House Rules - Runecraft Feats
Inscribe
Rune Object [Item Creation]
You can inscribe inanimate objects
with runes for use as limited-use magic items.
Prerequisite:
Runecraft skill, Int 13+, Spellcaster level 4th+, appropriate
Craft skill (Painting, Calligraphy, Woodworking, Stone Masonry, Blacksmithing,
Gem Cutting, etc.)
Benefit:
You can inscribe any spell known, granted, or memorized as a limited-use
rune. The caster must have prepared the
spell to be scribed and must provide any material components or foci the spell
requires. A Runecraft check of with a DC of 5 +
the spell’s level must be made in order successfully inscribe the rune. If casting the spell would reduce the
caster’s XP total, he pays the cost upon beginning the rune in addition to the
cost of inscribing the rune itself.
Likewise, material components are consumed when he begins writing, but
foci are not. A single Medium-size or
smaller object can hold 1 rune per 5 points of material hardness. Larger objects can hold one rune per 5
points of hardness per 25 square feet (an area 5 feet square) of surface area.
When you create a rune object,
you make any decisions that you would normally make when casting the
spell. You can set the caster level at
anywhere from the minimum caster level required to cast the spell in question
and no higher than your own level.
Activating the rune requires the creature to touch the rune with either
hand (the hand does not need to be empty).
Activating a rune is a standard action that does not draw an attack of
opportunity. If the activation check
fails, the rune does not function and its uses are not expended. The effect of the rune may be dispelled by
normal means (erase, dispel magic) or inhibited via an anti-magic
shell. A rune written or painted on
a surface fades away when expended, erased or dispelled. A rune carved into a surface remains behind
as a bit of non-magical writing after its magic has been expended.
Maximum Spell Level: None.
Number of Runes per Object: Medium-size or smaller
object - 1 rune per 5 points of material hardness. Larger objects - one rune per 5 points of hardness per 25 square
feet (an area 5 feet square) of surface area.
Number of Uses per Object: Caster Level ÷ (2 x spell
level), all fractions rounded down.
Runecraft Check to Inscribe DC: 5 + the spell’s level
Activation DC: Wisdom Check (DC 5 + Level
of Spell Effect).
Duration: per Caster Level.
GP Cost to Create: Spell Level x Caster Level
x 50 GP (0-Level spells count as 1/2 level).
XP Cost to Create: 1/25 of GP Cost + any
costly materials or XP Component Costs.
Time to Create: 1 Day per 1000 GP Cost (all
fractions rounded up), 1 Day Minimum
Example: Tallis is a 5th Level
Wizard with a 15 Wisdom. He can
inscribe any spell as a rune that he knows.
Tallis has ranks in Craft (Woodworking) so he decides to inscribe magic
missile into his club for use in his next adventure. Wood has a hardness of 5, so he can only
inscribe 1 rune on his club, but he may use the magic missile rune 2 times
(Caster Level 5 ÷ (2 x 1st level spell) before the rune is completely expended and becomes
non-magical. When using the magic
missile rune, the activation DC is 6 (+2 to the check for a 15
Wisdom). Each activation unleashes 3
missiles (5th level), dealing 1d4+1 points of damage each.
The GP cost to create the magic
missile rune is Spell Level x Caster Level x 100 GP, or 1 x 5 (Tallis’s level) x 100 GP – 500 GP -- with an XP cost of 20 XP (500
GP x .04). It takes him 1 day to
inscribe his club with this rune.
Inscribe
MAGIC TATTOO [Item Creation]
You can permanently inscribe
living beings with runes for use as limited-use magic items.
Prerequisite:
Runecraft skill, Int 15+, Spellcaster level 6th+, appropriate
Craft skill (Painting or Calligraphy)
Benefit:
You can permanently inscribe certain known, granted, or memorized spells
as a limited-use rune on a living person or creature. The caster must have prepared the spell to be scribed and must
provide any material components or foci the spell requires. A Runecraft check of with a DC of 5 + the spell’s
level must be made in order successfully inscribe the rune. If casting the spell would reduce the
caster’s XP total, he pays the cost upon beginning the rune in addition to the
cost of inscribing the rune itself.
Likewise, material components are consumed when he begins writing, but
foci are not.
When you create a magic tattoo,
you make any decisions that you would normally make when casting the
spell. The bearer of the tattoo is
the only one who can activate it and is always the target of the spell. Activating the tattoo requires the creature
to touch the tattoo with either hand (the hand does not need to be empty). Activating a tattoo is a standard action
that does not draw an attack of opportunity.
If the activation check fails, the tattoo does not function and its
daily uses are not expended.
Normally a magic tattoo uses a
magic item space on the creature’s body.
For example, a creature with a tattoo on one of its hands could not gain
the benefits from a magic glove on that hand.
Likewise, a creature with a magic tattoo on its back does not receive
the benefits of a magic cloak, cape or mantle.
In effect, the magic tattoo is always the first item “worn” on that part
of the body, negating the effects of all other items. A magic tattoo can be created that does not use a magic item
space, but the base price of such a tattoo is double the normal value.
The effect of the magic tattoo
spell may be temporarily dispelled by normal means (dispel magic) or
inhibited via an anti-magic shell.
Removing tattoos once in place requires high magic, as the process is
similar to disenchanting any other magical item. Spells such as Mordenkainen’s Disjunction spell (or a wish
or miracle) may remove the magic from a tattoo (but not the tattoo
itself) and thereby eliminate the disenchanted tattoo from the limits on the
number of magical tattoos a character can possess. Non-magical tattoos can be removed from a subject’s skin with a regenerate
spell cast upon the inked area and restore the original skin tone.
Maximum Spell Level: 6th.
Maximum Number of Tattoos per
Creature:
Constitution Modifier of Creature (including Magic Item Tattoos). Total number of spell levels on a creature
may not exceed the creature’s CON Modifier x 2.
Number of Tattoo Uses per Day: Constitution Modifier of
Creature.
Runecraft Check to Inscribe DC: 5 + the spell’s level
Activation DC: Wisdom Check (DC 5 + Level
of Spell Effect).
Duration: per Caster/Scribe Level of Tattoo
or dismissal by creature (DC = Activation DC).
What spells can be tattooed? The RANGE of the spell must be PERSONAL or the RANGE AND
TARGET/AREA OF EFFECT must both contain the words “TOUCH” or “YOU” in the
description. Spell effects only apply
to the Tattooed Creature – spell effects are not transferable to other
creatures.
GP Cost to Create: Spell Level x Caster Level
x 100 GP (0-Level spells count as 1/2 level).
XP Cost to Create: The caster AND the tattooed
creature must both pay 1/25 of GP Cost + XP Component Costs when the tattoo is
inscribed. Tattoo effects that have an
XP cost per use affect the tattooed creature each time the tattoo is used.
Time to Create: 1 Day per 1000 GP Cost (all
fractions rounded up), 1 Day Minimum
Example: Tallis is a 5th Level
Wizard with a 15 Wisdom and a 14 Constitution.
He can wear 2 tattoos whose total spell levels do not exceed 4
(Constitution modifier of +2 x 2) and use each tattoo 2 times per day. Tallis may choose to have: two 1st
level spells; one 1st and one 2nd level spell; two 2nd
level spells; one 1st and one 3rd level spell; or one 4th
level spell magically tattooed on his body.
Tallis persuades Valdis, a friendly 6th Level Wizard to
inscribe 2 magical tattoos on his body, one 1st and one 3rd
level spell. He has Valdis inscribe shocking
grasp and fly since they both have “touch” included in the Range and
Target descriptors. When using the shocking
grasp tattoo, the activation DC is 6 and Tallis may wound a creature with it
for 1d8 + 6 points of damage. When
using the fly tattoo, the activation DC is 9 and Tallis may fly for a
maximum of 60 minutes (10 minutes per Valdis’s caster level), or until he
wishes to dismiss the effect which will require another Wisdom check, DC 9.
The GP cost to create the
shocking grasp tattoo is Spell Level x Caster Level x 100 GP, or 1 x 6
(Valdis’s level) x 100 GP – 600 GP -- with an XP cost of 24 XP to both Tallis
and Valdis. The GP cost to create the
fly tattoo is Spell Level x Caster Level x 100 GP, or 3 x 6 (Valdis’s
level) x 100 GP – 1800 GP -- with an XP cost of 72 XP to both Tallis and
Valdis. The final cost of inscribing
both tattoos is 2400GP (paid by Tallis, unless Valdis owes him a huge favor!)
and 96 XP to both Tallis and Valdis. The inscription process takes a total of 3 days (2400 GP ÷ 1000 GP
= 2.4 days, rounded up to 3 days).
Inscribe
Magic ITEM Tattoo [Item Creation]
You can permanently inscribe
living beings with a magic tattoo that is linked to a magic item.
Prerequisite:
Runecraft skill, Int 17+, Spellcaster level 8th+, appropriate
Craft skill (Painting or Calligraphy)
Benefit:
You can permanently inscribe a tattoo that represents a magic item on a
living person or creature. A Runecraft check of
with a DC of 5 + the spell’s level must be made in order successfully inscribe
the rune. The item must weigh no
more than the tattooed character can carry.
Once the tattoo is inscribed, the wearer can magically store the item in
the image and summon it as a free action.
The bearer of the tattoo is the only one who can summon the magic
item. The caster must have the magic item in his possession at the time of
inscription.
Activating the tattoo requires
the creature to touch the tattoo with either hand (the hand does not need to be
empty). The magic item will appear
wherever the caster wishes it to appear.
Magic weapons usually appear in a hand, magic armor on his or her body,
cloaks on his or her back, etc.
Activating the tattoo is a free action that does not draw an attack of
opportunity. There is no limit to the number of times the wearer can summon or
restore the magic item.
A magic item tattoo must be
inscribed on a part of the body near to where it is normally used. For example, magic weapons must be tattooed
on a hand or forearm, magic armor must be tattooed on the chest or back, magic
boots must be tattooed on the foot or shin, etc. A magic item tattoo uses a magic item space on the creature’s
body. For example, a creature with a
tattoo on one of its hands could not gain the benefits from a magic glove on
that hand. Likewise, a creature with a
magic tattoo on its back does not receive the benefits of a magic cloak, cape
or mantle. In effect, the magic tattoo
is always the first item “worn” on that part of the body, negating the effects
of all other items. A magic tattoo can
be created that does not use a magic item space, but the base price of such a
tattoo is double the normal value.
The effect of the magic tattoo
spell may be temporarily dispelled by normal means (dispel magic) or
inhibited via an anti-magic shell.
Removing tattoos once in place requires high magic, as the process is
similar to disenchanting any other magical item. Spells such as Mordenkainen’s Disjunction spell (or a wish
or miracle) may remove the magic from a tattoo (but not the tattoo
itself) and thereby eliminate the disenchanted tattoo from the limits on the
number of magical tattoos a character can possess. In such a case, the tattoo becomes disenchanted and the magic
item magically appears next to the wearer.
Non-magical tattoos can be removed from a subject’s skin with a regenerate
spell cast upon the inked area and restore the original skin tone.
Maximum Number of Tattoos per
Creature:
Constitution Modifier of Creature (including other Magic Tattoos). Weapon and armor bonuses may not exceed the
creature’s Constitution Modifier.
Number of Tattoo Uses per Day: Unlimited.
Runecraft Check to Inscribe DC: 5 + the spell’s level
Duration: Until restored by creature.
What magic items can be tattooed? Any magic item that weighs
no more than the tattooed character can carry.
GP Cost to Create: 1/10 market value of magic
item in gold pieces (all fractions rounded up)
XP Cost to Create: The tattooed creature must
both pay 1/25 of GP in XP.
Time to Create: 1 Day per 2000 GP Cost (all
fractions rounded up), 1 Day Minimum
Example: Tallis is a 5th Level
Wizard with a 14 Constitution so he can wear 2 tattoos. He already wears a fly tattoo, so he can
wear one other tattoo without exceeding his limit. He chooses to store a +1 returning dagger that he acquired
while adventuring. Since the dagger’s bonus and the returning special ability
do not exceed his Constitution modifier (+2 for a 14 Constitution), he can
successfully wear this tattoo. Tallis persuades Valdis, a friendly 8th
Level Wizard to inscribe the magic item tattoo on his body.
The GP cost to create the magic dagger tattoo is 1/10 market value of magic item in gold pieces – 831 GP (1/10 of 8302 GP, rounded up) and 333 XP (1/25 of 8302). The inscription process takes a total of 5 days (8302 GP ÷ 2000 GP = 4.151 days, rounded up to 5 days).