Inscription
Types of item:
- Spell triggers: one-use spells, pre-cast and ready to go
- Tomes: spell knowledge in the form of equipment
- Runes: see Runeforging
- Glyphs: similar to spell triggers, but inscribed on walls, floors, etc
Spell Triggers
Spell Triggers are tattoos which contain a one-use power, complete with all associated Mana cost. To create them, you must be able to cast the power, and you must spend the Mana (which you can then regenerate as normal afterward). This creates a tattoo, inscribed on a creature, which lasts until used.
Invoking a tattoo is the same kind of action as casting the spell, and works for all intents and purposes like the creature casting the spell himself, except:
- The creature need not have knowledge of the spell, nor spend any Mana
- The action is not a spellcasting action, and cannot be counterspelled with Spellcraft
- The creature may augment the spell by spending his own Mana at the time of invocation
At maximum, a given creature may store an amount of tattoos whose total mana cost does not exceed his own maximum Mana.
Each time you create a spell trigger, you must expend materials. The cost is based on the total mana cost:
Mana | Market Value |
---|---|
1 |
100 |
2 |
400 |
3 |
2,000 |
4 |
8,000 |
5 |
32k |
6 |
125k |
7 |
500k |
8 |
2M |
9 |
8M |
10 |
32M |
Runes
Runes are permanent augmentations placed upon an item which can be invoked to produce magical effects.
Runes occupy the Enchantment slot, overlapping with other Runes, Enchantments, etc. (Not base item powers, but augments from Enchanting, etc).
Runes have several versions called "ranks". Higher-rank Runes are more powerful, but more costly to create, and require more skill at Inscription. All Runes have the powers of the lower-ranked Rune of the same type.
Armor Runes
Rune of Earth
Rank | Mkt Value | Description |
---|---|---|
1 |
1k |
On turn start, gain 1 charge of Stoneguard--each charge grants temporary hit points equal to 10% of your maximum. Max 3 charges. On incoming attack, may spend 1 Mana to apply Resist 50% (physical). |
2 |
10k |
On incoming attack, may spend 2 Mana to apply Ablative 20%. Stoneguard max charges raised to 5. |
3 |
100k |
On incoming attack, may spend 3 Mana to become stone, gaining Resist 90% (all), but becoming immobile and unable to act. In stone form, you gain Fast Healing 20%. Stoneguard max charges raised to 10. |
Rune of Fire
Rank | Mkt Value | Description |
---|---|---|
1 |
1k |
Gain Resist 50% (fire). On incoming attack, may spend 1 Mana to cause equal damage to enemy as fire damage. May also spend 1 Mana as a free action to cause nominal fire damage in a burst 1 (based on inscriptioner's skill). |
2 |
2k |
Gain Resist 75% (fire). All attacks cause equal retributive damage to the striking weapon. On incoming attack, may spend 2 Mana to cause equal damage in a fiery bolt with long range at original attacker. May also spend 1 Mana per round to add nominal fire damage to all attacks and spells. |
Rune of Frost
Rank | Mkt Value | Description |
---|---|---|
1 |
1k |
Gain Resist 50% (frost). On incoming attack, may spend 1 Mana to apply Resist 10 (all), stackable. Enemy who caused damage (if striking in melee) is slowed (Fort ends). |
2 |
10k |
Gain Resist 75% (frost). On incoming attack, may spend 2 Mana to seal self in an ice block, preventing all damage, but you can take no actions but to dismiss the effect as a free action. Ice block has 300% of your hit points. Ice block hit points recharge once per day, regardless of dismissing effect. Attacking enemies are now rooted (Fort ends), then slowed (Fort ends). Rank 1 effect now blocks 25 damage per mana. |
3 |
100k |
Gain Resist 90% (frost). On incoming attack, may spend 3 Mana to interpose a wall of frost 1 square wide with 500% of your hit points. Even if shattered, wall of frost completely mitigates one attack. Attacking enemies are now frozen (Fort ends), then rooted, then slowed. Rank 1 effect now blocks 50 damage per mana. |
Weapon Runes
Rune of Force
The Rune of Force produces raw telekinetic power.
Rank | Market Value | Description |
---|---|---|
1 |
1000 |
Augment; spend 1 Mana to add +100% base damage as force damage, plus push 5. (User may spend more Mana in one hit for more effect) |
2 |
10k |
Augment; spend 1 Mana to root subject with bindings of force for 1 rd. |
3 |
100k |
(System 6 power doesn't port well) |
Rune of Fire
Note: augment damage is not affected by Power Attack, etc.
Rank | Market Value | Description |
---|---|---|
1 |
1k |
Augment; spend 1 Mana to add +100% base damage as fire damage, plus half as ongoing for 3 rounds. |
2 |
10k |
Augment; spend 1 Mana to lengthen your sword prior to the attack, causing your attack to become a line equal to your reach + 1/charge, all of which is fire damage. |
3 |
100k |
Constant; each time you use any rune augment, you create a centered circle 2 for 3 rounds. On turn start, enemies suffer half the fire damage inflicted by the augment that caused the circle. Multiple brands stack. |
Rune of Frost
Note: augment damage is not affected by Power Attack, etc.
Rank | Market Value | Description |
---|---|---|
1 |
1k |
Augment; spend 1 Mana to add +100% base damage as frost damage, plus target is chilled (-50% movement) for 3 rounds (multiple stacks overlap, Fort removes 1 charge). Gain +2 bonus critical threat range per chill stack on target. On a critical hit, target is rooted (same stack as chilled). |
2 |
10k |
Augment; spend 2 Mana to cause the rank 1 effect in a close burst 2, affecting enemies only. |
3 |
100k |
Constant; chill's movement penalty now stacks. Targets suffer -1 haste per stack. |
Rune of Thunder
Rank | Market Value | Description |
---|---|---|
1 |
1k |
Augment; spend 1 Mana to add +100% base damage as lightning damage, plus same damage if subject moves or is moved from his current square within the next round. |
2 |
10k |
Augment; spend 2 Mana to add a free (non-move) charge at up to twice your base movement in a straight line, ignoring attacks of opportunity. Movement is flight. Charge inflicts an additional +50% damage (normal charge: 150% damage; this charge: 200%). |
3 |
100k |
Each time you use a rune augment, you cause a close burst 1/rank, inflicting 100% base damage (sonic) and push 1 per Mana spent. |
4 |
1M |
When you use Lightning Charge, you gain +25% base damage as bonus lightning damage per square moved. Increases maximum charge by an additional 200% of base move. |
Feats
Name | Prerequisites | BP Cost | Description |
---|---|---|---|
Hair Spell-Trigger | Inscription 2 |
2 |
swift, swift/move->free). Max once/rd. |
Minor Rune | Inscription 1+ |
1+ |
You may inscribe one rune on each weapon you wield and on any armor or shield you wear. These runes do not occupy an enchantment slot. Stack (cumulative BP) to increase the rank. Weapon Runes:
Armor Runes:
|
Variable Rune | Inscription 2+ |
2 |
When making runes for yourself, you may make a variable rune at twice the cost. A variable rune works as normal for a rune of its rank, but you may change its type as a free action (max once/rd). |