Runecrafting

Relevant Ability: INT/WIS
Cost: 8BP
Universal: No
Prerequisite: Blacksmithing/Metalworking, Carpentry/Woodworking, Leatherworking or Stonecrafting 30 or more, Dwarf Only

A dwarven spellcasting character with this skill is able to imbue certain sigils and characters with magical effects mimic the effect of certain spells that persist until the power invested into the rune has been called into use, being expended in a one off spell similar to that of a mage casting a spell from a scroll.

An example of this is the Rune of Maintenance that is used extensively in the Great Dwarf Roads. This rune regenerates any damage done to a stone surface within a thirty foot radius, helping both to maintain the aesthetic quality of the roads as well as protecting them from any invaders that attempt to break into the Dwarf Roads to waylay travellers. The more often the rune is required to regenerate the rock walls of the Dwarf Road the faster its energy is depleted before finally becoming inert.

Despite the length of time it has been in use amongst the dwarves, the depths and secrets of Runecrafting are still largely unexplored. There are certain limitations to Runecrafting however, it has thus far proven impossible for runes to be imbued onto flesh or any living organism such as plants and trees (though leather and dead wood such as hafts, handles and the like have been known to be inscribed), and every material seems to only accept certain runes, rejecting all others.

Once a rune has been inscribed and prepared, a nearby cleric or mage must sacrifice spell points or spell slots as appropriate to empower the rune. The greater the power of the rune being imbued, the more spell points/higher the level of divine spell that must be sacrificed in the attempt.

Attempting to imbue a rune is a process that takes one hour of uninterrupted work per mastery level, materials costing 10 silver pieces per spell level of the effect (for example an Expert level rune would require four hours) and a difficult skill check made once the preparation time has passed.

Recharging a rune that has been exhausted is far less demanding work, requiring only one hour regardless of the level of the rune involved, the same expenditure in spell points/divine spell level and an average difficulty skill check.

It is also worth noting that the process of discovering a new rune is a most expensive process indeed, this often requires trial and error as even the slightest variation of a rune could have a massive difference between success and failure, as well as the the rune intended and the material it is being used upon. Success unlocking such a rune however is known to bring great honour to the Runecrafter, his name being recorded in the Runecrafter’s Libraries for all time.

Novice
Can prepare weak level runes with one off effects equivalent to a spell up to 3rd level, costing 30 spell points per spell level or sacrificing a divine spell of the same level at the time of imbuing.

Average
Can prepare low level runes with one off effects equivalent to a spell up to 6th level, costing 30 spell points per spell level or sacrificing a divine spell of the same level at the time of imbuing.

Advanced
Can prepare mid level runes with one off effects equivalent to a spell up to 9th level, costing 30 spell points per spell level or sacrificing a divine spell of the same level at the time of imbuing.

Expert
Can prepare high level runes with one off effects equivalent to a spell up to 12th level, costing 30 spell points per spell level or sacrificing a divine spell of the same level at the time of imbuing.

Master
Can prepare the most complex of runes with one off effects equivalent to a spell up to 15th level, costing 30 spell points per spell level or sacrificing a divine spell of the same level at the time of imbuing.

Runecrafting

Sharde bakaryu bakaryu