Runesmith

Runesmithing is an ancient Dwarven method of utilizing magick. While more traditional schools of magic call upon powerful bloodlines, pacts with powerful entities, or direct manipulation of the natural leylines of Orn, rune magick taps into the connection of all things to the maelstrom. Harnessing such a power is essentially nether magick of a sort: the power is pulled from one source to fuel another; mana crystals are the most direct source of power, as are elementals and primal elements, though all things native to the material realm have some connection to the maelstrom - including mortals themselves.

Utilizing rune magick in this way is always detrimental to the power source. Wood, paper, and textiles are typically the weakest mediums to use, while earth and stone make for suitable and abundant mediums. Metals make for long lasting rune plates, and gems are also particularly resilient. True sources of magick such as primal elements and mana crystals are often integrated into more permanent rune circles used to shore up stoneworks, protect settlements, or even form permanent spans.

Narrative Ability
Prerequisites

To become a Runesmith, you must:

  • Have Imbue Element either in build or on Equipment (not from supplies)
  • Have the Inspect Magic Narrative ability in your build (not from treasure)
  • Have the Dispel Narrative ability in your build (not from Treasure)
  • Have the Rune Downtime Crafting ability in your Trade
  • Not have a Spell Trigger on any ability
  • Apprentice under another Runesmith
Ethos

As runesmithing is a Dwarven craft, runesmiths regardless of race may be called upon by the runelord of Forgehome. While rare, failure to answer such a call, or failure to assist smallfolk settlements whenever possible, would result in the now ex-runesmith being ostracized.

In addition, due to their inherent reliance on the elements and the nether, any runesmith that loses their connection to the maelstrom or the nether will no longer be capable of utilizing rune magick.