Forgemaster

Forgemaster (3 CP) REQUIRES: ▪ Empowerment: Ghorn ▪ Knowledge: Otherworld (Novice) ▪ Medium Blunt Weapon ▪ Magic of the Master (Earth OR Fire) ▪ Buckler, Light Armor, OR Faith Armor ▪ Heroic Strike OR Heroic Block ▪ Heroic Endurance, Heroic Vitality, OR Heroic Recovery (any 1) Ghorn is the patron of crafting, whether that is the crafting of items, plans, or relationships is immaterial to him. It's the making that is the important part-- the deliberate and intentional creation of something useful from raw materials. Everything the God of the Mountain cares about can be summed up in that fact. Everything should be creation, making, crafting--everything. Forgemasters are the Chosen of Ghorn-- his knights on the field, bastions of his strength and power to protect those who cannot do so for themselves. They are consummate defenders and guardians, able to enchant items with powerful runes that enhance the abilities of those around them. Ghorn's followers raise up those around them and none embody this better than a Forgemaster on the field of battle. The stony-faced knights who follow Ghorn as their patron possess fortitude rivaling that of the dwarves. They speak carefully and slowly, although they laugh heartily in the company of friends and family. They recognize the importance of ritual and celebration, have little use for pointless frivolity or needless ceremony. When the time comes to act, they do so without hesitation, placing themselves between their people and danger, warhammers at the ready. Valuing tradition, knights of Ghorn prefer practicality and function over the flights of fancy so many others associate with knighthood. Ghorn is a planner. He's the strategist of the gods, and it's said that he laid the final battle plan in which the Titans were defeated and trapped within the earth. Aenryia may be the vanguard, but Ghorn is the Field Marshal of the gods when they rouse themselves to war, and he expects his followers to use him as an example in their lives. He does not expect military service-- far from it, in fact. He does, however, expect that his faithful plan ahead and strategist about their goals and how to achieve them like a field marshal. Define a goal, make a plan, and execute the plan-- those are the tenets of Ghorn. As the patron of crafting and making, it makes sense that a vast majority of Ghorn's faithful are those who work with their hands-- tradesmen, craftspeople, builders and engineers all call on the Godsmith in their daily lives and in their hour of need. Free Dwarves traditionally hail Ghorn as their patron and creator; many dwarven myths and legends tell of Ghorn's actions in favor of and in support for their race. It is a particular point of hatred between the Free Dwarves and the Iron Dwarves that the latter have replaced worship of Ghorn with that of a chaos-infused Demon Prince. Free Dwarves view this as the highest kind of blasphemy. Forgemasters, as their name implies, are often smiths of some kind working with hammer and anvil. However, just about any craft in which making things is priority has called the occasional Forgemaster-- scribes and tanners, bakers and masons and brewers all have answered the call of Ghorn as his Chosen. Even those of a martial bent such as soldiers, sheriffs and guardsmen have been called, for they craft peace and order with the tools of their trade as well. Structure, Rank, and Vestments As befits a god of order and planning, rank and structure within Ghorn's clergy is important. Status is determined by three factors: skill with tools and crafting, length of service to Ghorn, and demonstrated strategy/planning/administrative capability. Basically, the better a priest of Ghorn-- whether a Forgemaster or not-- is at being like Ghorn, the higher they will ascend. New-made priests refer to each other as "Children of Ghorn" and as such commonly use terms like brother, sister, and cousin to refer to one another. Acolytes are initiated as Stone Brothers/Sisters, and ascend through the ranks into Bronze, Iron, and Steel. The highest ranked priests of Ghorn are referred to as the Mithril Order, and guide the rest of the clergy according to Ghorn's will. Clergy vestments vary wildly by culture, but all clergy use trim and accessories to denote their rank. Each rank is associated with a color, used in embroidery, ribbon, and applique on hems, sleeves, and edging. It is considered highly bad form for a priest's rank to be unidentifiable by his brethren. Rank------Color Stone---Brown Bronze---Orange Iron---Black Steel---Grey Mithril---White/Silver A priest's rank is always displayed in the form of Ghorn's holy symbol --an anvil capped by a flame-- worn in one of three places: round the neck as a medallion or amulet, a symbol on a priest's shield or blazoned on her breastplate. In all cases, the symbol is made, painted, engraved or otherwise embellished with the material that matches the priest's rank. Dwarf priests often add the symbol of a mountain behind the traditional anvil-and-flame. The other garment common to all clergy of Ghorn is the apron. Though it might seem counter-intuitive, priests only have one apron at a time. This is used as a working, protective garment when crafting and can appear very different depending on the crafter's trade-- a scribe's apron will be cloth and absorbent while a wordsmith's would be heavy leather. In any case, the apron is worn over whatever other garments a priest might have on at the time-- even over armor when going into battle. This is a reminder to all his clergy that Ghorn's will is creation and crafting first, even for those who carry his standard on the battlefield. Forgemasters in full armor with a stained, worn apron and shining holy symbol are the topic of several well known epic poems. Orders of Merit Orders within the church exist for several purposes, each dedicated to an ideal of Ghorn's character. Some of the most famous are: Order of the Molten Anvil, devoted to the highest perfection of craftsmanship Order of the Silent Anvil, dedicated to discovering and reclaiming lost temples and shrines of all the gods (including the Three Sisters, interestingly) Dark Forge Circle, focused on blending arcane magic with priestly blessings FORGEMASTER CLASS Skills with the “Rune” keyword require the use of a special kind of Imbue card. These cards represent the Forgemaster casting a temporary magical rune on the item, and in order for these rune-spells to work, the caster must note the time of casting on the rune card and attach that card to the ITEM that is the target of a rune. ▪ Items eligible for Rune skills are: Weapon, Shield, Armor, Clothing, Jewelry and Wand. ▪ All Rune keyword skills may be cast up a number of times per watch equal to your Tier. ▪ All skills with the Rune keyword are considered spells; writing the time of casting and attaching the card to the item is considered the incantation, and that process can be interrupted just like an incantation. ▪ Each skill description will list the kind of items that it can be cast upon. If the rune card is not attached to this kind of item, it has no effect. ▪ A SINGLE ITEM MAY BE IMBUED WITH ONLY ONE RUNE CARD AT A TIME. This means that if you cast Enchanted Weapon on a sword, you cannot also cast Blazeforge Rune on it as well. You must remove one rune card in order to cast another on the same item. ▪ Pieces of an item (pommel, blade, etc) CANNOT have separate rune cards. Individual pieces of armor also cannot be individually Imbued. ▪ Each Rune skill includes the EXACT text that must be included on the card. If this text is not present OR IS ILLEGIBLE, the rune has no effect. WRITE CLEARLY SO EVERYONE CAN READ YOUR CARDS. Or, better yet, print your cards out in a simple, basic font. ▪ A Staff member may review a rune card attached to an item at any time. If the card does not have a valid time of casting or is illegible, the staff member will take the card. ▪ The rune card must be in a location where it will not touch another player while the item is being used—no rune cards on the striking surface of a weapon or on the face of a piece of plate armor, for example. ▪ If the rune card falls off the item, the effect is immediately lost. When a Forgemaster casts a rune on your stuff, he is doing you a favor by increasing your abilities. Take care of her stuff in return. ▪ A rune card without a time of casting CLEARLY listed on it has no effect. Using a grease pencil on a laminated rune card means that the Forgemaster can wipe the time of casting off when the rune expires and use the same rune card over and over again. ▪ It is HIGHLY recommended that the player of a Forgemaster make a few rune cards for each of the rune skills he can cast and get them laminated for protection and durability. ▪ Feel free to decorate and personalize your rune cards, so long as they remain legible for both Staff and the people you give them to. Decorating the back is an awesome way to personalize. ▪ Layer a piece of masking tape over the top right corner of your rune cards, then use a hole puncher to make a hole in the center of the tape reinforcement. Loop a rubber band through the hole, and you can attach the rune card to an item with little trouble. For other items, attaching the rubber band with a safety pin works, too. ▪ If a skill description has a variable like, “(T+2) Damage”, when you write the rune card, ONLY put the actual total amount on the card—don’t confuse your target. For example, if you’re 2nd Tier and the skill says, “(T+2) Damage by Magic,” on the rune card you would write,“4 Damage by Magic” for simplicity. Then, when you buy a new level of that skill, you make a new card with the correct value. ▪ “Piece of Clothing” is defined as an item wholly made of cloth that has no other in-game properties (including armor points and any other special ability), worn on the torso or over the legs. A player may not wear more than one piece of clothing that has a rune card attached to it. ▪ When any reference such as (T) or (T+2), etc is found, this references your character’s Tier. T= Tier. FREE SKILL When you unlock this header, you gain the Make Whole skill for free. The 0 CP version counts as the 1st Purchase. Make Whole (0,3,3,5 CP, 2 Stamina; Rune, Watch, Spell) You touch a target, causing their armor to repair itself instantly. Touch a target and call, “Refresh Armor by Faith.” ▪ 2nd Purchase: +1 uses per watch. ▪ 3rd Purchase: You can target by touch or call, “By your Name, , Refresh Armor by Faith.” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can call, “By My Voice to Runemarked: Repair [Weapon, Shield, or Armor] by Rune!” NOTE: Make CERTAIN your Runemarked understand the difference between Refresh and Repair. FORGEMASTER SKILLS Circle of Steel (3 CP, 1 Stamina, Battle) You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Faith.” Ghorn's Armament (4, 4, 4, 4 CP) Choose one of the following: You can use a Shield. You can use Medium Armor (Requires Light Armor.) You can use Heavy Armor (Requires Medium Armor.) You gain +1 Armor Points when spending Stamina on Faith Armor. You add +1 to your total Armor Pool (applies to Faith Armor as well as physical armor) Repairative Strike (3, 3, 3, 3 CP; 2 Stamina; Battle) Ghorn’s power flows from you, to your enemy’s flesh and back again. You make a melee attack for “2 Damage by Faith.” If the strike is effective (you hit with the attack, the target does not block or use a game skill to negate it), you can immediately call, “Refresh 2 Armor to Self by Faith!” Note: This skill can also apply to Faith Armor, but not Combat Reflexes or Flesh Armor. 2nd Purchase: (T+1) Damage 3rd Purchase: usable 2/battle 4th Purchase: Refresh (T) Armor to Self Fist of the Godsmith (3, 3, 3, 3 CP; 3 Stamina; Battle) Your god’s might explodes from your weapon, flinging enemies backwards. You make a melee attack WITH A BLUNT WEAPON for “Slam by Faith.” 2nd Purchase: “(T) Damage and Slam by Faith.” 3rd Purchase: usable 2/battle. 4th Purchase: costs 2 Stamina Sundered Earth (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell) Your magic causes the ground around a foe to crack and become dangerous. You make a melee attack WITH A BLUNT WEAPON for “Short Slow by Earth.” 2nd Purchase: usable 2/battle 3rd Purchase: “Slow by Earth.” 4th Purchase: “Short Root and Slow by Earth.” Purifying Flames (2, 2, 2, 2, 2 CP; 2 Stamina; Battle, Spell) In order to separate the slag from purest metal, great heat must be applied. So it is with mortal flesh and impurities of the body. Choose 1 Effect Category: Metabolic, Physical, or Mental. Once per battle you can touch a target and call, “Grant Defense: Purge by Fire.” ▪ 2nd Purchase: usable 2/battle ▪ 3rd Purchase: choose a second Category. You can use either interchangeably each time you use this skill. ▪ 4th Purchase: usable 3/battle ▪ 5th Purchase: you can use all 3 categories Runic Transference (4, 4, 4 CP) Requires 4 skills with the Rune keyword. Choose 1 skill with the Rune keyword. You can add one additional item type to the kind of item that will accept this rune. Items eligible for Rune skills are: Weapon, Shield, Armor, Clothing, Jewelry and Wand. If the rune skill you choose grants attacks, and you are casting the rune on a non-weapon item, you must have a SEPARATE rune card that changes the attack type granted to “packet.” Example: Ferris has purchased Blazeforge Rune, which can only be cast on a weapon. She then purchases this skill for Blazeforge Rune, and chooses “Jewelry” as the type of item she can cast it on. Now she must have 2 Rune cards prepared- one for when she casts it on a weapon, where the Rune card grants Melee attacks and a second rune card for when she casts it on Jewelry where it grants packet attacks. Runemarked (5 CP, Spell) Requires 2 skills with the Rune keyword. Target: Special. You gain the ability to link others to you by a secret and sacred rune, enabling you to harness and channel residual magic to them across the battlefield. When you purchase this skill, you permanently gain the Runemarked Trait, and your permanent Vitality goes up by +1. In addition, you can cast a temporary rune on a target, requiring you to physically inscribe a rune on their forehead or cheek. It must be at least 3 inches by 3 inches square, recommended to use waterproof eyeliner pencil or some other semi-permanent means. If the rune is wiped away, the target does not gain any effect from the rune. The Rune Card must be affixed to the target’s arm or the front of their torso in some way (we recommend safety pins). You may Imbue a number of targets based on the number of skills you have purchased with the Rune keyword. # Rune Skills---# Runemarks 2-----2 3-5----3 6-8----4 9+----5 Card Text: “Imbue by Rune: You gain the Runemarked trait until the end of the current watch. Your maximum Vitality is increased by +1 while this rune is active. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” Touch of Ghorn (3, 3, 3 CP) Requires Light Armor. When repairing armor at a forge, you repair 1.5 armor points per minute of Activity. ▪ 2nd Purchase: Requires Medium Armor. When repairing armor at a forge, you repair 2 armor points per minute of Activity. Without a forge, you can repair 1 point of armor per 2 minutes of activity spent role playing the repair. You can repair (T) items before you must rest for 5 minutes. ▪ 3rd Purchase: Requires Heavy Armor. When repairing armor at a forge, you repair 3 armor points per minute of Activity. Without a forge, you can repair 1 point of armor per minute of activity spent role playing the repair. You can repair (2xT) items before you must rest for 5 minutes. Journeyman Crafter Secrets (3 CP) Requires Journeyman level in one crafting class. This skill can be purchased once per recipe you know. Each time it must target a different recipe. Once that choice is made, it cannot be changed. You augment a recipe. Choose one of the following: ▪ This recipe has +1 charges ▪ This recipe costs 2 less Quintessence ▪ If this number has numerical values (Damage, Heal, Refresh, etc), that value is increased by +1. ▪ This recipe lasts for +1 event. Master Crafter Secrets (3 CP) Requires Master level in one crafting class. This skill can be purchased ONCE for every TWO times you have purchased Journeyman Crafter Secrets. Choose a recipe you have altered with Journeyman Crafter Secrets. Choose a second alteration from that list to augment the recipe. If you choose to reduce the Quintessence, it cannot go below half its original cost. Enchanted Weapon (3, 3, 3 CP; 2 Stamina; Rune) Target: 1 Weapon Your magic enhances the strength of a weapon, making it strike with magical force. You touch a weapon and call, “Imbue to Weapon by Enchanted Weapon,” and attach the rune card. Card Text: “Imbue to Weapon by Enchanted Weapon: Until the end of this Battle, EVERY attack you make with this weapon gains the “by Magic” Trait AND LOSES ITS ORIGINAL TRAIT. For example, an attack that would normally call “3 Damage” would be “3 Damage by Magic,” and an attack that is normally “Slow by Poison” would now be, “Slow by Magic.” You can deactivate or reactivate this ability with one minute of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Battle.” ▪ 2nd Purchase: replace all instances of “Battle” in this skill description with “Watch” ▪ 3rd Purchase: replace all instances of “Watch” in this skill description with “Day” Rune of the Battle Anvil (3, 3, 3, 5 CP; 2 Stamina; Rune, Battle) Requires 4 skills with the Rune keyword. Target: 1 Armor, Clothing, or Shield A properly-tempered anvil absorbs the force of a hammer blow and rebounds it back, carrying the hammer upwards to strike again. You enchant a target’s protective garment with similar magic. Card Text: “Imbue to by Battle Anvil. Once per battle, when hit by a CALLED melee attack of 4 damage or more, you can call “Reduce by Rune!” and take only 2 Damage. Any secondary effects of the attack (like “4 damage and Slam!”) are negated completely. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: “Twice per battle…” and “...of 3 damage or more…” ▪ 3rd Purchase: Card Text: “Imbue to by Battle Anvil. Once per battle, when hit by a CALLED melee attack of 4 damage or more, you can call “Reduce by Rune!” and take only 2 Damage. Any secondary effects of the attack (like “4 damage and Slam!”) are negated completely. Also, once before this Rune wears off, if you are hit by a Death effect, you can call, “Reduce by Rune” and instead take 10 Damage." ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina and call, “By My voice to Runemarked, Grant Double Shield Melee by Rune” Rune of Indomitable Steel (3, 3, 3, 5 CP; 2 Stamina; Rune) Requires 3 skills with the Rune Card keyword. Target: 1 Armor. Your rune-magic empowers a target’s armor, making it more durable. You touch a single piece of armor (torso, arm, leg, or helmet) and call, “Imbue to Armor by Rune of Indomitable Steel,” and attach the rune card. Card Text: “Imbue to Armor by Rune of Indomitable Steel: Your total Armor Points are increased by +1 until the end of the current Watch. These bonus points are Refreshed when your Armor Points are refreshed to maximum. You may only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch. ” ▪ 2nd Purchase: replace with “Your total Armor Points are increased by +(T) until the end of the current Watch.” ▪ 3rd Purchase: Card Text: “Imbue to Armor by Rune of Indomitable Steel: Your total Armor Points are increased by +(T) until the end of the current Watch. These bonus points are Refreshed when your Armor Points are refreshed to maximum. You may also call, “Shield by Rune” against the first Paralyze or Stun effect that hit you before this rune wears off. You may only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch. ” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina and call, “By My Voice to Runemarked, Refresh (T) Armor by Rune!” Blessing of the Forge (3, 3, 3, 3 CP; 3 Stamina; Rune) Target: 1 Clothing. You touch an ally’s clothing, imbuing it with protective magic. Touch an article of CLOTHING and cast this spell calling, “Imbue to Clothing by Rune of Blessing of the Forge.” Then attach the rune card. Card Text: “Imbue to Clothing by Blessing of the Forge: This article of clothing has an armor point value of 2 Armor Points until the end of the current Watch. The armor points can be refreshed with 5 minutes of rest. You can only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: (T+1) Armor Points ▪ 3rd Purchase: usable +1 per watch. ▪ 4th Purchase: (T+2) Armor Points Blazeforge Rune (3, 3, 3, 3, 5 CP; 2 Stamina; Rune) Requires Enchanted Weapon. Target: One Melee Weapon You harness the fiery blaze of the God-forge into a potent rune that enchants your ally’s weapon with the magic of flame. You touch one weapon, calling, “Imbue to Weapon by Blazeforge Rune,” and attach the rune card. Card Text: “Imbue to Weapon by Blazeforge Rune: This weapon can make 1 melee attack per battle for “2 Damage by Fire.” You can refresh this attack with 5 minutes of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “2 Damage” with “(T+1) Damage” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Card Text: “Imbue to Weapon by Blazeforge Rune: This weapon can make 1 melee/missile attack per battle for “(T+1) Damage by Fire.” You can refresh this attack with 5 minutes of rest. You call, “Shield by Rune” against the first attack with the Agony effect, or Fire/Heat trait per battle. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant Packet Attack, 3 Damage by Fire.” Earthbound Rune (3, 3, 3, 3, 5 CP; 2 Stamina; Rune) Requires Enchanted Weapon Target: One Melee Weapon All weapons come from the earth, sacred to Ghorn, and he has control over their properties and power. You channel that frigid into a rune of power and bind it to an ally’s blade. You touch one weapon, calling, “Imbue to Weapon by Earthbound Rune,” and attach the rune card. Card Text: “Imbue to Weapon by Earthbound Rune: This weapon can make 1 melee attack per battle for “2 Damage by Earth.” You can refresh this attack with 5 minutes of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “2 Damage” with “(T+1) Damage” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Card Text: “Imbue to Weapon by Earthbound Rune: This weapon can make 1 melee/missile attack per battle for “(T+1) Damage by Ice.” You can refresh this attack with 5 minutes of rest. You call, “Shield by Rune” against the first attack with a Slam effect, or Earth Trait per battle. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant Packet Attack, Slam by Earth.” Rune of Ghorn’s Shield (3, 3, 3, 5 CP; 2 Stamina; Rune) Requires 4 skills with the Rune keyword. Item: 1 Clothing, Jewelry or Shield You place a temporary blessing of protection on an ally. Touch the target item, calling, “Imbue to by Rune of Ghorn’s Shield” and attach the Rune Card. Card Text: “Imbue by Rune of Ghorn’s Shield: this item Grants the wearer 2 Protection Points.These points can be refreshed with 5 minutes of rest. Because this is a Grant Effect, any other Grant Protection effects end when this item is worn, and any Grant Protection effects the wearer gains after this item is worn negates this spell. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Grants (T+1) Protection Points ▪ 3rd Purchase: Card Text: “Imbue by Rune of Ghorn’s Shield: this item Grants the wearer (T+1) Protection Points.These points can be refreshed with 5 minutes of rest. In addition, you call, “Shield by Rune” against the first CALLED melee attack that hits you per battle. Because this is a Grant Effect, any other Grant Protection effects end when this item is worn, and any Grant Protection effects the wearer gains after this item is worn negates this spell. A player may NOT benefit from more than one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant (T+1) Protection by Rune!” Rune of Binding (3, 3, 3, 5 CP; 2 Stamina; Battle, Watch, Rune) Target: 1 Melee Weapon or 1 Shield You channel the slow, deliberate mentality of the craftsman into an enemy, slowing its movements for a time. You touch one weapon, calling, “Imbue to Weapon by Rune of Binding,” and attach the rune card. Card Text: “Imbue to Weapon by Rune of Binding: This weapon can make 1 melee attack per battle for “Short Slow by Rune.” You can refresh this attack with 5 minutes of rest. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “1 melee attack” with “2 melee attacks” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Replace “Short Slow” with “Slow” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Cure Physical by Rune” Rune of Diminishing (3, 3, 3, 5 CP; 2 Stamina; Battle, Watch, Rune) Target: 1 Melee weapon or 1 Shield. Rune magic flares out from your hand, endowing an item with the ability to sap the strength of a foe. You touch one weapon, calling, “Imbue to Weapon by Rune of Diminishing,” and attach the rune card. Card Text: “Imbue to Weapon by Rune of Diminishing: This weapon can make 1 melee attack per battle for “Short Weakness by Rune.” You can refresh this attack with 5 minutes of rest. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “1 melee attack” with “2 melee attacks” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Replace “Short Weakness” with “Weakness” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 2 Stamina to call, “By My Voice to Runemarked: Cure Metabolic by Rune”