The practice of painting runes on technological devices originated in Lij and has since slowly spread to the rest of the Nine Cities as the various autarchs seek new ways to protect their holdings from potential aggression. In addition, the few remaining dwarfen holdfasts have experimented with this technique to better fight against the enemies that beset them at all sides. And, there are always those independents who have stumbled across the techniques and have made the study of this magic their life’s work.
Runewrights discovered that they could enhance the objects created by their Technomancy spells by painting eldritch runes on their surfaces. Although such innovation is hardly new, runewrights have found ways to coax more power out of the runes they create. As a result, the flames they cast burn brighter, the bombs they build explode with greater force, and the blades they fling land with startling accuracy.
Level 3 Runewright
Attributes. Increase two by 1
Characteristics. Health +3, Power +1
Languages and Profession. You can speak another language or add a profession to your list of professions.
Magic You discover the Rune or Technomancy tradition or learn one Rune or Technomancy spell.
Upgrade Weapon You can use an action and expend the casting of a Technomancy spell to touch one weapon you can reach. You make a mechanical upgrade to the weapon so that, for 1 minute, attacks made with it deal 1d6 extra damage.
Warding Rune You can use an action and expend the casting of a Rune spell to touch one suit of armor you can reach. You paint a glimmering rune on the armor so that, once per round for 1 minute, the first creature to attack the wearer of the armor makes the attack roll with 1 bane.
Level 6 Runewright
Characteristics. Health +3
Magic You learn one spell.
Runescribed Technomancy Whenever you cast a Technomancy spell that creates a device, such as sparking shield or flamethrower, you can expend the casting of a rank 1 or higher Rune spell to upgrade the device. Choose one of the following effects.
- You grant the device an additional use per rank of the spell whose casting you expended.
- If the spell creates multiple devices—such as grenades and flying blades—you create one additional device per rank of the spell whose casting you expended.
- If the device deals damage and has but a single use, it deals 1d6 extra damage per rank of the spell whose casting you expended. If the device has multiple uses, the device deals 1d6 extra damage for a rank 1 or 2 spell, 2d6 extra damage for a rank 3 or 4 spell, or 3d6 extra damage for a rank 5 or higher spell.
- If the device has a duration of 1 minute, you can increase the duration to 10 minutes for a rank 1 spell, 1 hour for a rank 2 or 3 spell, or 8 hours for a rank 4 or higher spell.
Level 9 Master Runewright
Characteristics. Health +3, Power +1
Magic You learn one spell.
Rune-Scribed Powered Suit If your Power score is 4 or higher, you learn the powered suit Technomancy spell. If you know the spell already, you learn a different rank 4 Rune or Technomancy spell. The powered suit also counts as a weapon and armor for the purpose of targeting it with your Rune spells.