Dintin May 20th, 2014 (edited) 2,387 Never
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- SUBJECT TO CHANGE
- Enchanting is a method of altering reality supposedly based upon the language of the gods. Every individual runic character constitutes an entire word, and a single enchantment usually requires the use of several different runes to provide context to and enhance the effects of a central rune.
- Runes are organized within concentric circles. In the outer circle, runes which effect the way in which the central rune(s) act are placed. In the center circle, one or more runes dictating the effect the enchantment will have are inscribed. If runes are affecting one another within the same tier (but not if runes are affecting different tiers), the enchanter needs to show order of operations. This is done using number of sides. The 'circle' with the most sides is the first rune activated, and after that it simply goes down the line from most to least. A true circle is the last rune affected. Circles with the same number of sides are affected simultaneously.
- A rune surrounded by a circle within a tier is a rune that is excluded from a tier. So for instance, if one wished to create an area which Fire could not enter, they would inscribe the fire rune surrounded by a circle, which was linked in turn to a Contain rune.
- Overlapping runes represent a rune modifying another rune rather than affecting it. So, if one wished to create a 'small fire'. They would inscribe the Fire rune and then overlap it with the Small rune.
- Two lines drawn across a connection between two runes and joined to a third rune indicate that a rune will only be activated in the presence of something else. If the central rune was fire and the connecting runes were create and self, but create was gated and the gate in turn connected to a water rune, then that rune would light the caster on fire whenever water was poured onto it.
- Mechanically, enchantment will involve the following steps.
- -Conceptualization: Figuring out what you want the enchantment to do.
- -Design: Carefully mapping and planning out the exact composition of the rune.
- -Inscription: Carving the runes into whatever object one wishes to enchant.
- -Finalization: Meditating on the inscribed runic circle.
- These steps are left intentionally vague to avoid bogging down threads in long and drawn out mechanical discussion. Enchanting an object should be as simple as properly formulating an idea based on the runes you already know, rolling to inscribe the runes without screwing something up, and rolling to finalize the enchantment. As with meditation rolls, inscription and finalization rolls are pass/fail.
- It's worth noting that no step save for Finalization actually requires the enchanter have a working knowledge of magic, and most forays into enchanting would benefit from collaboration with a small group.
- There is no advancement within enchantment, rather the only limit on what you're able to do is your knowledge of the Runic language. As such, you can not meditate on enchanting except to either study runes on an enchanted item or finalize an inscription. The DCs for these task are as follows:
- Learning Runes:
- Basic Runes: DC 25
- Advanced Runes: DC 30
- Complex Runes: DC 35
- Finalizing an Enchantment:
- Simple Enchantment: DC 30
- Composite Enchantment: DC 35
- Nested Enchantment: DC 40
- Bonuses to Finalization from Insanity:
- 1-4: +1 per level
- 5-8: +2 per level
- 9-10: +4 per level
- Inscribing runes is also a detail oriented, laborious task with possibly disastrous consequences should one fail to perform it perfectly. As such, it also requires a roll; the DCs for which are as follows:
- Inscribing Runes:
- Simple Enchantment: DC 20
- Composite Enchantment: DC 25
- Nested Enchantment: DC 30
- Runic arrays can also be disassembled, though this is a dangerous prospect that runs the risk of tearing a hole in the fabric of reality. The DCs for unraveling an enchantment are the same as the DCs for finalizing them, as the process essentially entails the removal of whatever excess threads were added on to achieve the desired enchantment. Unlike other rolls related to enchanting, disassembly have degrees of success and failure.
- Basic runes deal with something tangible. Water, fire, stone, bird, tree, et cetera. Advanced runes deal with things more abstract as well as actions. So create, heat, destroy, shield, et cetera are all advanced runes. Complex runes are universal constants and complex concepts. Things like time, gravity, the soul, and consciousness are all advanced runes.
- A simple enchantment is that which requires only a central rune and any number of additional runes affect that central rune. A composite enchantment will have a central rune affected by surrounding runes, with those surrounding runes in turn being affected by other runes. It is at the composite level that one is able to develop yes/no logic gates. A nested enchantment requires several central runes affected by several additional runes all affected another, central rune. Thus it is an enchantment within an enchantment.
- An additional note, bonuses to enchanting rolls at every stage can be garnered through both magical and mundane means. One might equip an artifact which enhances vision to improve one's chances of inscribing runes correctly, or they may simply take up smithing to learn how to better work with metal. For finalizing enchantments, a Vatis' level of insanity provides a bonus to the roll. Another method is to isolate oneself completely, with each sense one is deprived of conveying a +2 bonus up to a maximum of +10.
- For those interested, the link bellow is a pretty good summation of the system I use:
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