Rune Crafting
Rune Crafting
Rune Crafting currently refers to the smithing system used to transfer magical item properties by converting them into runes and applying them to other items.
How It Works
- Extract one supported property from a donor item into a rune.
- Apply that rune to a compatible target item.
General rules:
- Extraction always destroys the donor item.
- Applying a rune always destroys the rune.
- Full GP cost is charged only on success.
- Failed attempts charge a tax equal to 10% of the full cost, minimum 1gp.
- Extraction DC is based on application DC:
- Extract DC = ceil(Apply DC x 0.8)
- If you apply a property that already exists on the target item, the system does not merge or upgrade it automatically. It simply adds another property, which may be redundant.
Who Can Use It
- You need at least 5 base Smithing ranks to use the forge or mold station.
- Buffs and equipment do not count toward that requirement.
Supported Item Types
Smithing currently supports:
- Weapons, except ammo and throwables
- Shields
- Medium armors
- Heavy armors
Smithing does not currently support:
- Robes
- Light armors
- Ammo
- Throwables
Donor Restrictions
Items cannot be used as extraction donors if they are:
- plot-marked
- bound
- relic
- tailor-made or enhanced outfits from the tailoring enchant path
Items cannot be used as molding donors if they are:
- plot-marked
- bound
- relic
Compatibility Rules
- Weapons and shields: the rune must match the exact base item.
- Armor: the rune must match the exact armor type.
- The target item must also support that property type.
General Limits
- Normal items can receive up to 3 successful smiths.
- Molded items can receive up to 7 successful smiths.
Skill Focus
Skill Focus: Smithing provides two benefits:
- lower GP costs
- better extraction value retention
Property caps still apply even with Skill Focus.
Smithing Property Tables
Skill Increase
Rules:
- Maximum rune value with Skill Focus: +3
- Without Skill Focus, extracted value is reduced to +1
| Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|
| +1 | 23 | 19 | 500 |
| +2 | 30 | 24 | 1000 |
| +3 | 40 | 32 | 2000 |
Saves Increase
Caps:
- Specific saves: +3
- General saves (Fortitude, Reflex, Will): +2
- Universal saves: +1
Amount limits:
- General saves: 2
- Universal saves: 1
| Variant | Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|---|
| Specific | +1 | 25 | 20 | 750 |
| Specific | +2 | 32 | 26 | 1500 |
| Specific | +3 | 45 | 36 | 2500 |
| General (Fort/Ref/Will) | +1 | 35 | 28 | 2000 |
| General (Fort/Ref/Will) | +2 | 50 | 40 | 4000 |
| Universal | +1 | 55 | 44 | 5500 |
Damage Immunity Increase
Physical types:
- Slashing
- Piercing
- Bludgeoning
Rules:
- Physical damage immunity is limited to 1 per item.
- Other damage immunity types have no amount limit.
- Without Skill Focus, extracted immunity is reduced to 5%
- With Skill Focus, extracted immunity is capped at 10%
| Variant | Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|---|
| Physical DI | 5% | 40 | 32 | 2500 |
| Physical DI | 10% | 50 | 40 | 4000 |
| Other DI | 5% | 35 | 28 | 2000 |
| Other DI | 10% | 45 | 36 | 3000 |
AC Increase
Rules:
- All AC rune values are capped at +4
- Without Skill Focus, extracted AC values are reduced to +1
- AC Increase (Normal) can only be successfully added once per item
| Variant | Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|---|
| Normal | +1 | 40 | 32 | 3000 |
| Normal | +2 | 45 | 36 | 4000 |
| Normal | +3 | 55 | 44 | 5000 |
| Normal | +4 | 65 | 52 | 6000 |
| Racial | +1 | 30 | 24 | 1500 |
| Racial | +2 | 35 | 28 | 2000 |
| Racial | +3 | 40 | 32 | 2500 |
| Racial | +4 | 45 | 36 | 3000 |
| Alignment | +1 | 35 | 28 | 2500 |
| Alignment | +2 | 42 | 34 | 3200 |
| Alignment | +3 | 50 | 40 | 4000 |
| Alignment | +4 | 58 | 47 | 4700 |
Damage Increase and Massive Criticals
Caps even with Skill Focus:
- Flat values: +3
- Random values: 1d8
Amount limits:
- Damage Increase (Normal): 1 on normal items, 2 on molded items
- Massive Criticals: 1
Damage Increase (Normal)
| Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|
| +1 | 35 | 28 | 2000 |
| +2 | 45 | 36 | 3500 |
| +3 | 60 | 48 | 5500 |
| 1d4 | 50 | 40 | 4500 |
| 1d6 | 70 | 56 | 6500 |
| 1d8 | 80 | 64 | 10000 |
Damage Increase (Racial)
| Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|
| +1 | 20 | 16 | 1000 |
| +2 | 30 | 24 | 1500 |
| +3 | 40 | 32 | 2500 |
| 1d4 | 35 | 28 | 2000 |
| 1d6 | 45 | 36 | 3000 |
| 1d8 | 60 | 48 | 5000 |
Damage Increase (Alignment)
| Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|
| +1 | 30 | 24 | 1500 |
| +2 | 38 | 31 | 2200 |
| +3 | 50 | 40 | 3500 |
| 1d4 | 45 | 36 | 3000 |
| 1d6 | 55 | 44 | 4000 |
| 1d8 | 70 | 56 | 6000 |
Massive Criticals
| Value | Apply DC | Extract DC | Apply GP |
|---|---|---|---|
| +1 | 30 | 24 | 1500 |
| +2 | 35 | 28 | 2000 |
| +3 | 45 | 36 | 3000 |
| 1d4 | 40 | 32 | 2500 |
| 1d6 | 50 | 40 | 3500 |
| 1d8 | 60 | 48 | 5000 |
Molding
Molding creates a new blank smithing base from an existing item.
Rules:
- The donor item is destroyed.
- No roll is made.
- Base molding cost is 500gp before discounts.
- The molded item keeps the original item's appearance and base identity.
- Only the owning smith can smith or edit it, though DMs can bypass this.
- Applying runes to a molded item gets an additional 0.9x GP discount.
Final Note
Rune Crafting will continue to be adjusted over time, especially GP costs, DC values, and supported item categories.
If the system works well, it is expected to expand to more item types in the future.