Runewright — a hidden tradition —
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…
Level Progression
Reference during buildThe 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
Level 6 Runewright
- 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.