Runecrafting - A Magi's Study
To begin, there are always a few key factors in store, no matter in what manner you go about Rune creation. These things consist of Magic, Inscription and Time. Luckily, it is quite easy to start Rune creation, as there are a variety of ways to create its physical form, commonly referred to as the Rune's Inscription or body. Once the Inscription is complete, it is then time to infuse the various Rune pieces with magic, commonly sourced from the Weave, and once infusion is complete, your Rune is done. This process does however take time, several hours will be needed for even some of the most basic Runes.
To understand this type of Rune creation, you will first need to know that it is fundamentally different from Enchantment, in the sense that the magic comes through the Rune and onto whatever the Rune is effecting. Enchantment by nature is infusing objects themselves with magic, enhancing the object as a whole without the need of external input. The Runes created by this study generally only hold enough Charge to be used once a day without needing more magic to be activated again.
Runecrafting is a complex and delicate art, and there are a multitude of different ways to create Runes. The following documentation is but one way to design Runes, designed with trial and error, and error. The following is an outline of the possibilities, and by no means should be taken as a final draft or complete work.
Rune Material
This is a rough outline of material HP and AC, but does not account for special cases such as magical items or advanced materials. All HP values depicted are base values that are multiplied by size and toughness; Rough outlines of damage resistances and vulnerabilities are also stated. The toughness of an object can be measured by logic, such as rotting wood being fragile, whereas well kept oak wood would be resilient. It should be noted that larger objects may not be effected by certain damage at all, such as a giant stone statue not being damaged by normal arrows. These are known as damage thresholds, and usually only apply to large or larger objects. Objects still may however have weak points, such as the leg of a giant statue, which in itself may not count as large.
| Material | Hitpoints | Armor Class |
|---|---|---|
| Paper | 2 | 2 |
| Cloth | 4 | 6 |
| Glass | 6 | 8 |
| Wood | 10 | 10 |
| Bone | 15 | 13 |
| Stone | 20 | 15 |
| Iron | 25 | 17 |
| Steel | 30 | 19 |
| Mythril | 40 | 21 |
| Adamantine | 60 | 23 |
| Material | Vulnerability | Resistance |
|---|---|---|
| Paper | Slashing | Bludgeoning |
| Cloth | Slashing | Bludgeoning |
| Glass | Bludgeoning | None |
| Wood | Slashing | None |
| Bone | Bludgeoning | Piercing |
| Stone | Piercing | Slashing |
| Iron | None | Slashing |
| Steel | None | Slashing |
| Mythril | None | Non-physical |
| Adamantine | None | Physical |
| Size | Multiplier |
|---|---|
| Tiny | 0.5 |
| Small | 1 |
| Medium | 2 |
| Large | 3 |
| Gargantuan | 5 |
| Toughness | Multiplier |
|---|---|
| Fragile | 0.25 |
| Weak | 0.5 |
| Normal | 1 |
| Resilient | 2 |
| Impenetrable | 4 |
| Object Material | Damage Threshold |
|---|---|
| Wood | 4 |
| Bone | 6 |
| Stone | 8 |
| Iron | 12 |
| Steel | 16 |
| Mythril | 22 |
| Adamantine | 28 |
There is always much more to be done, and even more so to be found.
- Cast
Rune Makeup
Rune Table
| Tier | Spell Level | Charge | Component Slots | Modifier Slots | Hours to Create |
|---|---|---|---|---|---|
| 0 | Cantrip/0 | 0 | 2 | 2 | 4 |
| 1 | 1st | 2 | 3 | 3 | 5 |
| 2 | 2nd | 3 | 4 | 4 | 6 |
| 3 | 3rd | 5 | 5 | 5 | 8 |
| 4 | 4th | 6 | 6 | 6 | 9 |
| 5 | 5th | 8 | 7 | 7 | 11 |
| 6 | 6th | 9 | 8 | 8 | 12 |
| 7 | 7th | 11 | 9 | 9 | 14 |
| 8 | 8th | 12 | 10 | 10 | 15 |
| 9 | 9th | 14 | 11 | 11 | 17 |
| 10 | 9th | 15 | 12 | 12 | 18 |
The above is a table detailing most aspects of what you can find in a Rune. The minimum spell levels required to create each Rune Tier, and what the cost of slot they will require should they be used without charge.
Rune Charge
Each Rune created with Active Effects will gain a Charge. The total amount of Charge on a single object with multiple Runes is equal to the Charge of the highest Rune Tier on the object. For example, an object with both a Tier 4 and Tier 1 Rune would have a Charge of 6. This means that you can use the Tier 4 Rune once, or the Tier 1 Rune three times, free of cost. If a Rune/objects Charge is fully depleted, it now requires a spell slot of the relevant level to be activated. A Runes Charge fully recovers once a day.
Components and Modifiers
The basis behind the functionality of Runes comes into play with Rune Components, and is enhanced with Modifiers. Runes all have at least two Components Slots to work with, and an equal number of Modifier Slots. Rune Components and Modifiers are stackable to increase their effects, and all are detailed further down this document.
Time and Requirements to Create
A Rune takes a dedicated amount of time to construct before it is usable. A base outline of the time required to construct a Rune in hours is already given, but a few extra factors influence this, such as its size, and whether or not you are proficient with the necessary tools. If you do not have the desired tool for the material you are working with, the base time of creation is doubled. Having proficiency in the tool required reduces the time needed by 1 hour for every 4 hours of total base time. Alternatively, one may use paints or inks to scribe a Rune onto a material, this costs 10GP per Size category, and increases by 10GP each Size category. For example, a Large Rune would take 70GP worth of materials to complete. Scribed Runes still follow the same rules as Inscribed Runes. You are treated as concentrating whilst creating Runes, though there can be breaks in creation.
Rune Size
| Size | Change in Power | Time Multiplier | Level |
|---|---|---|---|
| Tiny | 50% | 0.5 | 0.5 |
| Small | 100% | 1 | 1 |
| Medium | 150% | 2 | 2 |
| Large | 200% | 2.5 | 3 |
| Huge | 250% | 3.5 | 4 |
| Gargantuan | 300% | 4 | 5 |
The size of a Rune greatly changes the power of its Effects. Runes come in many different shapes and sizes, but the most common occurrences are small sized Runes. As such, small Runes have standard Effects, tiny Runes have reduced Effects, and larger Runes have significantly amplified effects. The process of Inscribing Runes is also greatly affected by their size, and so one should take care not to underestimate the effort required to make one. That being said, even someone with access to the most basic Rune Tiers can create Runes of great power, it just takes time.
Rune's Charge levels and costs are affected differently at different sizes as well. Small Runes follow the normal rules and restrictions, whereas tiny Runes have half the charge level and cost, rounded down. Medium and above Runes do not have Charge levels at all, and require their Rune Tier's cost every time they are activated. Runes that have only Passive Effects are not affected by Charge and cost at all, only by the change in power.
Rune Durability and Renewal
Runes built with these methods are designed to outlast any damage that may befall them to preserve themselves, as a result, they share the HP of the object they are Inscribed upon. Dispel magic of an appropriate spell level equal to the Tier of a Rune is enough to remove a Rune's magical qualities, but not its Inscription.
Runes that have been damaged in a minor way can be restored with 90% total time requirements for their creation, major damage requires the full amount of time to restore. Runes that have only lost their magical qualities can be restored at 75% of the total time requirement for their creation
Rune Special Effects
Runes that are built for a more specific purpose generally show an increase in output of their Effects. This makes it rewarding to make more Runes for different purposes, rather than single multi-purpose Runes, although those also have merit in their own right.
For example, creating a Rune with both a Fire and Cold Effect would have a negative impact, those two damage types canceling each other out; on the opposite side of the spectrum, adding two elements together that do not naturally cancel each other out yields interesting results.
Runes with the same Tier, Components, Modifiers and Size can also be 'Layered' on the same object for further results. Details can be found later in the document.
Rune Components
Runes are made up of two to three main components, which are known as Triggers, Targets and Effects. A rune requires at least a Trigger and Effect to be functional.
Triggers
Triggers decide what will activate a Rune, Runes can only activate once per round
Presence: Rune activates when a sentient entity enters the Rune's base area of effect, or touches the rune.
Touch: Rune activates upon being touched or struck.
Spoken: Rune activates upon a key word or phrase being spoken. This must be done within the Rune's range, or within range of a linked Rune.
Destroyed: Rune activates when hit points of whatever it is on hit zero. When used activated by this trigger, the effects in the Rune are doubled, consequently, the the Rune also loses all its magic after activation. Runes with a used up Charge are activated with no cost, but at normal effects. Runes that have no charge still benefit from this Trigger.
Conditional: Rune activates under a certain set of conditions, specified at the time of its creation.
Timed: Rune activates after a set amount of time, specified at the time of its creation. The timer starts again after the Rune has activated. It should be noted that Active Effect Runes may only be able to activate every 24 hours, regardless of the timer.
Targets
Targets decide what the Rune will attempt to apply its effects to, if the Rune does not have or its target requirements after activation, it will do nothing and save its charge. Targets range can be changed by modifiers.
Target Enemy: Rune targets single entity its user would deem hostile, either within its base area of effect or within range of the Rune. It's user chooses this Target at Rune activation. If no choice is made, the Rune targets a random enemy in range.
Target Entity: Rune targets a single entity in its base area of effect or that is within the range of the Rune. It's user chooses this Target at Rune activation. If no choice is made, the Rune targets a random entity in range.
Target Self: Rune targets its current user with Rune's effects.
Target Object: Rune targets a single non-living object in its base area of effect or that is within the range of the Rune. It's user chooses this Target at Rune activation. If no choice is made, the Rune targets a random object in range.
Target Link: Rune targets another Rune it is linked to upon creation, sending its effects through that Rune instead, or acting as a remote activation. Runes have to be within 30ft of each other when the link is created for the linking to be successful. Runes have to be on the same plane of existence, and the Target Rune must be of the same Rune Tier or higher for the activation to work.
Passive Effects
Passive effects are effects that can be activated in a Rune with no cost. As such, it is common to see these Runes having no charge. Runes with only Passive Effects can be activated as a Bonus Action
Simplicity
Passive Effects can be used in any Rune Tier
Shape: Rune reshapes the material in the Rune's area of effect to whatever shape the entity activating the rune wishes. This cannot be used to create complex objects. The Rune takes 1 minute to shape the material inside itself, and magical or sentient objects are not effected.
Teleport: Rune teleports whatever is currently above it to the another linked teleport or transpose rune. Runes with this effect can only be used once per minute.
Transpose: Rune teleports whatever it is inscribed onto, and anything the transposed thing wants to take with it within 5ft of the rune, to a linked teleport or transpose rune. Runes with this effect can only be used once per minute.
Pocket Dimension: Rune allows the storage of a single item that can fit through the face of the rune. Activating the Rune causes the portal to open and close respectively. Each effect level after this increases the maximum amount of objects stored by one.
Speak: Rune allows entities that both activate linked speak Runes to communicate telepathically. Entities that do not share the same language can communicate in simple pictures and feelings.
Polish: Rune gives the up to 5ft of the object it is inscribed on a mirror effect upon activation. For all other purposes, the object is considered to be still made of the same material it was originally. Upon another activation, the mirror effect vanishes. Each effect level after this increases the maximum area by 5ft.
Cloak: Rune gives up to 5ft of the object it is inscribed on a cloaking effect upon activation. The object, and anything attached to the object meeting the size requirements, are considered invisible for 30 seconds, or until anything hits or is hit by something that is cloaked. Each effect level after this increases the maximum area cloaked by 5ft, and the duration by 30 seconds. Runes with this effect can only be used once per minute.
Reinforce: Rune hardens the material it is inscribed on, giving it 25% more maximum HP. This can only effect 5 square foot of material, and cannot effect sentient creatures. Using this effect more than once gives diminishing returns, with each new level being 5% worse in HP increase. (3 levels of this effect would be a 60% increase in material HP, 5 would be 75%). The maximum size of area affected still increases with each level normally.
Warm/Cool: Rune warms or cools up to 5ft of the object it is inscribed on upon activation. Each effect level after this increases the maximum area by 5ft.
Active Effects
Active effects are effects that can be activated once per day with Rune's charge, unless stated otherwise. Over time effects do not stack the more you use a Rune on a target, but it does reset the duration timer to the beginning. Runes with only damaging Active Effects can be activated as an part of an Action, and count as a spell attack for the purposes of Extra Attack. Runes with Active Effects that don't have a damage indicator take a full Action to use, unless stated otherwise.
Basic Active Effects
Basic Active Effects can be used in any Rune Tier
Fire: Rune creates a single blast that deals 1D8 fire damage upon contact, and 1d4 damage at the end of the object/creatures turn for one round thereafter, unless it is snuffed as an action, with water or with magical healing. Each effect level after this increases the damage by 1d8 and 1d4 respectively, and increases the damage over time duration to one extra round, maxing out at 5 rounds.
Cold: Rune creates a flash freeze that deals 1d8 cold damage upon contact, and reduces the targets movement speed by 15ft for one round. Each effect level after this increases the damage by 1d8, the movement speed reduction by 15ft and the movement speed reduction duration to one extra round, maxing out at 5 rounds
Acid: Rune causes a small burst of potent acid, dealing 1d6 acid damage on contact and 1d8 acid damage at the start of that creatures next turn. Each effect level after this increases the damage by 1d6 and 1d8 respectively.
Poison: Rune causes a potent poison to affect the affected. The affected must make a DC 10 Constitution Saving throw, taking half damage, rounded down, on a Success. On a fail, the affected takes 1d4 poison damage upon contact, and 1d4 poison damage for 3 rounds thereafter. Each effect level after this increases the damage by 1d4 initially and over time, increases the damage over time duration by three rounds, maxing out at 9 rounds, and increases the DC by 2.
Lightning: Rune causes the affected to take 1d4 lightning damage on contact, and causes vulnerability to the next lightning attack the affected may receive in the next round. Each effect level after this increases the initial damage by 1d4, and increases the amount of attacks the target is vulnerable to in that round by 1, maxing out at 3 attacks.
Thunder: Rune causes a blast of sound, dealing 1d8 thunder damage on contact, and causing anything affected to be deafened for one round. Each effect level after this increases the damage by 1d8, and increases the deafening to one extra round, non stacking.
Barrier: Rune creates a temporary 3 inch thick barrier around itself, out of the material it was made upon. The barrier is the size of the Rune's base area of effect. This barrier lasts for 5 rounds per level of effect, or until the barrier is destroyed.
Gust: Rune emits a burst of pressurized wind that knocks any creature prone on a failed DC 10 Dexterity or Strength Saving Throw. Creatures of the Large size and larger are unaffected. Each effect level after this increases the DC by 3 and maximum size category by 1.
Intermediate Active Effects
Intermediate Active Effects require at least a Tier 1 Rune to be used
Minor Amplification: Rune uses the object it is inscribed upon to fuel itself. The object must have a maximum size of 5ft in surface area. This Rune makes mundane items become magical in terms of overcoming resistances, and increases its damage by 1d4 of the same type. (A shortsword would now do 1d6 + 1d4 piercing damage). For each time the object is used to deal damage while the rune is active, it takes 2 points of piercing damage. This effect causes other magical properties the object may have, including other runes on the same object, to become inert while it is active. Each effect level after this increases the damage dealt by 1d4, damage taken by 2, and maximum size of the inscribed object by 5ft.
Ensnare: Rune traps a single or multiple targets that are smaller than or equal to its base area of effect, and are currently inside the runes base area of effect. The target/s must make a DC 10 Dexterity Saving Throw, or are considered grappled. Once grappled, the target must break its restraints in order to become free. The restraints have an AC and durability of the material the Rune was inscribed on. Each effect level after this increases the DC by 2.
Shield: Rune causes a magical barrier to form around the Target of the Rune., protecting anything inside from external damage. The barrier's HP is equal to the Tier of Rune it is in x5, and lasts for 1 hour or until broken. Each effect level after this increases the barriers HP by the Tier of Rune it is in x5.
Mend: The rune repairs 2d4 HP to nonliving objects the rune is inscribed on, or to one object within 5ft of the rune of the users choice, upon activation. Each effect level after this increases the HP restored by 2d4.
Assemble: Rune allows for the creation of a objects the user knows how to make. All the materials required to make the object must be within the Rune's base area of effect or range. If you are taking range of the Rune for the conversion, the maximum size of the objects is 5ft. Each effect level after this increases the size of objects at range by 5ft.
Transmute: Rune allows for the conversion of materials into others of the same value. The maximum value for this is 10GP, and the materials must must be within the Rune's base area of effect or range. If you are taking range of the Rune for the conversion, the maximum size of the objects is 5ft. Each effect level after this increases the maximum gold value transmuted by 10GP, and the size of objects at range by 5ft.
Disassemble: Rune allows for complex or alloyed materials or objects to be disassembled into their base products; this does not include magical items or any entities. A steel sword may be separated into iron, coal, leather and any other ornamental pieces, for example. The materials must must be within the Rune's base area of effect or range. If you are taking range of the Rune for the conversion, the maximum size of the objects is 5ft. Each effect level after this increases the size of objects at range by 5ft.
Modifiers
Rune modifiers affect Runes in special ways, this allows for Runes to gain further versatility without the need of changing their core components.
Range Extend: The rune gains a range of 20ft per modifier level. This modifier can be applied any amount of times.
Keen: Sharpens the effect like an sword, runes gain half of any initial effect damage, rounded down, dealt instead as magical slashing damage. Cannot be used in conjunction with the Blunt or Pointed Modifiers. This modifier can only be applied once.
Blunt: Broadens the effect like an bat, runes gain half of any initial effect damage, rounded down, dealt instead as magical bludgeoning damage. Cannot be used in conjunction with the Keen or Pointed Modifiers. This modifier can only be applied once.
Pointed: Focuses the effect like an spear head, runes gain half of any initial effect damage, rounded down, dealt instead as magical piercing damage. Cannot be used in conjunction with the Blunt or Keen Modifiers. This modifier can only be applied once.
Decay: This modifier causes Runes activated to deal 1 Necrotic damage per Rune Component and Modifier to the material it is inscribed upon, turns any effect damage the Rune may deal into Necrotic damage, and makes the rune deal an additional 1 Necrotic damage per Rune component. Cannot be used in conjunction with the Deify Modifier. This modifier can be applied any amount of times.
Deify: This modifier causes Runes activated to deal 1 Radiant damage per Rune Component and Modifier to the material it is inscribed upon, turns any effect damage the Rune may deal into Radiant damage, and makes the rune deal an additional 1 Radiant damage per Rune component. Cannot be used in conjunction with the Decay Modifier. This modifier can be applied any amount of times.
Throttle: This Modifier halves the duration (rounded down, minimum of 0) and/or damage of effects in the Rune (rounded down, minimum of 1), but also halves the costs of activating the Rune (rounded down). This modifier cannot be used with a Tier 0 or 1 Runes, or higher Tier runes without at least two Effects. This modifier can only be applied once.
Overclock: This Modifier doubles the instant damage of the Effects in a rune, but removes any other Effects they may have, including damage over time. This also increases the cost of the Rune by one Tier, and as such a Rune with this Modifier cannot use its Charge to activate. If used with a Tier 0 Rune, the Rune has the cost of a Tier 1 Rune. This modifier cannot be used with other modifiers. This modifier can only be applied once.
User Lock: This Modifier makes it so that a Rune is restricted to certain users, to be determined at the time of the Rune's creation. By default the Rune Inscriber can always activate a Rune. This modifier can only be applied once.
Merge: This Modifier serves only the purpose of Layering Runes, and each Rune being connected must have this Modifier on it.
Rite: This Modifier allows for a single entity to use lower level spell slots to activate a higher Tier Rune, or for multiple entities to activate the same Rune together, sharing the cost; However the Rune's base cost is 150% of the original. For instance this allows a tier 4 rune to be activated using 6 1st level spell slots, from up to 6 different entities. This modifier also theoretically introduces the possibility of creating Tier 10 and above Runes, with assistance from other entities; all entities must share the ability to create Tier 9 Runes. This modifier can only be applied once.
Duration Preference: This Modifier makes it that all duration Effects in the Rune are considered one level higher, but instant Effects are considered one level lower; introducing the possibility of removed instant Effects. This cannot be used in runes that do not have at least one Effect with duration. This modifier can be used a number of times equal to the amount of duration effects the Rune has.
Might Preference: This Modifier makes it that all instant Effects in the Rune are considered one level higher, but duration Effects are considered one level lower; introducing the possibility of removed duration Effects. This cannot be used in runes that do not have at one least Effect with duration. This modifier can be used a number of times equal to the amount of duration effects the Rune has.
Desperation: This Modifier gives Runes the ability to function even in anti-magic environments. Runes with this Modifier can be created in anti-magic regions, but still require their Inscriber to have spell slot levels equal to the Rune Tier. Should the Rune be affected by a dispel magic or similar effect after creation, it will generate a localized portion of Dark Weave around itself to use as fuel. This uses up 5 x Tier x Size with a minimum of 5 HP of the object it is currently inscribed on to activate, instead of spells slots. Rune size also determines the HP loss, and Rune size multipliers are applied after the above calculation. For instance, a Tier 2 Rune of the medium size would use up 15 HP of the object it is currently inscribed on. This Modifier cannot be used with other Modifiers. This Modifier can only be applied once.
Alternative Outcome: This Modifier allows the user of a Rune to activate any or all of its Effects separately. This allows for potential reduction in activation cost, and for the otherwise incompatible Effects to be in the same Rune without consequence. For example, the user could activate the Rune with only its Cold Effects, leaving out the Fire Effects, and preventing damage cancellation. For every Effect that is not used at Rune activation, you can treat the cost of the Rune as being one Tier lower. This Modifier does have some drawbacks however, as you can only use an amount of Modifiers in the resulting activation that is equal to the amount of Components you used in activation. For example, if you had a Tier 5 Rune with a Trigger, 2 Cold Effects and 2 Fire Effects, but only decided to use the Fire Effects, you could only use 3 of its 5 possible Modifiers, including Alternative Outcome.
Segment Rearrange: This Modifier makes it so that a Rune's modifiers can be changed. This process takes 10 minutes per Modifier changed. If the Segment Rearrange modifier is replaced with another Modifier, the changes occur only after 10 minutes are up, and are permanent.
Special Effects
Effect Buildup
By adding multiple of the same Effects to a Rune, it is possible to increase its output and performance. If a Rune has 3 or more of the same effects, you can treat the rune as being Enhanced. Enhanced Runes are treated as if they have one extra of the same Effect, by one increment, for every 2 effects of the same kind. For instance, a rune with 3 Fire Effects would be treated as if it actually had 4 fire Effects, and a rune with 4 fire effects would be treated as if it actually had 6. The added Effect count is used in determining Durations, Damage and other Effects, but not as if the Rune actually had more Components.
| Effect Count | Increase |
|---|---|
| 3 | 1 |
| 4 | 2 |
| 6 | 3 |
| 8 | 4 |
| 10 | 5 |
Effect Combination
When combining two different Effects on the same Rune, the outcome may be altered. This goes for putting two opposite Effects together, which cancel each other out, or even having Effects that cancel other Effects out in the Rune by the nature of their execution. An example of this can be found by putting the Fire Active Effect in a Rune, as well as a Cloak Passive Effect. Due to the execution of the Fire Effect, the Cloak Effect would be immediately removed. This does not mean that there is entirely no point in placing opposing effects in a Rune, as Effects may have different over time outcomes and/or durations, allowing them to still give the desired outcome.
For example, placing two opposing Effects, Fire and Cold, together would remove the instant 1d8 damage from both Effects, but the over time effects would remain. You would therefor create a Rune that had both the slow Effect from the Cold, and the damage over time Effect from the Fire.
| Effect | Counter Effect |
|---|---|
| Fire | Cold |
| Acid | Poison |
| Lightning | Thunder |
| Necrotic | Radiant |
When combining two effects that have no cancellation, such as Fire and Lightning, the damage and other Effects increase as normal, but a unique occurrence also happens; the Rune no longer applies lightning vulnerability, but vulnerability to the combined Fire and Lightning effect. This means that the vulnerability only applies to attacks made with the same damage combination, but poses certain advantages, such as the target now having vulnerability to the Fire Effect's damage over time.
Rune Layering
Rune layering is the process of turning multiple Runes on the same object into one stronger Rune. For each Rune that is connected in this manner, add up the total amount of Component Slots; the combined Runes adopt the Charge and costs of the resulting Tier. Effect and Modifier levels are added up as well, and can also be treated as if the Runes were the resulting Tier. In order to complete the Layering process, the Inscriber still needs to have access to the necessary spell slot requirements in reference to the resulting combination's Tier. This practice is usually reserved for putting multiple smaller size Runes on an object, that would otherwise not be able to fit larger ones, but still getting the outcome of a larger Rune.
As usual, this is not without its drawbacks, as each Rune connected needs to have the Merge Modifier.