Runic Masonry Rules
RequirementRequires the user to have a Runic Masonry Synthesis Crafting License.The user is required to have a Magic Art Skill Library in order to create Runestones Crafting Locations All Runic Masonry crafts will take place in one of 3 places- The Red Atelier: The main crafting location for Runic Masonry
- A Medium Sized House: If you have a Medium-Sized House with an Enchanter's Table room, you are capable of crafting Runestones in your house
- Runic Masonry Shop: If you have a Store (which requires a license) and you have Runic Masonry License, you are capable of crafting runestones in your store
Runic Masonry Carry Maximum To carry runestones (loosely, not attached to an item), you're required to own a bag, which can be purchased in the General Store. Runestones will take up 1 inventory slot within your bag. You may only carry a maximum of 3 bags and the runestones must be stored in the bags.
Runic Masonry Format Runestones
- Code:
[img][/img] [b][size=18]RunestoneName[/size][/b]
[b]Runestone Rank[/b]: [b]Runestone Type[/b]: [b]Runestone Charges[/b]: [b]Minimum Word Count[/b]:
[b]Effect[/b]:
Runestone Type There are 4 types of Runestones that you can create.
- Spoiler:
- Runestone Medium
A Runestone Medium can either be held in the hand (stored in a bag) or embedded into a weapon/armor/jewelry. Runestone Mediums can be used for any spell that has the Runestone Medium [ M ] Spell Component. If this is embedded into a weapon, this can be used for a Magic Weapon Art. The Rank of the Runestone Medium determines the Rank of Spells that the Medium can be used with. A Rank 4 Runestone Medium can use Rank 4 and below spells that use a [ M ] Spell Component -- this does not affect Rank 5 Spells. Each spell used will use up 1 Charge. If the Runestone Medium has 0 charges, the user cannot use the Runestone Medium. The user may hold multiple Runestone Mediums.
- Spell Runestone
Spell Runestones is a specific Runestone that has a specific spell imbued into the Runestone. The Spell may only be a Spell that the Runic Mason owns. This spell, and only this spell, will be applied to the Spell Runestone. The Rank of the Runestone will determine the Rank of the Spell that can be imbued into the Runestone. A Rank 4 Spell can be imbued into a Rank 4 or Rank 5 Spell Runestone -- cannot be imbued into a Rank 1, 2, or 3 Spell Runestone. Spells used through the Spell Runestone will start from the Runestone, itself. Spells used will not use any MP but will use 1 Charge from that specific Runestone. - If this is attached to a weapon, this may only be offensive in nature
- If this is attached to an armor, this may only be defensive in nature
- If this is attached to a piece of jewelry or is a loose Runestone (not attached to anything), this may be any spell
- Enchantment Runestone
These are enchantments, specific enchantments, that can only be attached to either Weapons or Armor. These will have special effects depending on what it's attached to. The user is required to activate the Enchantment at the cost of 1 Charge. Every round the Enchantment is active, it will cost the user's Runestone 1 Charge. The user may de-activate the Enchantment to stop the Charge -- but it will still cost 1 Charge the round they deactivate the Enchantment. The rank of the Enchantment Runestone will elongate the duration. The Enchantment will immediately extinguish the moment the charges reaches 0. The user may only have 1 Enchantment active, at a time, per item. The Runic Mason is only capable of making Enchantment Runestone of a similar theme to a Magic Art Skill Library that they own.- Weapon Enchantment: The user may enchant their weapon with an element. This will deal +1 damage to the weapon and change it's damage type to the magic that the weapon is being enchanted with. If the weapon is enchanted with fire, their weapon deals +1 damage (even with Weapon Skills) and turns the damage to Fire. The user may enchant the weapon with an Enchantment that isn't attached to an Element to give the weapon another effect. A weapon may have multiple Enchantment Runestones upon it, but it may only be affected by a single Enchantment at a time.
- Armor Enchantment: The user may enchant their armor with an element. This will grant the armor a reduction in damage to a specific magical element. This reduction in damage will reduce the damage by 1 rank. The user may enchant the armor with an Enchantment that isn't attached to an element to give the armor another effect. The Armor may have multiple Enchantment Runestones upon it, but it may only be affected by a single enchantment at a time.
- Stat-Boosting Runestone
Only Jewelry can have this Runestone type. As long as the user has the Jewelry equipped, they will gain the Stat-Boost. These are considered passive and will not have any charges. The user may only have 1 piece of jewelry with a Stat-Boosting Runestone equipped -- cannot wear multiple Stat-Boosting Runestones for obvious reasons. Stats cannot exceed +3 in a single stat. When the piece of jewelry is broken, the stat-boost goes away. If used on CON or WIS (HP and MP), if the jewelry is destroyed, the user will lose HP/MP equal to the amount granted by the stat boost.- Rank 1: +1 split between the stats.
- Rank 2: +2 split between the stats.
- Rank 3: +3 split between the stats
- Rank 4: +4 split between the stats
- Rank 5: +5 split between the stats
Runestone Charges Each Runestone type has a specific maximum amount of charges. The user may increase the word count of the craft by 100 words to increase the number of charges by +1. This may be done up to 5 times to increase the number of charges.
- Spoiler:
Runestone Medium- All Ranks: 10 Charges
Spell Runestone- Rank 1: 2 Charges
- Rank 2: 3 Charges
- Rank 3: 4 Charges
- Rank 4: 5 Charges
- Rank 5: 6 Charges
Enchantment Runestone- Rank 1: 4 Charges
- Rank 2: 6 Charges
- Rank 3: 8 Charges
- Rank 4: 10 Charges
- Rank 5: 15 Charges
Setting Runestones As an alternative, if someone doesn't want to pay an NPC to set a Runestone into an item, they are capable of asking a Runic Mason to set a Runestone into an item. The user is required to have the following items: - Item: The user is required to have the item they want to add a Runestone into. This item must have Runestone Slots drilled into it. The user may also remove a Runestone that is set into an item, freeing the Runestone Slot.
- Runestone(s): Once the slot is freed, the Rune Mason is capable of embedding a Runestone into the free Runestone Slot.
This does not require a specific word-count, but must be roleplayed out. The Rune Mason may charge whatever they want. REMEMBER: Once the new Runestone has been added to an item, the holder of the item is required to Attune to the Item in order to use the item's new Runestones.
Required Materials The user requires only 3 materials total in order to craft a Runestone. Runestone Materials can be obtained from Quests that may offer them as a reward or from purchasing them from Johanna's Runestone Shop. - Runesand: Each Runestone requires 2 parts Runesand. This is the main part that gives the Runestone their magical properties. Both parts Runesand is required to be the same rank as the Runestone being crafted.
- Magical Ichor: The Magical Ichor is required and is the material that holds the Runesand together. Only 1 Magical Ichor is required per Runestone.
- Magical Infusion: The user, after combining the Runesand and Magical Ichor together, the user is required to infuse magic into the combination to harden the Runestone and give it magical properties. The user is required to spend 5 MP to form the Runestone.
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