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Runic Items

The document outlines house rules for enchanting items in the Dragon Age Tabletop RPG, detailing item levels, costs, and the types of items that can be enchanted with runes. It specifies the maximum items a character can wear, the non-stacking rule for runes, and provides a list of aggressive, defensive, general, and mage's runes along with their effects and attachment options. Additionally, it includes information on rune costs and common materials for crafting items of varying levels.

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0% found this document useful (0 votes)
51 views2 pages

Runic Items

The document outlines house rules for enchanting items in the Dragon Age Tabletop RPG, detailing item levels, costs, and the types of items that can be enchanted with runes. It specifies the maximum items a character can wear, the non-stacking rule for runes, and provides a list of aggressive, defensive, general, and mage's runes along with their effects and attachment options. Additionally, it includes information on rune costs and common materials for crafting items of varying levels.

Uploaded by

alex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Runic Items

House Rules For The Dragon Age Tabletop RPG What Can Be Enchanted?
With this fairly easy set of house rules, items have levels ranging from 1 to Items that can have rune slots are:
5. The level of an item changes it's cost, and gives it 'slots' in which runes • Any Weapon or Shield.
can be placed. The runes can be of varying strength, as well, although this • Mage's Staves (Treat as a quarterstaff, but cost is 10 sp; runes on a staff
page only concerns itself with Novice and Journeyman runes. Also listed enhance Arcane Lance, and may enhance some spells.)
are common materials for items of that level to be made out of). • Sets of Armor (Each whole set has one set of rune slots).
• Mage's Robes and Fine Clothing (Treat as clothes, but 10 sp)
Here’s a table showing those values: • Any accessory (ring, necklace, etc). Treat the base cost for an accessory
as 20 silver pieces.

Rune Slots If Item Is…..

One-handed
Item Weapon, Robe, 2-Handed Shield or Maximum
Level Item Cost or Armor Weapon Accessory Rune Strength Common Materials Include...
1st Normal None None None Not Applicable Iron, Rough Hides, Horn
2nd Normal x5 1 2 1 Novice Grey Iron, Cured Hides, Ash
3rd Normal x25 2 3 1 Novice Steel, Leather, Yew
4th Normal x125 2 3 1 Journeyman Veridium, Hardened Leather, Whitewood.
5th Normal x 625 2 4 2 Journeyman Red Steel, Reinforced Leather, Ironbark

MAXIMUM ITEMS WORN RUNE BASICS


At any given time, a character can benefit from runes on: Runestones are either purchased or found, and have differing strengths
One set of armor, robes, or clothing. (Novice or Journeyman are shown here). A rune can also be purchased
• One accessory. from a rune-crafter as "fused"; that is, the rune is burnt directly into the
• One weapon or shield in either hand, or one two-handed weapon (bows slot, and cannot be removed (accessories with runes are almost always
and mage's staves are two-handed). fused). A fused rune is bought at half cost. Once found, a rune can only be
If a character wears multiple magical accessories, all their accessories go attached to an item
dormant. The same is true of clothing and armor, etc. • Novice Runes: Cost 20 silver pieces.
• Journeyman Runes: Cost 10 gold pieces.

THE NON-STACKING RULE


If you have multiple runes of the same type, only one of them affects
you. This is true even if they are of different strengths; if you put a Novice
Flame rune and a Journeyman Flame rune in your weapon, only one works
(always the stronger).
with rolled points.
AGGRESSIVE RUNES Effect Novice Journeyman Can Attach To...
Momentum Grants a bonus to attack rolls (including arcane lance) +1 +2 Weapon, Mage's Staff
Frost Grants a damage bonus to attack, arcane lance, and frost spells +1 +2 Weapon, Mage's Staff
Flame Grants a damage bonus to attack, arcane lance, and fire spells. + +2 Weapon, Mage's Staff
Lighting Grants a damage bonus to attack, arcane lance, and shock spells +1 +2 Weapon, Mage's Staff
Silverite Grants a damage bonus on any damage done to Darkspawn +2 +4 Weapon, Mage's Staff
Cold Iron Grants a damage bonus on any damage done to Undead +2 +4 Weapon, Mage's Staff

DEFENSIVE RUNES Effect Novice Journeyman Can Attach To...


Hale Grants a bonus to health regained, any time that occurs. +1 +2 Robes, Accessory, Armor
Endurance Stores listed hit points (empty when donned, fills with short rest). 2 4 Accessory, Armor
Diligence Grants a bonus to defense against melee weapon attacks +1 +2 Armor, Clothing, Shield
Tempest Grants a bonus to defense against ranged weapon attacks +1 +2 Armor, Clothing, Shield
(School) Dweomer Grants a bonus when resisting spell of (school). +1 +2 Armor, Robes, Clothing, Shield
Barrier Acts as armor that also counts against penetrating hits.* 1 2 Robes, Armor, Clothing
*Doesn't add to the value of that armor under normal circumstances. Use the higher value.

GENERAL RUNES Effect Novice Journeyman Can Attach To...


Rune of (Talent) Increases (talent) by one level, to the one shown at most Novice Journeyman Robes, Accessory, Armor
Fortune Stores listed number of stunt points* 2 3 Accessory, Weapon
*These stunt points can be used only on standard stunts; they can be combined with rolled points.

MAGE’S RUNES Effect Novice Journeyman Can Attach To...


(School) Power Grants a bonus to spellpower to your spells of (school) +1 +2 Mage's Staff
(School) Focus Grants a bonus to casting rolls for spells of (school). +1 +2 Mage's Staff
Infusive Grants a bonus to health regained, any time that occurs. +1 +2 Robes, Accessory
Reservoir Stores listed mana (empty when donned, fills with short rest) 2 4 Accessory, Robes, Mage's Staff
Archmagic Stores listed number of stunt points* 2 3 Accessory, Mage's Staff

*These stunt points can be used only only standard stunts; they can be combined with rolled points.

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