Blue Mountain
Rune of Personality
College:Rune Magics
Spell Type:Special Knowledge Ritual
Special Classification:None
Spell Rank Limit:22
Name:Rune of Personality
Multiple:530
Range:Touch
Duration:1 day per rank
Base Chance:40
Components:Verbal, Somatic, Material
Saving Throw:None
This rune can be inscribed on an unintelligent magic weapon. The weapon gains intelligence:

StatValuePrereq
INT5 + (rank / 2)
EGO (WP)3 + (rank / 3) + weapon abilities
KNOW9 + (rank / 2)INT 11
# of Lores(Rank - 10) / 2)INT 11
Lore Rank2d6
# of Languages(Rank - 10) / 3INT 11
Language Rank2d4+1
# of Skills(Rank - 12) / 2INT 12
Skill Rank3d6
TelepathyHas telepathyRank 22
Round all fractions up
Weapon AbilityAdd to WP
Each +1 Dmg+1
Each primary ability+1
Each extraordinary ability+2
Each special purpose+5
Telepathy+2
It will be up to the GM to determine whether each ability of a weapon is primary, extraordinary or special purpose.

Example, a Rune Mage cast this spell on a +3 sword that can fire a lightning bolt once per day. The mage is rank 15 with this ritual. The resulting weapon would have the following stats:
  • INT 13
  • EGO 12
      • Computed as 3 + (rank 15 / 3) + 3 for sword bonus + 1 for lightning bolt
  • KNOW 17
  • 3 Lores of ranks 2d6 each
  • 2 Languages of ranks 2d4+1 each
  • 2 Skills of ranks 3d6 each

See intelligent weapon rules for how to handle sword versus character disputes based on the swords INT + EGO and the character's ((WP + CHA) + (INT / 2)) - (Dmg / 5).

It will be up to the GM to determine what lores, languages and skills a given weapon has, as well as its alignment and level of belligerence/cooperation. In general, it should have a compatible alignment with the owner of the weapon and will probably get along most of the time. Any weapon that ends up with an EGO of 19 or higher will automatically consider itself superior to its wielder.

The effect lasts for the duration of the spell (1 day per rank; 30 days at rank 21; 60 days at rank 22). If this rune is cast again on the same weapon, the same personality will inhabit it with the same lores, languages and skills, plus any additional if cast at a higher rank.
Effect Category:Mental
Effect:Major mental effect
Base Cost:400
Modifiers:
Area of Effect:1 target0
Cast Chance:400.8
Casting Time:Short ritual-1
Components:See Components Above-1
Duration:1 day per rank2.5
Immunity:No Immunity0
List:List Appropriate0
Range:Touch-0.25
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
1720
Recommended Cost
(cost after disadvantages):
529