Runecrafting

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Runeweavers do not create magic items like normal spellcasters. Due to the nature of Runic Magic, runecrafting magic items is less subtle than that created by other casters. For instance, Runeweavers must use their Runes to power a magic item limiting both the size of the item and the type of item that can be enchanted. Runeweavers also are unable to impart charges into an item so wands and other items that rely upon charges are impossible for them to create. Potions are another issue with Runeweavers as their magic does not allow for imparting the runes into a liquid medium.

Runeweaving Runic Spell Mechanics
Developing Runic Spells Runic Seeds
Runecrafting Runic Item Creation
Runeweaver

The major difference in crafting items with Runes is that the runes must remain intact for an item to function properly. While metals take runes easily with simple engraving and magical inscription, items like cloth can be marked but have a tremendous weakness. For instance, a cloak of protection created via Runework would work fine until someone sliced through the runes during combat rendering them defunct and the item useless. Most armors crafted with runework have the runes cut deep into the armor via engraving before they are inscribed so simple battle damage will not destroy the runes.

Runeweavers may alter the size of their runes to fit the item they are enchanting. A ring can be engraved with runes and enchanted with runes that are significantly smaller than would otherwise be possible. Theoretically, a Runeweaver could simulate a wand by inscribing it as they would a glyph. The wand would only be usable by the someone capable of activating the rune and therefore would not be an item that other spellcaters could use. The runes inscribed on the item would be equivalent in size to those required for glyphs and therefore the limit on each wand would be quite low. Also like a glyph, once the runes were activated, their magic would be spent and they would fade from the item.

Temporary Enhancement

Once reaching third level, a Runeweaver can take a Runecrafting feat enabling them to craft certain magical items and devices. Even without the requisite feat, a Runeweaver can empower arms or armor with a temporary enhancement that lasts for 24 hours. By expending one of their metaword uses for the day, a Runeweaver can add a +1 enhancement bonus to a weapon or armor. Additionally they can expend a rune slot of the appropriate level to prepare a weapon with a rune effect for 24 hours. A cantrip can also be spent on enhancing an item to give the weapon a +1 energy bonus to damage for the appropriate cantrip type. A weapon or armor must be given a +1 enhancement before any additional enhancement can be granted.

Mechanics

Inscription of the item also requires special material. Although the material may by anything that can channel the special magics of the runes, most often dust from precious gems or blood from magical creatures is used. The Runeweaver must use at least 100gp worth of material per spell level and enhancement level of the item.

Blood or other fluids from magical creatures can be used in the construction but the value is difficult to ascertain. In general, the formula is 50gp per CR of the creature the specimen is collected from. The DM is encouraged to use discretion as well as allow for special materials that are sympathetic to the magic of the item. For example, a flaming sword where salamander blood is used in the inscription would have the blood value of 150 gp per CR since their nature and innate magic is sympathetic to the magic used in the item. Inversely, blood from an Ice troll used in the same item creation would only have a value of 15 gp per CR since the creatures magic is elemental opposite of the magic being inscribed.

The amount of blood or fluids per unit required is 8 ounces unless it is taken from a living donor. These fluids are often stored in vials, jugs, or even buckets. Fluids can be dehydrated with an Alchemy check DC 20 in which case they take up 1/10th of the space. For instance, dehydrated gorgon blood can be stored in an 4 oz vial but contain the equivalent of 40 ounces once the "powder" is rehydrated. Rehydration is another Alchemy check DC 15.

Blood taken from a living donor only requires 4 ounces per unit. The maximum blood that a creature can donate in this maner is equivalent to a number of units equal to half their Constitution score. Blood donated in this manner is used at the start of the item creation phase. The magic of the process drains part of the creature's life essence and prevents them from recovering from the Constitution damage until either the item is finished or the process fails. Creatures who donate blood to this process are considered fatigued until they begin to regain their Constitution.

NOTE: Not all spellcasters have magical blood by nature.

The runes on a runecrafted item glow with the same pale light color as the creator of the item. These runes are obvious and make concealing the nature of the magic used to create the items impossible. In Traykon, possession or use of these items can draw unwanted attention and in many cases may prove fatal. Although many runecrafted items still exist, most were destroyed by the magehunters and those that remain are in possession of either the various clergy or nobility.


The most famous Runecrafted item still known to exist is Ashmourne, the long sword worn by the King of Krond. Given to the first King while Valislad still existed, this sword has served as the royal symbol of power since the founding of the Kingdom. Krond is also the only known kingdom that has outlawed the existence of Magehunters within it's borders.

Magic Item Creation

Runeweavers craft items much like other spell casters. Due to their unique spell casting method, Runeweavers are unable to meet the spell requirements listed in the descriptions of specific magic items. This disability can be overcome in one of two ways.

Creating New Magic Items

A Runeweaver can simply treat any magic item as if it were a fresh creation without predefined requirements and costs. Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. To do this, the following formulas should be used:

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells: When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level. Cantrips that do damage only add 1 point of damage of the appropriate energy type when used to make a weapon.
Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:


Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.

Simulating Spell Requirements

The Runeweaver must know runes of the appropriate types to simulate a spell. As with altering a rune effect, a Runeweaver makes a Spellcraft Check with a DC equal to 15 + double rune level. If successful, the Runeweaver gains the knowledge to mimic that spell effect with runes and can fulfill the spell requirement for the magic item.

Crafting Magical Armor

To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supply costs for the materials are subsumed in the cost for creating the magic armor—one third the base price of the item.

Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. Magic armor or a magic shield must have at least a +1 enhancement bonus to have any armor or shield special abilities.

If spells are involved in the prerequisites for making the armor, the creator must know the spells and must provide any material components or focuses the spells require. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting magic armor requires one day for each 2,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Skill Used in Creation: Spellcraft

Crafting Magical Weapons

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—one third the base price of the item based upon the item's total effective bonus.

Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities.

If spells are involved in the prerequisites for making the armor, the creator must know the spells and must provide any material components or focuses the spells require. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Runic weapons always shed light from the runes used in the creation process. This light is of the same color as that possessed by the Runeweaver crafting the item. If more than one Runeweaver cooperates in crafting an item, the creators decide which one is dominant and the runes glow only with a single Runeweaver's color.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a magic weapon requires 1 day for each 2,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).

Craft Potion

Unlike most other spellcasters, the Runeweaver does not create regular potions. Runeweavers craft elixirs which can be consumed, applied, or simply thrown to trigger their effect. Additionally, a Runeweaver needs to spend 100 gp on a set of alchemical tools which he then enhances to aid in the creation of elixirs. The cost to enhance alchemical tools require 300 gold worth of mystical marking supplies. The Spellcraft DC to create these tools is 15, failure on this check uses up half of the marking materials and the process must be repeated. These tools become the focus for creating all of his elixirs.

The creator of an elixir needs a level working surface and his specially prepared alchemical tools in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the elixir: 25 gp × the level of the rune × the level of the caster.

All ingredients and materials used to brew an elixir must be fresh and unused. The character must pay the full cost for brewing each elixir. (Economies of scale do not apply.)

Material components are consumed when he begins working, but a focus is not. The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.) Brewing an elixir requires 4 hours.

A Runeweaver with this feat can also enhance his alchemical mixtures when his focus is used in creating mundane mixtures. Without expending any additional spell abilities, basic alchemical products can have one of the following effects applied:

  • Their DC to resist can be increased by 5.
  • The Runeweaver can add their Intelligence modifier as bonus damage
  • The duration is doubled
  • Increase area of effect by 50%

Item Creation Feat Required: Brew Potion.

Skill Used in Creation: Spellcraft or Craft (alchemy)

Crafting Rings

To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to determine. Use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring's market price.

Rings that duplicate spells with costly material components add in the value of 50 × the spell's component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Forging a ring requires 1 day for each 2,000 gp of the base price.

Item Creation Feat Required: Forge Ring.

Skill Used in Creation: Spellcraft or Craft (jewelry).

Crafting Rods

To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to determine. Use the rod prices in the rod descriptions as a guideline. Creating a rod costs one third the market value listed.

If spells are involved in the prerequisites for making the armor, the creator must know the spells and must provide any material components or focuses the spells require. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a rod requires 1 day for each 2,000 gp of the base price.

Item Creation Feat Required: Craft Rod.

Skill Used in Creation: Spellcraft, Craft (jewelry), Craft (sculptures), or Craft (weapons).

Crafting Scrolls

To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: 12.5 gp × the level of the spell × the level of the caster.

All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.

The creator must know the spell and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

Item Creation Feat Required: Scribe Scroll.

Skill Used in Creation: Spellcraft, Craft (calligraphy), or Profession (scribe).

Crafting Staff

A Runeweaver is unable to imbue charges into an item making it impossible to create items of this specific type. Runeweavers can create similar looking items by using other item creation feats.

Crafting Wands

A Runeweaver is unable to imbue charges into an item making it impossible to create items of this specific type. Runeweavers can create similar looking items by using other item creation feats.

Crafting Wondrous Items

To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to determine. Use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.

If spells are involved in the prerequisites for making the armor, the creator must know the spells and must provide any material components or focuses the spells require. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a wondrous item requires 1 day for each 2,000 gp of the base price.

Item Creation Feat Required: Craft Wondrous Item.

Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.