Runesmithing

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Runesmithing primarily deals with the etching of runes into items, typically weapons and armor, to produce temporary, conditional buffs that are consumed upon use.


Runesmithing Progression

Every Rank in Runesmithing, the chain of runes you can create may increase. The potency of the runes you create also increases. The number of times the rune can activate before being reapplied also increases. Lastly, the number of turns you must wait before the effect occurs again decreases, to a limit of once per turn, unless otherwise stated by the Rune.


Rank Chain Potency Duration Cooldown
-1 1 100% 2 5
0 1 100% 5 2
1 1 100% 9 2
2 1 100% 13 2
3 1 100% 17 2
4 1 100% 21 2
5 1 150% 25 2
6 1 150% 29 2
7 2 150% 33 1
8 2 150% 37 1
9 2 150% 41 1
10 2 200% 45 1
11 2 200% 49 1
12 2 200% 53 1
13 2 200% 57 1
14 3 200% 61 0
15 3 250% 65 0
16 3 250% 69 0
17 3 250% 73 0
18 3 250% 77 0
19 3 250% 81 0
20 3 300% 85 0
21 3 300% 100 0


Types of Runes

There are 4 different groupings of runes: attack, defense, utility, skills, saves

Runes may have different effects depending on whether it is applied to a weapon or armor.


Etching a Rune

Etching a rune takes time to get correct. Etching a rune takes 1 hour for each rune. Removing a rune takes 1 Minute for each rune. Attempting to etch more than 8 runes in one day results in one level of Exhaustion.

Runes can be applied to weapons and armor. Runes in the middle of a chain can be removed or replaced without affecting the other runes in the chain.

When applying runes in a chain, you may only choose one rune from each group, but you may choose to apply the same rune from that group multiple times.

Roll a Runesmithing Check (1d20 + Dexterity modifier + Wisdom modifier + Runesmithing rank). If there are any helpers, add their Runesmithing rank.

This is checked against the DC of the rune to be etched:

DC 14, plus the desired Rune rank.


Results

If you roll below the DC, you still successfully create the rune, but at a rank lower than what you desired. For every 5 below the DC, the rune's effective rank drops by one.

If you roll no more than 4 above the DC, you create your rune at the desired rank.

If you roll 5 or more above the DC, you create your rune at an elevated rank. For every 5 above the DC, the resultant rune's effective rank increases by one, to a maximum of 2 ranks above desired.