Runes

Runes are a secretive and powerful magical art form. Runes are simply ancient inscriptions which hold untold power. Some are simple protection from fire runes scrawled upon the hearth of a home, while others are runes of death which will kill anything crossing its path. Runes must be etched into a medium of some sort, be it paper, wood, or stone. If the item which contains the rune is destroyed, the power of the rune is destroyed.

Creating Runes

Creating runes is no simple feat. Only a person skilled in the arts of runeweaving can do so. Before one can begin making runes they need to perfect a rune blade. A rune blade is the only instrument that can etch runes. It takes a full day to purify and instill a rune blade with the magical energies it needs. The blade can be made of any substance--it needn't even be an actual blade. A knife, stone, or stick could be used. Once the process is complete, the rune blade will be able to etch runes into almost any surface.

Runes can be placed anywhere, however there are some restrictions. A structure, be it a house, castle, or cave, cannot have more than four runes inscribed in it. Also, a person who is not a runeweaver can never carry more than two items that have runes inscribed on them. A runeweaver can carry up to five such items.

There are three different groups of runes, Runes of Protection, Runes of Warding, and Runes of Power. Runes of Protection offer some security from danger, such as protection from fire or possession. Runes of Warding help to keep unwanted beings at bay. Wards against demons, dragons, and thieves are just a few examples. Runes of Power are the largest group of runes, covering many different aspects of magic. Some Runes of Power can be used to create magical gateways, conjure a light source, or create a zone of silence.

All Runes of Power and Protection are done at a target level of 7 and require 2 turns to complete unless otherwise stated. Runes of Warding are a bit more powerful and have a base target number of 8 and a time of 4 turns, unless otherwise stated.

Rune Staffs

A runeweaver can create a special staff called a rune staff. Normally an object such as a staff can only possess one rune, but a rune staff can possess as many as five. The first rune is always the rune of embodiment. This must be placed first to bind the other runes to the staff. A runeweaver may never possess more than one rune staff at a time, nor can they create a rune staff for another person. It takes a full day to create a rune staff.

Runes of Protection

Charm: The bearer of this rune cannot be charmed or mentally influenced by magical means.

Cold: Offers a plus one die bonus to cold based attacks for an individual, or a constant temperature of at least 60 degrees in a structure.

Death: Offers a plus one die bonus on any saves versus death.

Direction: The bearer will always be able to determine true north.

Fire: Offers a plus one die bonus to fire based attacks to an individual. Makes any structure immune to natural fire.

Intrusion: This rune offers protection from any type of scrying or mind reading attempts. This rune has a target of 8.

Magic: Offers a plus one die bonus to resist magical attacks.

Runes of Warding

Demons: No demons may pass the threshold of the structure that bears this rune without suffering a minus 4 die penalty on all skill rolls.

Dragons: Any dragon attacking a structure with this rune suffers a minus 2 die penalty to all skill rolls.

Harm: Anyone intending to cause harm to beings within this structure suffer a minus 3 die penalty. This rune has target of 9 and a time of 6 turns.

Magic: Any magic performed in the structure bearing this rune is done so at a minus 4 die penalty.

Scrying: Any attempt to scry into a structure bearing this rune is done so at a minus 4 die penalty.

Thieves: Any attempt to steal from the structure bearing this rune is done so at a minus 4 die penalty.

Runes of Power

All-Seeing: All illusions must save at the original caster's skill level at minus 2 die or be dispelled.

Confusion: The affected being suffers a minus one die penalty to all skill rolls.

Embodiment: This rune is needed on anything that is to be inscribed with a rune. If this rune is not used the object will reject all attempts at inscribing a rune upon it.

Gate: Creates a gate to another location. A gate must also be made at the other end for it to be functional. This rune has a target number of 10.

Light: Creates a light source equivalent to torchlight. The bearer can turn the light on and off at will.

Possession: When cast upon a pair of shackles or manacles the person so bound cannot attempt to escape.

Runes of Protection double their effectiveness with every two success points. Runes of Warding double their effectiveness with every four success points. Runes of Power double their effectiveness with every three success points. No rune can ever be at more than triple it's original strength.


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