
Rune of Torch Light 150gp | 35gp | 45gp | No CP
This rune creates a glowing ball of light that floats above your shoulder and lights the area as well as a torch. It lasts for three hours, and will dim and flare as you command it. No save required.
Rune of Mage Hand 150gp | 35gp | 45gp | No CP
This rune allows you to use a spell that resembles telekinesis, allowing you for 15 minutes to be able to pick up anything of 10 lbs or less, and move it as you desire. No save required.
Rune of Message 150gp | 35gp | 45gp | No CP
This rune, when it's magic is expended, allows you to send one message of up to 25 words to any creature on the same plane of existence where you are located. The message is heard in their mind as if you are speaking it to them. No save.
Rune of Simple Alteration 150gp | 35gp | 45gp | No CP
This rune causes you to alter something simple about you, or your target. You can change your hair color, eye color, style of dress, or anything else that is a simple alteration. No save. This lasts for 24 hours.
Rune of Lighten Object 150gp | 35gp | 45gp | No CP
One mundane object is the target of this rune, causing it to weigh half it's normal weight for up to 24 hours. No save.
Rune of Youth 150gp | 35gp | 45gp | No CP
For 24 hours, you or your target appears up to 20 years younger. No save unless resistant. Cannot be used in combat.
Rune of Depth Determination 150gp | 35gp | 45gp | No CP
With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier. No save.
Rune of Breeze 150gp | 35gp | 45gp | No CP
This rune creates a soft light wind that blows from the direction of your choice. No save.
Rune of the Misty Trail 150gp | 35gp | 45gp | No CP
You and target allies leave a misty trail as you walk. Only your group can see and backtrack these trails. Lasts for 3 hours. No save.
Rune of Cleansing Alcohol 150gp | 35gp | 45gp | No CP
This rune cleanses one person of alcohol effects. No save unless resistant for some reason.
Rune of Quill and Ink 150gp | 35gp | 45gp | No CP
This rune summons a quill with limitless ink for as long as you wish to use it. No save.
Rune of Cock's Crow 150gp | 35gp | 45gp | No CP
When this rune is used, all allies who are asleep by any means instantly awaken. No save.
Rune of Adjustment 150gp | 35gp | 45gp | No CP
This rune adjusts one armor, weapon, shield, or clothing item to fit the caster or target, which lasts through one adventure.
Gemstone Needed: 50gp gemstone
Save DC=15
Rune of Entanglement 300gp | 62gp | 112gp | 1CP
This rune can be used to create an entanglement (of your choice) which causes the target of the rune to be caught for 1 round. Save required.
Rune of Blindness 300gp | 62gp | 112gp | 1CP
This rune is used to cause blindness in one target for one round. Save required.
Rune of Halt Undead 300gp | 62gp | 112gp | 1CP
This rune causes one undead of equal or lower dice than you to stop immediately and take no action for one round of combat. Save required.
Rune of All Heal 300gp | 62gp | 112gp | 1CP
This rune can be used to heal one creature of all their damage. No save.
Rune of Marking 300gp | 62gp | 112gp | 1CP
This rune instantly inscribes any item with an arcane mark of your choosing. It is your choice whether the mark is visible, or invisible. No save.
Rune of Peacebinding 300gp | 62gp | 112gp | 1CP
This rune locks a weapon in it's sheath for one round of combat, or outside of combat for 10 minutes. Save required if resistant.
Rune of Anticipation 300gp | 62gp | 112gp | 1CP
This rune can be cast to allow you or your target to be placed first on the scoreboard for one combat. No save.
Rune of Quick Decomposition 300gp | 62gp | 112gp | 1CP
This rune causes one corpse to quickly decompose into a clean skeleton. No save.
Rune of Corpse Restoration 300gp | 62gp | 112gp | 1CP
This rune quickly restores flesh to a skeleton. No save.
Rune of Longshot 300gp | 62gp | 112gp | 1CP
Activating this rune causes your ranged weapon to gain a bonus of 20 feet for one round of combat. No save.
Rune of Subdue Inkantation 300gp | 62gp | 112gp | 1CP
For one full adventure, you may use this rune to subdue any tattoo you have placed in a loot slot, and allow you to place another item in that slot for up to 3 hours. For instance, if you have Armored Ink you could subdue it and allow you to wear armor in that slot instead. No save.
Rune of Compassion 300gp | 62gp | 112gp | 1CP
This rune compels an ally to assist another injured ally by whatever means necessary on their next turn. If they need healing, they will heal; if they need resurrected, they will provide a rezz; if they need poison cured, they will cure it - etc - depending on what the target is able to do. This is useful if you have healers or priests in your party that tend to not do their job! No save unless resistant.
Rune of Sanctify Corpse 300gp | 62gp | 112gp | 1CP
Prevent a corpse from becoming an undead creature. No save.
Rune of Augury 300gp | 62gp | 112gp | 1CP
Learns whether an action you are about to take will be good or bad. You may ask the DM if your action will be good or bad, and the DM should answer yes or no. No save.
Gemstone Needed: 100gp gemstone
Save DC=17
Rune of Identification 600gp | 125gp | 225gp | 1CP
This rune's spell is instantaneous. When used to identify any magical item, the user instantly knows what the item does, how to use it, whether it has any drawbacks or curses, and any other information about the item including who made it and where it was made (per DM). No save, unless item is intelligent or DM chooses to request a save.
Rune of Glimmerdust 600gp | 125gp | 225gp | 1CP
This rune explodes into a very find burst of glimmerdust, which covers everything in it's range of a radius of 50 feet. Even items that are invisible, or incorporeal will appear as the dust sticks to it. Any other use of glimmerdust to locate items is up to the DM. No save required unless DM requires it.
Rune of Mending 600gp | 125gp | 225gp | 1CP
This rune will mend one item that has been left in need of mundane repair, such as a shield that has been sundered or a weapon that has rusted. No save.
Rune of Language Comprehension 600gp | 125gp | 225gp | 1CP
This rune allows you to understand, read and speak one language of your choice when using the rune. This lasts 1 hour. No save.
Rune of Cultural Adaptation 600gp | 125gp | 225gp | 1CP
This rune allows you for 24 hours to adapt the mannerisms, and even the accent of one culture. It does not allow you to know any language you do not know already, but you will speak whatever language/s you do know with the particular accent of that culture.
Rune of Interrogation 600gp | 125gp | 225gp | 1CP
This rune causes one target to be forced to answer 3 questions, or remain in excruciating pain throughout their body until the truthful answers are given. Save required.
Rune of Forced Quiet 600gp | 125gp | 225gp | 1CP
Ever have that party member that just cannot stay quiet? This rune causes one full party and it's accoutrements (horses, wagons, pets, etc) to be forced to remain quiet for 1 hour. Save required if resistant.
Rune of Codespeak 600gp | 125gp | 225gp | 1CP
This rune grants all targets the ability to speak, read and write a new secret language that only your group can understand, for 24 hours. No spell, skill or item will allow anyone outside the targets to understand unless you have Knowledge (Secret Codes) and pass a save.
Rune of Pupshape 600gp | 125gp | 225gp | 1CP
This rune transforms an animal or magical beast into a younger and cuter version of itself for one round of combat. Save required.
Rune of White Noise 600gp | 125gp | 225gp | 1CP
Creates a loud sound and white light causing a –10 penalty to Perception checks for the next 15 minutes. Save required.
Gemstone Needed: 500gp gemstone
Save DC=19
Rune of Elemental Burst 1500gp | 250gp | 750gp | 3CP
These runes do a one-time damage of 2d10. A specific type of gemstone is needed for each type of damage. Save required.
Lightning: Citrine
Fire: Carnelian or Jasper
Ice: Rock Crystal
Water: Zircon
Force: Chalcedony
Sonic: Duon
Shadow: Onyx or Smoky Quartz
Radiance: Moonstone
Dessicating Sand: Desert Rose or Dunestone
Acid: Chrysopase
Holy: Iolite or Very Small Lorelei
Unholy: Bloodstone
Nature: Peridot
Rune of Lesser Magical Armor 1500gp | 250gp | 750gp | 3CP
This rune causes the user to be surrounded by magical defense of +5 DEF for one full combat. No save. It cannot boost your defense over your cap.
Rune of Mass Blindness 1500gp | 250gp | 750gp | 3CP
This rune causes all enemies to go blind for one round of combat. Save required.
Rune of Fatigue 2000gp | 375gp | 875gp | 4CP
This rune causes one enemy to lose their Quickness bonus for one round of combat, causing their Defense DC to lower to DC10 for that round. Save required.
Rune of Life Points 1500gp | 250gp | 750gp | 3CP
This rune boosts your hit points for one combat by 2d5 temporary points when you use the spell in this rune. When the combat is over, the temporary points disappear. If you are over your hit points when this happens, you instantly die. No save.
Rune of Deep Slumber 1500gp | 250gp | 750gp | 3CP
This rune can ONLY be used outside of combat, and it causes up to 15 individuals to fall deeply asleep for 10 minutes. Roll one save for whole group.
Rune of the Unremarkable 1500gp | 250gp | 750gp | 3CP
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. This is an out of combat spell and lasts up to 30 minutes. Roll one save for group.
Rune of Speedy Attack 2000gp | 375gp | 875gp | 4CP
This rune gives you a burst of energy and speed, allowing you in your next round to attack two enemies, rolling a strike for both and proceeding as normal. No save.
Gemstone Needed: 1000gp gemstone
Save DC=21
Rune of Banishment 3000gp | 500gp | 1500gp | 6CP
A holy rune is etched into this gemstone. As you grasp this gemstone, the faint echo of a dying roar murmurs through the air. This spell banishes a creature of equal or lesser dice than you back to the plane it originated. Save required.
Rune of True Strike 3000gp | 500gp | 1500gp | 6CP
This rune's spell, when cast, boosts your Strike roll by +5 for the next round. There is no save roll needed. It cannot boost your defense over +30.
Rune of Greater Magical Armor 3000gp | 1500gp | 1250gp | 6CP
This rune causes the user to be surrounded by magical defense of +10 DEF for one full combat. No save. It cannot boost your defense over your cap.
Rune of Idiocy 3000gp | 500gp | 1500gp | 6CP
This rune targets one creature, and causes them to lose 1d5 Intelligence and Charisma points for one combat. Save required.
Rune of Sanctuary 3000gp | 500gp | 1500gp | 6CP
When this rune is activated, for one round, you cannot attack any enemies and no enemies can attack you. You are free to make other actions during this round, such as healing, rezzing, or casting spells on yourself or your allies. No save.
Rune of Dead Man's Ink 3000gp | 500gp | 1500gp | 6CP
Transfer one enchanted tattoo from a corpse to a willing target with this rune. No save.
Rune of Mass True Strike 4000gp | 750gp | 1750gp | 8CP
This rune's spell, when cast, boosts all your ally's Strike rolls by +5 in the next round. There is no save roll needed.
Rune of Crushing Despair 4000gp | 750gp | 1750gp | 8CP
This rune when used causes all enemies to take a -5 to Strike for one round of combat. Save required for each enemy.
Rune of Miracle Healing 3000gp | 500gp | 1500gp | 6CP
This rune's spell will cure a target of just about every type of ill you can conceive, including disease or poison. It will also cause any dismemberment to grow back over the course of 24 hours. It will cure (non-flaw) blindness or deafness. No save.
Rune of Undead Disruption 4000gp | 750gp | 1750gp | 8CP
The use of this rune replaces any attack the round you use it, and causes all undead in the vicinity of the user to take 2d5 damage plus your Intelligence modifier, that they are unable to defend against or evade. Save required for each undead.
Rune of Detonation 4000gp | 750gp | 1750gp | 8CP
The use of this rune replaces any attack the round you use it, and causes all enemies targeted to take 2d5 internal damage plus your Intelligence modifier, they are unable to defend against this or evade. Save required for each enemy.
Gemstone Needed: 3000gp gemstone
Save DC=23
Rune of True Resurrection 6000gp | 750gp | 3750gp | 12CP
This rune will rezz a creature even if there is no body available, and with no time limit needed. Even if someone has died many years ago, they can still be rezzed.