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# Rune Crafting Set
##### By u/kenfitz09
\pagebreakNum ## Rune Crafting Set These rules are intended to be used with the Journey to Ragnarok module found here: https://www.drivethrurpg.com/product/257334/Journey-To-Ragnarok--Adventure-and-Setting-for-5e This adventure introduces the idea of a rune mage with a rune crafting set, but doesn't explain what it is and how it might work. Here I try and put forward one idea of how it might function. Know that this is tailored more towards that specific adventure and may need adjusting when used elsewhere. Also I have not tried it yet and have zero clue if it is balanced or not so watch out for that. ### Basic description The rune crafting set allows one to read, write, and otherwise use runes. It includes a few brushes and a jar of paint, a small hammer, and various sized chisels, and an etching tool. Proficiency with the rune crafting set allows one to add their proficiency bonus when making a check to read or write runes. Also proficiency with this set allows one to infuse an object with magic through the runes placed on it. ### More in depth look Runes are the basic building blocks of reality. Odin, the Allfather, sacrificed himself so that he could learn these runes. In doing so he gained the ability to use magic and alter reality. Carving or painting runes and filling them with power allows one to alter the object they are on. **Components**. Rune crafting set includes a few brushes, a jar of blue paint, a hammer, a few chisels, and a tool for etching metal. **Arcana**. Knowledge of the runes and the power held within them helps one to identify the intended effects of magical runes. **Investigation**. When inspecting an area, proficiency with this set grants a bonus towards finding runes and reading runes. **Enchanting**. Using this set in combination with magical skill allows one to create magical objects. Technically anyone can create a magical object if they have the time, components, money, and spells to create it. (XGE p.128). This instead of helping to make a specific type of item, like a herbalism kit making antitoxin, this kit reduces the cost of making a magic item. This set cannot be used for making certain magical items such as potions or scrolls. ### Rules for Enchanting The use of the rune crafting kit makes creating magical items slightly easier, but there are still things that are needed to make it work. First of all is materials. Some object is needed to put the runes on, and the object needs to be strong enough to contain the magic. For example trying to inscribe any random stick off the ground with an uncommon or higher level enchantment would cause the stick to violently explode. The vessel for enchanting must match the level of enchantment being placed upon it. It is possible, however, to place a relatively weak enchantment on a high level object. For example, one could place a common enchantment on an adamantine sword. While possible to enchant already magical items, or to enchant items more than once, to do so posses extreme risks. It is impossible to know how the different magics will interact. It is possible it could cause both magics to fail, leaving the object inert. Or perhaps the combined magics could react violently and explode. If done precisely, and with a bit of luck it could work as intended. (All this to say, if a player tries to double enchant, or enchant an already magical item then the DM decides what happens, whether it fails automatically or is a roll with a very high DC.) #### Enchanting Time and Cost | Item Rarity | Time | Cost |:---:|:----:|:----:| | Common | 1 day | 25 gp | Uncommon | 1 week | 100 gp | Rare | 5 weeks | 1,000 gp | Very Rare | 12 weeks | 10,000 gp | Legendary | 25 weeks | 50,000 gp In this chart the cost represents the cost of the materials needed to hold the enchantment as well as any additional materials needed in the process. #### Magical Cost Not mentioned in the chart is the magical cost. Magic is needed in order to create a magical item with runes, otherwise every time a rune is written it would become magical. In order to imbue a rune with magic, during the crafting process a spell slot must be expended (usually by the person crafting, however if that person does not have a spell slot then someone else may give a spell slot to power the rune). The spell slot only returns after the item is complete and the person has taken a long rest. The spell slot must match the level of the enchantment so: | Enchantment Level | Spell slot required | |:---:|:----:| | Common | Level 1 | | Uncommon | Level 2 | | Rare | Level 4 | | Very Rare | Level 6 | | Legendary | Level 8 |