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Hammer & Rune

  Hammer & Rune is Kureta City’s most prominent blacksmith. The shop is run by a dwarven couple. What sets Hammer & Rune apart is their skills in Sygaldry, the ability to apply magical runes to weapons and armour. For this reason, there is often a long waiting period to get any work done.  

Sygaldry

Weapons and armour can be enchanted with runes. This practice is known as Sygaldry, and was first implemented by the dwarves.   There are many different runes, each applying a different effect to a weapon or piece of armour they are applied to.   A simple rune may apply a +1 magic bonus to a weapon or piece of armour, or apply elemental damage or resistance.   More advanced runes can apply unique abilities, such as spell-like effects or stat bonuses. These runes are harder to come by and as a result, cost much more to apply to an item.   With the help of Brunhilde, the dwarves have found a way of etching 2 runes onto weapons and armour. The item has to be of exceptional quality (e.g. made by them). They can apply a minor enchantment (+1/2/3) plus a more complicated rune. There is an additional 10% charge for applying 2 runes to 1 item.   (Note: Applying a spell to an item will require DM approval!)  

Basic Runes

 
Potency Name Type Effect Price
1 Sharpness Weapon (Slashing/Piercing) +1 Enchantment 300GP
2 Sharpness Weapon (Slashing/Piercing) +2 Enchantment 3,000GP
3 Sharpness Weapon (Slashing/Piercing) +3 Enchantment 30,000GP
1 Smashing Weapon (Bludgeoning) +1 Enchantment 300GP
2 Smashing Weapon (Bludgeoning) +2 Enchantment 3,000GP
3 Smashing Weapon (Bludgeoning) +3 Enchantment 30,000GP
1 Protection Armour +1 Enchantment 400GP
2 Protection Armour +2 Enchantment 4,000GP
3 Protection Armour +3 Enchantment 40,000GP
1 Elemental (Fire/Frost/Acid/Lightning) Weapon +1d4 Damage 400GP
2 Elemental (Fire/Frost/Acid/Lightning) Weapon +1d6 Damage 600GP
3 Elemental (Fire/Frost/Acid/Lightning) Weapon +1d8 Damage 800GP
4 Elemental (Fire/Frost/Acid/Lightning) Weapon +1d10 Damage 1,000GP
5 Elemental (Fire/Frost/Acid/Lightning) Weapon +1d12 Damage 1,200GP
1 Elemental (Fire/Frost/Acid/Lightning) Armour Elemental Resistance 4,000GP (Attunement)
 

Advanced Runes

 
Potency Name Type Effect Price
1 Bull Weapon/Armour +1 Stength 2,000GP (Attunement)
2 Bull Weapon/Armour +2 Stength 4,500GP (Attunement)
1 Cat Weapon/Armour +1 Dexterity 2,000GP (Attunement)
2 Cat Weapon/Armour +2 Dexterity 4,500GP (Attunement)
1 Ox Weapon/Armour +1 Constitution 2,000GP (Attunement)
2 Ox Weapon/Armour +2 Constitution 4,500GP (Attunement)
1 Raven Weapon/Armour +1 Intelligence 2,000GP (Attunement)
2 Raven Weapon/Armour +2 Intelligence 4,500GP (Attunement)
1 Owl Weapon/Armour +1 Wisdom 2,000GP (Attunement)
2 Owl Weapon/Armour +2 Wisdom 4,500GP (Attunement)
1 Peacock Weapon/Armour +1 Charisma 2,000GP (Attunement)
2 Peacock Weapon/Armour +2 Charisma 4,500GP (Attunement)
1 Finesse Weapon/Armour Skill Check Advantage (1 Skill) 600GP
 

Spell Runes

 
Potency Spell Level Charges Save DC Attack Bonus Price
1 Cantrip 1 13 +5 100GP
2 Cantrip 2 14 +6 300GP
3 Cantrip 3 15 +7 700GP
1 1st 1 13 +5 250GP
2 1st 2 14 +6 750GP
3 1st 3 15 +7 1,750GP
1 2nd 1 13 +5 500GP (Attunement)
2 2nd 2 14 +6 1,500GP (Attunement)
3 2nd 3 15 +7 3,500GP (Attunement)
1 3rd 1 13 +5 1,000GP (Attunement)
2 3rd 2 14 +6 3,000GP (Attunement)
3 3rd 3 15 +7 7,000GP (Attunement)
1 4th 1 13 +5 4,000GP (Attunement)
2 4th 2 14 +6 12,000GP (Attunement)
1 5th 1 14 +6 9,000GP (Attunement)
1 6th 1 15 +7 20,000GP (Attunement)
 

Special Runes

 
Rune Name Weapon Effect Armour Effect Price
Angelic Protection +1d6 Radiant Damage Necrotic Resistance 600 / 4,000GP (Attunement)

Bow (Ranged weapon only) No disadvantage on long range attacks n/a 400GP

Crown Cast Compelled Duel 2/day n/a 600GP

Duplicate Can make additional attack against target within 5ft of original Cast Mirror Image 1/day 500GP / 450GP

Summoning Conjure Animals 1/day Conjure Animals 1/day 900GP
Viper +1d6 Poison damage Poison Resistance 600 / 4,000GP (Attunement)

Barrier n/a Resistance to bludgeoning, piercing and slashing damage from non-magical weapons 3,500GP (Attunement)

Butterfly Gain 'light' property (or remove 'heavy' property) Gain 40ft fly speed for 1 minute (1/day) 500 / 600GP

Devil +1d6 Necrotic damage + max HP reduced Resistance to Radiant + Fire damage 900 / 6,000GP (Attunement)

Elephant Summon an Elephant 1/day Cast Stoneskin 1/day 3,000GP (Attunement)

Harvest Recover HP = half damage dealt (Max 10HP) Roll 1 additional die when receiving healing 1,500 / 2,000GP

Mountain (Bludgeoning weapon only) Additional 3 bludgeoning damage Cast Enlarge on self 3/day 700 / 2,500GP (Attunement)

Music Cast Vicious Mockery at 11th level (3d4) 3/day Permanent Heroism spell 2,000 GP (Attunement)

Scrying Cast Scry 1/day Cast Scry 1/day 7,000GP

Sight Cast Darkness 1/day (caster can see still) Cast True Sight 1/day 600 / 15,000GP (Attunement)

Elemental Summoning Conjure Elemental 1/day Conjure Elemental 1/day 8,000GP (Attunement)

Sunsword Weapon becomes a Sunsword for 10 mins, 1/day n/a 2,000GP (Attunement)

Anti Magic Cast Dispel Magic 3/day Advantage on saves vs. magic 6,500GP (Attunement) / 8,000GP (Attunement)

Chaos On a critical hit, roll on wild magic chart Random resistance each day 500 / 3,700GP (Attunement)

Charm Cast Charm Person, Dominate Person (1/day each) Advantage on save vs. charm 8,500GP (Attunement) / 2,000GP (Attunement)

Fireball Cast Fireball 3/day Immune to Fireballs 6,000GP (Attunement) / 1,000GP (Attunement)

Mortona Cast Finger of Death 1/day Permanent Death Ward spell (reset at dawn) 30,000GP (Attunement) / 3,750GP (Attunement)

Piercing (Piercing weapons only) Additional 5 piercing damage Immune to piercing damage 900 / 6,000GP (Attunement)

Portal Cast Banishment 1/day Cast Dimension Door (Self only) 1/day 3,500GP (Attunement) / 3,000GP (Attunement)

Siren INT save or stunned until start of your next turn (3/day) Immune to charm 2,000GP (Attunement) / 4,000GP (Attunement)

Sky Cast Flame Strike 2/day Permanent 60ft fly speed 13,000GP (Attunement) / 9,000GP (Attunement)

Wind Cast Investiture of Wind 1/day Cast Wind Walk 1/day (self only) 15,000GP (Attunement) / 5,000GP (Attunement)

Wings Convert Weapon to Dancing Sword for 1 hour, 1/day n/a 20,000GP (Attunement)
Type
Craftsman, Blacksmith / Smithy
Parent Location
Owner

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