SC - Runesmith
SC - Runesmith
Overview
SC - Runesmith has two main jobs:
- it lets you build rune artwork inside Foundry with layered images and rune fonts
- it lets players use an Inscription Chamber where they trace a symbol and try to earn a reward item
In practice, a GM prepares the rune recipes, chooses which players know them, defines the reward tiers, and decides how hard the tracing should be. Players then drop a valid base item into the chamber, trace the rune, and click Forge.
If you only want the art tool, you can use the editor by itself. If you want gameplay, use the recipe and chamber features.
Installation
This module is premium.
Install access is handled through the Shattered Codex Download Hub.
See How to Download Premium Modules from the Download Hub for the full install flow.
Compatibility summary:
- Foundry VTT
v13andv14 - the rune editor works in any world
- advanced item generation from the editor depends on a compatible adapter
- the main supported advanced workflow is
dnd5ewith SC - Simple Sockets
First-Time Setup
After enabling the module, open Configure Settings > Module Settings > SC - Runesmith.

This is the main control panel for the editor, the Inscription Chamber, recipe management, unlock items, and global difficulty.
The most important buttons are:
- Open Editor: opens the rune art editor
- Open Inscription Chamber: opens the player tracing window
- Open Recipe Manager: creates and edits recipes
- Manage Recipe Items: defines which items unlock the character sheet shortcut
- Open Difficulty Settings: changes the global scoring behavior
The three folder settings matter immediately:
- Output Directory: where generated rune images are saved
- Rune Library Directory: where the editor looks for image assets you want to use as layers
- Font Library Directory: where custom uploaded fonts are stored
Further down in the same settings page:

These two settings affect the player experience:
- Show Live Chamber Accuracy: if enabled, players can see their current score update while drawing
- Show Open Inscription Chamber For Players: if enabled, non-GM users can open the chamber from module settings, and from the character sheet header when they meet the unlock conditions
Editor Workflow
The editor is the rune-building side of the module.

Typical editor workflow:
- Open Open Editor.
- Add one or more image layers.
- Add one or more glyph layers for the rune symbol itself.
- Adjust position, scale, rotation, color, opacity, masks, and blend modes.
- Refresh the preview if needed.
- Click Generate Img to save the final image.
- Click Generate Item only if your world supports the advanced item-generation adapter.
Important editor notes:
Scrollon the preview changes scaleCtrl + Scrollchanges rotation- Generate Img is the safe default if you only want art output
- Generate Item is for worlds that support the item-building integration
Recipe Setup
Recipes control the Inscription Chamber.

Each recipe defines:
- the recipe name
- the symbol text the player must trace
- the font used to render that symbol
- whether the ghost guide uses a countdown
- how long the ghost stays visible
- which players already know the recipe
- which base items are allowed
- which reward item is granted for each score range
How to create a recipe:
- Open Open Recipe Manager.
- Click Add Recipe.
- Set the Recipe Name.
- Choose a Font.
- Enter the Symbol Text.
- Decide whether to enable Use countdown.
- Set Ghost Timer (seconds) if the countdown is enabled.
- Mark which players know the recipe.
- Drop allowed base items into Allowed Base Items if the recipe should require specific items.
- Create one or more Tolerance Tiers and drop a reward item into each tier.
- Save.
Important recipe rules:
- if Allowed Base Items is empty, any actor item can be used as the base item
- tier ranges must not overlap
- shared borders also count as overlap, so
70-89and89-100is invalid - the reward item is granted only when the final score lands inside that tier
Example of valid tiers:
90-100= best reward70-89= normal reward50-69= flawed reward
If the score does not match any tier, the attempt fails.
Player Workflow
The player-facing window is the Inscription Chamber.

Player flow:
- Open the Inscription Chamber.
- Select a recipe from the left sidebar.
- Drop a valid item from an actor inventory into Base Item.
- Trace the symbol on the canvas.
- Click Forge.
What happens on Forge:
- the module calculates a score from
0to100 - the base item is consumed
- if the score matches a configured tier, the player receives that tier's reward item
- if no tier matches, the attempt fails
Useful controls inside the chamber:
- the slider changes brush size
- the color picker changes the ghost guide color
Ctrl + Mouse Wheelalso changes brush size- right-click erases while drawing
- Clear Drawing resets the canvas and the ghost countdown
Difficulty Settings
The difficulty screen controls how strict the scoring system should be for every recipe in the world.

Plain-language summary:
- a better trace covers more of the symbol
- a worse trace misses the symbol, draws too much outside it, or scribbles far beyond the intended shape
- the difficulty profile then applies global adjustments before reward tiers are checked
Preset behavior:
| Preset | Score Bias | Outside Penalty | Max Outside Penalty | Tier Offset |
|---|---|---|---|---|
| Easy | +8 | 0.72x | 32 | -6 |
| Default | 0 | 1.00x | 45 | 0 |
| Hard | -6 | 1.18x | 58 | +6 |
What each parameter does:
- Score Bias: a flat bonus or penalty added after the normal score is calculated. Example: if the trace scores
72and the bias is+8, the final score becomes80. - Outside Penalty: multiplies the punishment for strokes drawn outside the target rune. Higher values make messy tracing fail more often.
- Max Outside Penalty: limits how much the outside-stroke punishment can subtract from the score. Lower values are more forgiving because the deduction stops earlier.
- Tier Offset: shifts every recipe tier up or down without editing the recipe itself. Example: a tier of
70-89becomes64-83with-6, or76-95with+6.
How to think about the presets:
- Easy gives players a small bonus, softens the penalty for messy drawing, and lowers the effective reward thresholds
- Default uses the standard scoring profile
- Hard applies a penalty, punishes extra strokes more strongly, and raises the effective reward thresholds
- Custom is for manual tuning
If you want a simple recommendation:
- use Easy for casual crafting or first-time players
- use Default for most campaigns
- use Hard for rare or high-value recipes
Player Access
The module includes two separate player-access systems: unlock items and shared forge windows.

Manage Recipe Items does not define rewards. It defines which items unlock the Inscription Chamber Recipes entry in a character sheet header.
For the character sheet shortcut to appear, all of this must be true:
- player access is enabled in module settings
- the character owns one of the configured unlock items
- the user knows at least one recipe
GMs can also push the chamber directly to players:

Compatibility and Limits
- the editor is the safest system-agnostic part of the module
- advanced item generation from the editor depends on the supported adapter workflow
- the main advanced integration is
dnd5ewith SC - Simple Sockets - if a reward tier points to a missing or invalid item, the trace can succeed without producing the intended reward
- if Show Live Chamber Accuracy is disabled, players only see the result after clicking Forge
- the chamber expects the base item to come from an actor inventory, not from a world-item directory drop
The module also posts result feedback to chat after the forge resolves:

This chat card shows the final score, the tier reached, and whether a reward item was created.