Rune 3.0

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This is a working document to help explore what ideas can go into Rune 3.0 Contributions are welcome, comments and discussions are taking place on the DQ email group or can be added to the Talk page.


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Warning
The Rune College is currently undergoing a rewrite and playtest. This document represents the latest version.
Version
3.0 Working copy

26. The College Of Rune Magics

Introduction

The College of Rune Magics is concerned with the use of special symbols, totems, aspects, fetishs, charms, shaman magics, the spirit world to assist in the shaping of mana into desired forms.

Rune mages or Shaman often use these elements when creating magic.

In rare cases, additional Runes, totems, fetishs or medicine bags, may be developed which employ parts of existing Runes mages. Much of the power of the Runes derives from their constant usage over many centuries, and most useful Runes will be known to all Adepts of this College or be readily available to them with very little research.

It is believed that the origin of the Runes come from the script of the dragons. As the dragons investigated the world they attempted to codify this knowledge in written symbols. Ages later, mortals discovered fragments of these writing and developed a primitive magic system.

Many of the magics employeed by Rune Mages or Shaman deal with healing.

26.1 Spirit Guides

There are a wide range of spirits who will assist a rune mage, not only in the spirit realms but also in their corporeal existance. -JJM

26.1.1 Master Spirits

Usually at least one Master Spirit will have a close personal relationship with each rune mage in one way or another, following them from previous incarnations. They are likely to assist (rather than hinder - most master spirits are beyond holding grudges) though this assistance may be in the form of allowing / helping them to encounter such adversity as is necessary for the mage to grow and develope their talents. - JJM

26.1.2 Ancestors

Those close to, or related to the rune mage, who have passed away, may assist when and if it is necessary. - JJM

26.1.3 Totem Animals

A rune mage will have an exceptionally close connection to an animal clan with which they can communicate and ask for advice and guidance. An animal guide / helper of this clan will appear any time the mage enters the spirit realms (e.g. Dream Walking) and may appear corporeally or incorporeally at other times. The mages Aspect determines the animal spirit associated with them. - JJM

As shamans, primitive Rune mages automatically gain a totem animals to aid and guide them. This totem is based on the type definded in the XXX. This binding of their spirit to that of their totem enable them to sense when their totem animal is in the vicinity and their totem will never make an unprovoked attack on the Adept. Using the spell Summon Totem Helper the Adept may gain assistance from the Totem spirits.

26.2 Medicine Bags

A medicine bag is a pouch containing items which help the Adept's Spirit Guides locate them in the corporeal world and to share their power. E.g. a bone from a favoured ancestor, a tooth from their totem animal, a lock of their loved ones hair, a gem from their departed friend's favourite belt, etc.

A medicine bag is necessary for the Adept's Spirit Armour Talent to function, and may provide other protection at the GM's discretion.

A rune mage may assist anyone in putting together their own medicine bag, though the protection afforded will be less for those with a lesser affiliation to the spirit world.

26.2 Rune Wands, Staves or Fetishs

A wand is defined as a length of wood or bone one foot long. It cannot be used in combat. It has negligible weight. A staff is defined as a quarterstaff in terms of weight, length and damage. A fetish is a small animal carving that is often hung around the neck as an anulate.

Materials

Material Area Bonus (+5% to)
Willow Healing healing spells
Poplar Divination
Bone/Ivory Control control spells
Pine Creation runewall, weapon
Elm Warning purification, warding
Beech Spirit spirit spells (-5% to others)
Oak Strength stores extra Ft
Ash Destruction pyrogenesis, elemental
Blackthorn Curse curses
Redwood Travelling sending, visitation etc.

A Rune mage may have only one staff, wand and fetish attuned to them at any one time --ALR

26.3 Restrictions

Adepts of the College of Rune Magics may use their talent magic without restriction. Many spells require inscribing the appropriate Rune on a surface or item to be enchanted.

In order to write the Rune, the Adept may use any substance that will mark the surface of the object to be enchanted. Any tool may be used to carve a Rune into a substance, so long as the tool is hard enough to do the job and it is not composed of Cold Iron.

The MA requirement for this college is 14.

26.4 Ritual Casting

Some spells may be ritually cast. The spell is cast as a ritual, taking at least one hour. The adept spends the same amount of fatigue as they would if the spell was cast normally.

26.5 Base Chance Modifiers

The Base Chance of performing a talent, spell, or ritual of the College of Rune Magics is modified by the addition of the following numbers:

  • Adept takes a minute to inscribe a Rune on a surface +5%
  • Adept uses their own blood to inscribe a Rune on a surface +5%
  • Adept uses a wand, staff or fethish (as material table)
  • Adept uses their own totem +5%

All modifiers are cumulative. Own blood = 1 pt tiredness FT, minimum 1 minute

Talents

Interpret Runes and Symbols (T-1)

Range: 5 foot + 1 / Rank
Experience Multiple: 150
Base Chance: MA + PC + 3% / Rank
Effects: This talent allows the adept to divine the meaning of any symbols, maps, or writings etc which are in range and can be clearly seen. This will supply vague definitions about the piece of information. It may be only attempted once per piece of information (GMs discretion). If a double effect is rolled, the adept may ask 1 question about the information. If a triple effect is rolled, the adept may ask 2 questions.

If the symbol is magical then Adept will discern its general effect. If a double effect is rolled, the adept can ask for 1 of the attributes of the spell (eg Rank, specific name, etc.). If a triple effect is rolled, 2 attributes may be discovered.

Spirit Vision (T-2)

Range: 50 feet + 10 / Rank
Experience Multiple: 200
Effects: The Adept may attempt to see into the spirit world. They can see spirits, such as the souls of the dead (which normally remain close to their bodies for 3 days before travelling to the lands of the dead), those travelling outside their bodies (eg via the Spell of Visitation or the Herbalist Potion), incorporeal or insubstantial undead etc. (eg a vampire in the form of a cloud of mist as an undead spirit), insubstantial Fae (eg dryads, sylphs), summoned spirits (eg whispering wind, speak with dead).

This vision is blocked by material objects (even if invisible) and magical darkness of Rank 20. Although the Adept cannot normally see the spirit of a living being (inside their body) they may, at the GM's discretion, gain some inkling into a characters soul should they have attracted any spirit followers.

Canabilisation (T-3) JB

Experience Multiple: 100
Effects: The Adept is able to cast spells from their Endurance as well as from their fatigue with this talent. The amount of Endurance that they are able to consume instead of Fatigue is upto a maximum of 1 per rank. When paying the fatigue costs for casting with Endurance the costs are doubiled. This talent is able to be used once per 24 hours –1 hours per 2 full ranks

Special Aspects (T-4) JB

Notes: This is to machanical at the moment. It needs to be watered down to something that is fast to use in the game/story and is not a large effect, and will empower players, not limit them as it does at the moment. JB


Aspect bonus talent thing

Effects: The Adept gains certain knowledge of aspects. The Adept is able to see the aspect of an entity clearly and help that entitie by making a medicine bag or totem animal which will last for rank months. The Adept can make a medicine bag for the person which will contains items and elements collected for that person which are related to their Aspect.

Effects: The Adept gains certain knowledge of Totems. The Adept is able to see the aspect of an entity clearly and help that entity by making a animal totem which will last for rank months.

Fire autumn, Jaguar
Air autumn, Griffon
Water autumn, Giant Beaver
Earth autumn, Black Bear

Fire winter, Cheetah
Air winter, Giant Eagle
Water winter, Golden Otter
Earth winter, White Bear

Fire spring, Tiger
Air spring, Swan
Water spring, Giant Frog
Earth spring, Red Bear

Fire summer, Puma
Air summer, Hippogriff
Water summer, Giant Hog
Earth summer, Grizzly Bear

Lunar, Panther
Solar, Leopard
Life, Phoenix
Death, Duck


The specific benefits of the medicine bag are:

Fire The session aspect of violence. Once a session the wearer is able affect a melee blow as follows:

  • Ranks 0 to 5 Move a missed blow to an Fatigue blow.
  • Ranks 6 to 12 Move a missed or Fatigue blow to an Enurance blow.
  • Ranks 13 to 19 Move a Fatigue or Enurance blow to a Possable Specific Greivous blow.
  • Rank 20 Move a missed, Fatigue or Enurance blow to a Possable Specific Greivous blow.

Water The session aspect of speed. Once a session the wearer is able to:

  • Ranks 0 to 5 Increase one weapon IV by 2 for Weapon Rank hours.
  • Ranks 6 to 9 Increase one weapon IV by 6 for Weapon Rank hours.
  • Ranks 10 to 13 Increase one weapon IV by 9 for Weapon Rank hours.
  • Ranks 14 to 18 Increase one weapon IV by 12 for Weapon Rank hours.
  • Ranks 19 to 20 Increase one weapon IV by 15 for Weapon Rank days.

Air The session aspect of avoidance. Once a session the wearer is able to:

  • Ranks 0 to 6 Move a Fatigue blow to a missed blow.
  • Ranks 7 to 12 Move an Fatigue or Enurance blow to a missed blow.
  • Ranks 13 to 18 Move a Fatigue, Endurance or Possable Specific Greivous blow to a missed blow.
  • Ranks 19 to 20 Move any blow including a Specific Greivous blow to a missed blow.

Earth The session aspect of protection. Once a session the wearer is able to:

  • Ranks 0 to 8 Gain 1 Natural Armour Vrs 1 blow per pulse for rank pulses.
  • Ranks 9 to 12 Gain 2 Natural Armour Vrs 1 blow per pulse for rank pulses.
  • Ranks 13 to 18 Gain 2 Natural Armour Vrs 2 blow per pulse for rank pulses.
  • Ranks 19 to 20 Gain 2 Natural Armour Vrs 2 blow per pulse for rank pulses.

--Better to make the bonus add against all blows. It is only 2 points of armour after all. Who really cares how many attacks it helps against. I would rather have the option to avoid a Spec grev, or to automatically hit for a spec grev any day :) --ALR

Spring The session aspect of rebirth. Once a session the wearer is able to:

Summer The session aspect of growth. Once a session the wearer is able to:

Autumn The session aspect of withering. Once a session the wearer is able to:

Winter The session aspect of hybernation. Once a session the wearer is able to:

Lunar The powerfull aspect of Darkness. Once a session the wearer is able to:

Solar The invigorating aspect of Light. Once a session the wearer is able to:

Life The peacefull by strong aspect of Life. Once a session the wearer is able to:


Death The frightning aspect of Death. Once a session the wearer is able to:
Gain a bonus of -rank to the fight table.

Spirit Armour (T-5) JJM

General Knowledge Spells

Notes: Aiming at a MA of 9 or so. Aiming at all Rune Based spells taking 1 min to make. Want to put a ritual part to each spell to increase duration at a cost of 1 EN until used to the target.


Rune of Black Mind (G-1)

Range: Touch
Duration: 30 mins + 30 / rank
Multiple: 200
Base Chance: 25%
Resist: None
Target: Living entity
Effects: The Adept paints (taking at least a minute to cast) a Rune of the Black Mind over the body of the target. The target gains 1 + 1 per rank Endurance for the purpose of calculating the number needed to stun the target in melee combat. This is not real Endurance, and does not increase the targets real Endurance. This spell does not stack with Strength of Stones when on Endurance.

Rune of Control Entity (G-2)

Range: Touch
Duration: Special
Experience Multiple: 500
Base Chance: 10%
Resist: Passive
Target: Entity
Effects: This spell requires the blood of either the target or the Adept to be used to paint a Rune of Compulsion onto the forehead of the target. If target fails to resist, then they are compelled by the Adept.

The compulsion does not in anyway affect the mindset or opinion of the target but they are forced to obey an direct command given to them. Should the target be opposed to the Adept, then they will interpret any command in the narrowest and least useful manner possible. This spell has a duration of 1 (+ 1 / Rank) hour, unless it is ritually cast, when it last for 1 (+ 1 / Rank) day.

Rune of Fortitude (G-3)

Range: Touch
Duration: 30 mins + 30 / rank
Multiple: 125
Base Chance: 20%
Resist: None
Target: Living entity
Effects: The Adept paints (taking at least a minute to cast) a Rune of Fortitude over the body of the target. The targets gains a 'one step better' to resistance of fear checks as well as subtracting rank from any roll on the fear table. For example a 2 X WP check would become a 3 X check.

-- The idea of a rune helping resist fear is fine. It seems wrong that a Rk 0 Rune of Fortitude can make a 1xWP turn into a 2xWP check. The nastiest affect of Blackfire is the Fear and this cheapens it a bit too much for a general. I prefer a simpler approach like Adds 1% per rank to the chance of resisting a fear roll and provides -1/Rank from any roll on the fear table. -- ALR

Rune of Haste (G-4)

Range: Touch
Duration: 5 mins + 1 / rank
Multiple: 400
Base Chance: 20%
Resist: None
Target: Living entity
Effects: The Adept paints (taking at least a minute to cast) a Rune of Haste over the feet of the target. The targets gains 1 + 1 per 5 full ranks to their TMR, but the TMR total can not exceed the rank of the spell.

Rune of Healing (G-5)

Range: Touch
Duration: Immediate
Multiple: 450
Base Chance: 20%
Resist: None
Target: Living entity
Effects: The Adept paints Runes of Healing over the body of the target. The spell takes at least a minute to cast and heals [Rank / 2] points of damage.

In addition, if an extended ritual, all afflictions which can be cured by a (Rank / 4) healer will be fixed, with exception of preserve dead, which cannot be done. The extended ritual takes a minimum of [1 x Rank] hours to complete.

It is not possible for the ritual to backfire. The Adept must expend 10 Fatigue to employ spell as a ritual. This ritual does not work anything not living.

Should allow the Rune mage to preserve dead. Can't see any reason why it shouldn't do that. Better to be able to rez a character than kill them permanently --ALR

Rune of the Hunt (G-6)

Range: 50 feet
Duration: 30 mins + 30 / rank
Multiple: 550
Base Chance: 30%
Resist: None
Target: Living entity
Effects: The Adept paints up to rank number of hunters (entities) faces with the Runes of the Hunt. Members of the hunt can for the duration gain benefit from eating parts of fallen enemy; as follows;

  • Ranks 1 to 5;

the target can eat the flesh from the soul of the feet of a victim which will add to them half the victims TMR for rank hours. Normally it will take 2 pulses to take boots off a fallen victim, and an additional 2 pulses to cut the flesh from the soul of their feet(doing 2 EN per foot), and a pulse to eat it. Only one use per foot.

  • Ranks 6 to 12;

the target can suck the marrow from the bones of a fresh hand of a victim which will add them all of the victims MD for rank hours. Normally it will take 2 pulses to remove gloves/gauntlets off a victim, and an additional 2 pulses to remove the hands (doing 2 EN per hand), and a pulse to suck them dry. Only one use per hand.

  • Ranks 13 to 19;

the target can suck the eyes from the face of a victim which will add them all of the victims PC for rank hours. Normally it will take 2 pulses to remove helm/mask from the victim, and an additional 2 pulses to remove the eyes (doing 1 EN per Eye), and a pulse to suck them dry. Only one use per eye.

  • Rank 20;

the target can eat the heart of a victim which will add them all of the victims full EN for rank hours. Normally it will take 12 pulses to remove tunic/breastplate from the victim, and an additional 2 pulses to open the chest, and an additional 2 pulses to remove the heart (doing 4 EN), and a pulse to eat it.

--I like the effect, but this is sooo *not* a general knowledge spell. Try quest only SK :) The EN costs are way too low for losing limbs (and only 4 EN for a missing heart?). Why are the EN costs there at all? Surely GM call if it is ever relevant would be sufficient. --ALR.

Rune of Protection (G-7)

Range: Touch
Duration: 1 hour + 1 / rank
Multiple: 250
Base Chance: 20%
Resist: None
Target: Living entity
Effects: The Adept paints (taking at least a minute to cast) a Rune of Protection over the body of the target. The targets armour value is increased by 1 + 1 per 6 full ranks for the first melee blow, and then it will stop working. At rank 20 it will work for the first two melee blows.

Rune of Smite (G-8)

Range: Touch
Duration: 10 minutes + 10 / Rank
Multiple: 200
Base Chance: 35%
Resist: Passive
Target: Entity
Effects: The Adept must paint a Smite Rune on the target. This Rune is then activated by the Smite Spell. Should the target make a successful strike, then the opponent must make a magic resistance against the Smite Spell. If the opponent fails to successfully resist, they suffer [D + 1] (+ 1 / Rank) damage. If the spell is Rank 10 or above then should the opponent fail to resist then they are thrown prone. At Rank 20 should the opponent fail to resist then they are also stunned. Once a successful strike has been made the spell ceases to be in effect. The strike should be considered as being performed with a magical weapon. Should this spell be ritually cast then target may make 1 (+ Rank / 4) strikes before spell effect ends.

General Knowledge Rituals

Fashioning Runestaff (Q-1)

Experience Multiple: 300
Base Chance: 30% + 3% / Rank
Effects: The Adept may employ this ritual to create a Rune staff out of any of the materials listed on the Rune staff Table. The implement is fashioned by inscribing Runes into the material's surface, which describe its use, name, and history. Once the Rune staff has been fashioned and consecrated in this ritual, it remains fully effective unless and until it is broken or otherwise destroyed. A rune mage may only have one rune staff or wand at any time.

It takes from one week to perform this ritual. All materials used in an unsuccessful ritual (or a ritual that backfires) are destroyed or ruined. If the ritual is successful, the Adept may use the Rune staff thereafter to cast spells and perform rituals that require the use of a Rune staff.

The adept may also inscribe runes upon the wand that aid in the casting of certain spells. The adept may inscribe 1 rune into a wand or up to Rank / 5 runes into a staff.

In addition, the Adept may store a maximum of 2 Fatigue Point in the Rune staff at Rank 0, and an additional 1 Fatigue Point for every Rank they have with the ritual of Fashioning Rune staff at the time the Rune staff is fashioned. This amount is doubled if the staff is made of Oak, or halved if the item is a wand. An oak wand holds the standard amount. Fatigue is stored in a Rune staff during the creation may be used by the Adept to cast spells at any time that they are holding the Rune staff while making a Cast Check. The Staff will be restored to full fatigue at midnight on the night of a full moon.

Runes of Sight (Q-2)

Experience Multiple: 300
Base Chance: 40% + 3% / Rank
Cast Time: 1 hour
Effects: The Adept may gain insight into the future by drawing the Runes of Sight (Runes which represent the cosmic balance). The performance of this ritual allows the Adept to exercise one of the following functions during its course:

  • [Limited Precognition] The Adept draws a Rune of Sight onthemselves. This ritual produces the same results as for the Spell of Limited Precognition of the Mind College.
  • [Divining Enchantment] The Adept draws Runes of Sight around thetarget. The results are the same as the Ritual of Divination (R-1) of the College of Naming Incantations.

Only one of these two options may be performed at each casting of the Ritual.

Sending (Q-3)

Range: 10 miles + 5 / Rank
Experience Multiple: 250
Base Chance: 30% + 5% / Rank
Resist: Passive
Effects: The Adept must paint their forehead with a Sending Rune before retiring to sleep at night. They will then require a five hour period of sleep with no disturbances sufficient to wake him or the ritual will fail. The target of the spell is likewise required to be asleep for five undisturbed hours or the ritual will not work. The time asleep counts as resting for Fatigue recovery purposes. During the time asleep, the Adept will be in communication with one entity of their choice that they have seen and studied sufficiently (as per College of Ensorcelments and Enchantments Spell of Location for "seen and studied"). Alternatively, the Adept may employ the target's Individual True Name if it is known. If the Cast Check is successful and the target fails to resist then it will answer all questions asked of it in a yes / no fashion. This ritual does not allow communication with entities on other planes of existence. The questions that are to be asked of the target must be formulated before the Adept goes to sleep. Upon completion of the five hour ritual the Adept may receive the answers to 2 x Rank questions.

Dream Sending (Q-4) -JJM

Target: Entity.
Range: Rank x Rank miles (Min. 1 mile)
Duration: 4 + Rank hours.
Cast Time: 30 mins.
Base Chance: ??
Resist: Passive.
Experience Multiple: ??
Rune(s): ??
Effects: The Adept send dreams to one entity of their choice. The Adept must have seen and studied the target sufficiently (as per E&E Spell of Location), know their ITN, or have a focus (some of the target's hair / blood / semen / etc.)

Should the target fail to resist, any time spent sleeping for the duration will contain dreams of the subject(s) sent by the Adept. These dreams convey 1 (+1 per 5 full Ranks) datum (concept / place / person / object / etc.) of information.

Example: At Rank 0 the target might awake knowing they had dreamed of Dalran, or knowing they had dreamed that someone needed their help. At Rank 5 the Adept could send that Dalran needed the target's help. At Rank 20 they could awake knowing that Kilroy sent Dalran needs help with gambling debt in Sanctuary.

Alternatively, if the Adept's Runestaff is made of bone or they have a focus for the target, they may elect to send nightmares instead. Should the target fail to resist they will regain 1 less Fatigue per hour of sleep per 5 full Ranks.

Example: For a character who would normally recover 3 Fatigue per hour of sleep: at Rank 0 to 4 they would awake knowing they had disturbing dreams, at Rank 5 to 9 they would only recover 2 Fatigue per hour of sleep, at Rank 10 to 14 1 Fatigue per hour of sleep, at Rank 15 to 19 they would gain no benefit from sleeping, and at Rank 20 would lose 1 Fatigue per hour spent sleeping and awake with bruises on their body.

[As written I am intending this to not drop people below 0 Fatigue, but it seems reasonable to me to allow them to take Endurance damage if out of Fatigue if others believe that would be better. Actually ... having seen "Missing" I like the idea of being able to do Endurance damage once the target is out of Fatigue iof they "nod off."-JJM]

[This Ritual is intended as a replacement for the Sending (dream invasion and interrogating) Ritual, the abilities of the original Ritual will be available in the Special Knowledge Ritual of "Dream Walking" as well as other stuff]

Warding with Runes (Q-5)

Range: 70 feet
Duration: 1 week + 1 / Rank
Experience Multiple: 200
Base Chance: 30% + 5% / Rank
Resist: None
Target: Area
Effects: The ritual takes two hours (- 10 minutes / Rank, with a minimum of 10 minutes) to complete. During the ritual, the Adept must draw Rank Runeward symbols in a roughly circular configuration around the area to be warded (the Adept must remain inside the area while the ritual is being prepared). At the end of the ritual, if it is successful, a Runeward exists that will help to protect those inside it from magic. No magical item (amulet, weapon, etc.) can enter the warded area unless it is a possession, though items already inside the warded area can be taken out.

Any magical creature, spirit or Adept attempting to enter the warded area must make a Passive Resistance (minus 2 x Rank of ritual) check, or it will be unable to enter the area. In addition, then an entity which is wholly or partially of another plane (such as demons, devils, imps, hellhounds) decreases its Magic Resistance by 3 x the Adept's Rank when it attempts to enter the warded area.

If the ward is breached then one of the Runes supporting the ward momentarily glow and then disappear. When the last Rune disappears then the ward dissipates.

In addition, so long as it is in effect, all targeted spells cast into (not out of) the warded area have a chance of being dissipated harmlessly when striking the ward by 30% + 2 x Rank of ward. Backfire from this ritual results in D10 damage to the Adept's Endurance.

All entities which were in area of the ward for the duration of its casting of the ward are not subject to it.

Special Knowledge Spells

Notes: Aiming at 25 spells in SK. Aiming at 5 quest spells (not for sale at the guild). Aiming at Spirit Magic / Healing / Animal totem, focused magic. Aiming at the SK body normal Prepare and Cast action with range. Also I would like to see 10 of the spells be 'must have' and most/all with half effects even if minor, and 3 attack spells as resist for effect attack spells. - JB

Why the escalation? The college should be interesting, that doesn't mean it has to the biggest and best of all the colleges. Calm down Jono, everything in moderation :) --ALR


Runewall (S-1)

Range: None
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Passive
Target: Area
Effects: The Adept may, by drawing a Rune of Protection, create a wall 20 ( + 2 / Rank) feet x 20 ( + 2 / Rank) feet translucent, shimmering wall of force 1 inch thick, centred on the Rune.

The wall can be of any orientation and need not be anchored. It will expand around solid objects but will not pass through them and will not form touching an entity (the spell will fail immediately if it comes in contact with an entity while forming).

Any entity who comes into contact with the wall must resist or be thrown back prone and will suffer [D - 2] (+ 1 / Rank) damage.

Creating Runeshield (S-2)

Range: Touch
Duration: 1 hour + 1 / Rank
Experience Multiple: 250
Base Chance: 40%
Resist: None
Target: Entity
Effects: The Adept must inscribe a Rune of Protection onto the target. The magic will create a shield of protection around the target, giving 5% + Rank to defense and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield, but the specific grievous injury will not be applied to the target.

Rune of Truth (S-3)

Range: Touch
Duration: 10 minutes + 10 / Rank
Experience Multiple: 300
Base Chance: 30%
Resist: None
Target: Entity
Effects: Prior to casting this spell the Adept must first draw a Truth Rune on the forehead (or over the brainpan) of the spell's target (which may be themselves). The spell may only be cast over one target entity of the Adept's choosing and the Adept must touch the target to cast it. The Rune of Truth causes the target to be unable to speak a falsehood for the duration of the spell. The target must not knowingly say anything false, but may refuse to answer a question put to them.

In addition, the Truth Rune enables the target to see the true nature of all things and a chance of noticing deceptions, such as illusions, invisibility, undetectability, shape or skin changing, traps, and any other deception the GM sees fit with a base chance of (PC + 2 x Rank).

Truth does not necessarily help the target see through the deception, for example, an Illusory Wall will still be opaque, but the target will know it is an illusion.

Banishment (S-4)

Range: Touch
Duration: Immediate
Experience Multiple: 250
Base Chance: 30%
Resist: Passive
Target: Entity
Effects: The Adept may banish any one entity back to its own plane of origin. In order to do so the Adept must touch the target entity with their Runestaff at the moment the spell is completed. If successful, the spell results in the entity immediately returning to its own dimension unless the entity successfully resists. The touch is automatic unless the target is actively avoiding being touched, in which case the target must make a successful strike at the moment of casting. The spell must be prepared normally. The target returns to a random spot, in an appropriate medium, on its own plane. The exact whereabouts is GM's discretion, however, entities banished at approximately the same time will appear in approximately the same area.

Torment (S-5)

Range: 15 feet + 15 / Rank
Duration: Immediate
Experience Multiple: 250
Base Chance: 15%
Target: Entity
Effects: The Adept can, by pointing their Runestaff, inscribed with the Pain Rune, at one entity, cause that entity extreme pain. Entities who fail to resist may only take a Pass action every second pulse until they recover. Entities who successfully resist reduce all Strike Chances by 30, and take twice as long to perform any action until they recover. Note that Mind Mages gain a bonus to resist this spell equal to 2 x Rank with their Talent of Resisting Pain.

Each pulse that the Adept continues to point the Runestaff at the entity (requiring a pass action) it suffers [Rank / 4] points of damage and may not attempt to recover from the spell.

Rank Difficulty
0-4 4x
5-9 3x
10-14 2x
15-19 1x
20 0.5x

Creating Runeweapon (S-6)

Range: Touch
Duration: 5 minutes + 1 / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: None
Target: Weapon
Effects: The Adept may create a magically poisoned weapon by inscribing a Rune of Poison on a weapon and activating it with the Runeweapon spell. If at least one point of effective damage is inflicted on a target, the wound is poisoned, causing [D - 5] (+ 1 for every 3 or fraction ranks) damage per pulse for D10 pulses due to poison. The target can only have one poison in effect at any one time, ie poison from different strikes is not cumulative. The poison is considered magical in origin and will affect creatures not normally affected by poison. The normal rules for using poisoned weapons apply but the Adept is immune to their own poison.

The Adept may choose instead to draw a Weapon rune in the air and create a magical weapon of their choosing. The weapon will be insubstantial and magical in natural and will hit everything, including creatures of a spiritual or spectral nature, but otherwise will be completely normal.

Dead Mans Breath (S-7) JB

Range: 10 feet + 10 / Rank
Duration: 30 minutes + 30 / Rank
Experience Multiple: 300
Base Chance: 35%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Living Entity
Effects: The target stops breathing, but continues to live even in a vacuum or underwater. The target will not be able to smell odors for the duration. Also, this spell will help protect the target from any nongaseous contents of the atmosphere, e.g. Sleep Dust, by giving them a bonus of spell rank to their resistance.

Visitation (S-8)

Range: 1 mile + 1 / Rank
Duration: Concentration: maximum 1 hour + 1 / Rank
Experience Multiple: 300
Base Chance: 15%
Resist: None
Target: Entity
Effects: The Adept must draw the Runes of Far-seeing on themselves while performing the spell. If successful, the Adept is able to send a ghost-like image of themselves instantly to any location within range that the Adept has drawn a Rune of Location. They are present in that location in all ways except bodily (i.e.\ the Adept may communicate and use all their senses while the image is there, but may not be harmed by any attack). The image may move no more than 10 feet (+ 10 / rank) from the specific Rune of Location, and may materialise anywhere within that area. Since the Adept's consciousness is in the image, which is non-physical, they may not cast any spells or rituals. When the visitation time has expired (or anytime prior that the Adept wished), the image quickly fades and travels back to the Adept.

Rune Curse (S-9)

Range: 5 feet + 5 / Rank
Duration: Special
Experience Multiple: 400
Base Chance: 15%
Target: Entity or Object
Effects: The Adept must first have the Curse Rune inscribed on their Runestaff for this spell to work at range, otherwise they can carve the Curse Rune into the victim (taking a minute). The duration of the curse is based on the cast time.

Cast time Duration
Pulse Rank minutes
Minute Rank hours
Hour Rank days
Day Permanant
  • [0-4]The Adept may afflict the target with hallucinations that will reduce the target's Perception by 5 in addition to any specific effects. The GM and the Adept must work out the exact nature of the hallucination at the time that the curse is made. Hallucinations should, however, be of a minor, generalised nature: seeing coloured lights in the distance, hearing sounds like the clanking of weaponry, smelling meat cooking from time to time, and so forth.
  • [5-9] The victim will suffer from terriable migraines and mustmake a concentration check for every complex action (such as casting or using a skill but not standard combat).
  • [10-13] The victim will suffer from limited Amnesia. Any complexactivity (using a weapon, casting a spell etc) will require a basic Magic resistance check. Should the victim fail they will be unable to remember how to perform that action will not be able to remember it again for a period of (Rank x Cast time). The victim has not forgotten anything but simply can't temporarily remember how to do something.
  • [14-16] The victim is afflicted with Creeping Senility and will loose [Rank / 5] points of MA immediately an a similar amount every day afterward.
  • [17-19] The Adept may afflict the target with extreme paranoiaand nightmares. The target will recover only one fatigue point per hour from taking a nap, and only 2 per hour from sleeping. In addition, the target will feel hagridden and imagine themselves pursued by phantasms. They will, unless the curse is first dispelled, eventually become more and more estranged from reality, distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are "all around"). If the curse is not dispelled within D10 x [target's Willpower - 2 x spell Rank] days, the target will completely lose touch with reality. They will then plot to destroy their friends in the belief that they are "out to get them" and will exhibit other bizarre behaviour. They will be cured of the advanced stage of this affliction only by having the curse dispelled and then spending a number of days equal to the Adepts Rank x D10 in rest and recuperation.
  • [20]Total Amnesia

Control Corpse (S-10)

Range: Touch
Duration: 1 hour + 1 / Rank
Experience Multiple: 300
Base Chance: 15%
Resist: None
Target: Corpse
Effects: The Adept inscribes the Animate Rune on the target corpse (can be either an animal or sentient but must be formally living). With a sucessful cast check the Adept will animate the corpse into a zombie under their control. The zombie will work at (4 x Rank)% of their living physical ability. The zombie is completely mindless and requires at least passive concentration for the Adept to function.

Converse with Spirits (S-11)

Range: 10 feet + 5 / Rank
Duration: 5 minutes + 5 / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: None
Target: Self
Effects: The Adept inscribes the Converse Rune and a Rune representing the target spirit on their face. Should the Adept successfully cast this spell they will be able to "converse" with the target spirit. A single spirit which within range and falls within the Rune of representation. For example, the Adept could use a rune representing lesser undead, and then any ghost or other lesser undead could answer, or use a number of runes to represent say Girden Bloodaxe, a fallen dwarven warrior. Then if the spirit of Girden is within range then then only it would answer.

However this spell does not compell any spirit to answer any question and if they do answer then it does not compell them to speak the truth.

Trapping Spirit (S-12)

Range: 10 feet + 5 / Rank
Duration: 1 minute + 1 / Rank
Experience Multiple: 400
Base Chance: 5%
Target: Spirit
Effects: The Adept must draw a circle or at least one foot radius with the Runes of Protection around its circumference and then draw a penticle using fresh blood and inscribe the Runes of Binding and Representation (see S-12 above specifying the target spirit) at point respectively. Should the spell succeed then if the named spirit is within range then they will be drawn into the pentacle where they are trapped for the duration of the spell. If the spell is ritually cast then the duration increases to 10 (+ 10 / Rank) minutes.

Rune of Elements (S-13)

Range: 5 feet + 5 / Rank
Duration: Immediate
Experience Multiple: 700
Base Chance: 5%
Resist: Passive only were applicable
Target: Point
Effects: The Adept must have previously enscribed their Runestaff of the the Runes of Air, Fire, Water and Earth. To cast a spell the Adept must draw the Rune in the Air and then direct the effect at a hex with range by pointing the staff at it. The effect is entirely contained within the designated hex. All effects extend to a hieght of 10 feet. Binding magics or large amounts of cold iron will negate this spell.

  • [Fire] The target hex is instantly envolved in flames and anything flamable is immediately ignited. Any entity will suffer D10 (+ Rank / 2) fire damage if they fail to resist.
  • [Air] A thunderclap pounds the target hex and all within must resist the magic or be deafened for Rank pulses and take D10 (+ Rank / 2) physical damage.
  • [Water] The target hex is immediately filled with water and anything which is not waterproofed will become saturated. Any entity who resists the magic will suffer D10 (+ Rank / 2) drowning damage unless they have some water breathing ability.
  • [Earth] A pile on small boulders falls from onto the target hex. Everything in the hex will suffer crushing damage and any entity who fails to resist will take D10 (+ Rank / 2) physical damage and be thrown prone.
  • [Stream] The combination of Fire and Water will cook anything within the hex for D10 (+ Rank / 3) heat damage which penerates armour. The stream will evaporate as normal.
  • [Lightning] The combination of Fire and Air will cause an arc of lightning will discharge through the hex causing D10 (+ Rank / 3) burn damage (save for half) to anything within the hex. Those who fail to resist will also be stunned.
  • [Magma] The combination of Fire and Earth will turn the ground ofthe target hex will instantly turn to scorching magma causing D10 (+ Rank / 3) damage to anything which fails to resist, igniting anything flamable in contact the ground. The ground will immediately begin to cool and will half the amount of damage it does each pulse.
  • [Mist] The combination of Air and Water will create a pea soup fog which will immediately envelope 1 hex (+ 1 hex radius / 5 Ranks) obscuring all normal vision. This mist will then begin to spread out and disapate, taking [Rank / 2] pulses to do so. As it spreads out it will thin and appropriate modifiers should apply.
  • [Mud] The combination of Earth and Water will cause ground of the target hex to turn to mud. It does no damage but will immediate set trapping anything which fails to resist. It will take [3 x Rank / PS] (round up) to break free of the set stone.
  • [Dust] The combination of Air and Earth will cause the hex to be enveloped in thick, choaking dust. This will obscure vision and cause anything which fails to resist to choak. This choking will continue for [Rank / 2] pulses, the victim requiring a once times concentration check to perform any complex task (such as utilising a skill or casting magic).

Warning Stones (S-14)

Range: Touch
Duration: 1 hour + 1 / Rank
Experience Multiple: 300
Base Chance: 20%
Resist: None
Target: Stone
Effects: The Adept draws the Rune of Warning and at least one of the Runes of Body and/or Mind on a stone (which must weigh at least 1/2 lb. per Rune). The Adept may then leave the stone somewhere and will instantly know if an entity comes within 5 feet + 1 / Rank of the stone. The stone will only detect living and/or sentient entities depending on with which Rune(s) it is inscribed. The Adept may use as many warning stones as they wish, but will be unable to tell which of their stones has detected an entity.

Summon Totem Helper (S-15)

Range: Unlimited
Duration: 10 minutes + 10 / Rank
Experience Multiple: 200
Base Chance: 30%
Resist: None
Target: Spirit
Effects: If successful a Totem spirit will arrive in D10 pulses to aid the Adept. Is aid includes asking the spirit to summon a totem animal to the Adept, give basic geographical knowledge and do simple scouting tasks. The spirit will automatically warn the Adept of any immediate danger to the Adept that they see (with an base chance of Adept's PC + 2 x Rank). Totem spirits can only be summoned again after 24 - Rank hours have passed.

Sacrifice (S-16)

Range: Touch
Duration: 10 seconds + 10 / Rank
Experience Multiple: 700
Base Chance: 5%
Resist: Passive
Target: Any living creature
Effects: The Adept first draws the Death Rune across their forehead and then actives it. They must then touch their victim (sucessful unarmed strike) and release the spell. If the victim fails to resist their spirit is sacrificed to the Adept who immediatly gains all current Fatigue and Endurance. Up to Rank points each of this can be used to heal damage and restore fatigue respectively. If the victim has less than zero Endurance nothing is gained.

In addition, if the Adept then spends a hour making a meal of their victim they can temporarily increase their following characteristics to up to [5 x Rank] of that the victim.

Organ / Body part Stat
Brain WP
Heart EN
Arms PS
Legs AG
Hands MD

Eating the genitals will give a Rank% increase to the Adepts virility. If the victim is skinned then the Adept may "wear" it. This will cause only superficial physical changes such as shout nose, hooved fear, clawed hands, hairy skin. All transformation last 10 (+ 10 / Rank) minutes. This spell does not work on plants.

Special Knowledge Rituals

Casting the Runes (R-1)

Experience Multiple: 500
Base Chance: 5% + 5% / Rank
Effects: The Adept must prepare a piece of paper or vellum on which are written the Runes of Doom. The entire ritual of preparation takes one hour. At the end of the hour, the Adept chooses an creature (see below) from the Seventh Plane to be the executor of the doom and also writes this name on the paper. The name must be capable of being read. The Adept's player must actually write this information down, since it will only come into play in the future. Once the ritual is prepared, the Adept then passes the sheet of paper on to the victim whose name is written on the paper. The victim must voluntarily accept the paper (though they need not know what is on it). Once they accept it, a creature named on the paper will turn up in [20 + D10 - Rank] days and hunt them down and kill them. Even if the creature is destroyed another will return within a similar time.

By passing the paper on to another entity who voluntarily accepts it can the doom be transferred. If the paper is destroyed, the doom can never be transferred. The Doom may be lifted by Adept by ritually casting a Rune Special Counterspell on the target or a remove curse be performed. The curse is considered a Major Curse with an MA of (MA of Adept + 2 x Rank of ritual) and can be removed by Ritual of Remove Curse.

This ritual requires the expenditure of one point of Endurance (permanently) regardless of success. If the ritual backfires, the named creature will immediately turn up and attempt to kill the Adept, but will not return once destroyed.

Rank Creature
0-4 Imp
5-9 Half devil
10-14 Devil
15-19 Succubi or Incubi
20 Named Demon

Creeping Doom (R-2)

Experience Multiple: 450
Base Chance: 20% + 4 / Rank
Effects: The Adept creates 13 Runes of Destruction by carving the appropriate maledictions into human bones. They then perform a ritual over them (duration 1 hour) and bury the sticks beneath the dwelling of someone they wish to curse. It is best if the victim's name is carved in the bones as well, otherwise others in the house may become ill instead. For each month that the bones remain in or under the victim's dwelling, they must make a Resistance Check, the Base Chance for which is composed of the victim's Endurance multiplied by the Difficulty Rating of the resistance.

1-5 4.0
6-10 3.0
11-15 2.5
16-18 2.0
19-20 1.5

If the victim fails to resist, they suffer a wasting disease and loses [D - 3] Endurance points for the purposes of future resistance (only). If they fail to resist for three straight months, they die.

Generally, the victim of these maledictions does not know exactly what is wrong with them. Should they discover the bones, they may remove the curse by removing the bones from the house. Other means of ending a curse do not normally suffice, although the sufferer would show immediate improvement upon leaving the house and sleeping elsewhere for a few weeks. There is no chance of this ritual backfiring.

Rune Portal (R-3)

Range: Special
Duration: Special
Experience Multiple: 400
Base Chance: MA + 5 / Rank
Cast Time: 30 minutes
Effects:Rune portals allow a Rune Mage to transport themselves and Rank other entities with them to any other portal which the Rune Mage has visited, has sufficient knowledge (uniquely distinguishable) about, or the source portal's "linked destination". The Adept can create two types of Rune portals.

Permanent
A permanent portal is constructed by the Adept inscribing Runes of Translocation on large stones, placing them on a flat surface to create a circle of a size, in hexes, at least equal to that of the number of entities the portal can transport.
Permanent portals take a day per hex to construct and cannot be destroyed unless all the stones forming the portal are smashed.
At the time the portal is created, a "link" destination can be imbued in it. The destination must be a permanent portal the Adept has previously visited.
Temporary
The portal is constructed by the Adept painting Runes of Translocation onto a surface is a circular fashion (taking half an hour).
The circle must of be size, in hexes, of at least equal to that of the number of entities the portal can transport.
Temporary portals last 1 week + 1 / Rank, unless a Rune Special Counterspell is cast into the area, in which case, it will immediately dissipate.

The ritual to create the portal takes half an hour to perform and has a Base Chance of MA + 5 / Rank. If the ritual fails then nothing happens and ritual can be performed again without additional work but a backfire (BC + 40% or 00) will ruin the entire ritual and a new portal will have to be constructed.

To utilise a Rune portal, the Adept performs an half hour ritual. The Adept may transport a maximum themselves and Rank others (multihex creates count as size, in hexes, entities). On the completion of the ritual, a success (Base Chance MA + 5 / Rank - 1 / 5 miles), the Adept must spend 1 FT per entity transported. A backfire (BC + 40) will only result the expenditure of the Fatigue. Transportation is instantaneous.

Binding (R-4)

Duration: 2 hours + 2 / Rank
Experience Multiple: 500
Base Chance: MA + 3 / Rank
Cast Time: 30 minutes
Rune: Runestaff
Effects: The Adept may gain control of any element by using this ritual. They must have had the Binding Rune and the Rune representing the element to be bound inscribed on their Runestaff and they must touch the element with their Runestaff at the conclusion of the ritual. The Adept may bind 500 pounds of earth (+ 500 / Rank), 500 gallons of water (+ 500 / Rank), 1000 cubic feet of air (+ 500 / Rank), or all fire within a 10 foot radius (+ 15 feet / Rank). They may do anything with the element except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental.

Binding Spirits (R-5)

Duration: Permanent
Base Chance: MA + 3 / Rank
Resist: May not be resisted
Rune: Skull
Effects: To perform this ritual the Adept must possess the skull of the spirit they wish to bind, and the spirit must be present (eg within 100 hours of death, the body has been preserved by a Healer, the spirit is held in a spirit trap, the spirit has remained on plane as a greater undead or ghost). The Adept must spend four hours cleaning the skull (boiling off any remaining flesh etc.) and etching it with Runes to bind the spirit. Note that although they may not resist this ritual the spirit may, should they be able, attempt to disrupt the ritual or slay the Adept. If the Adept has the victims heart, they may burn this during the ritual to gain an extra +20 on Base Chance.

Upon successful completion of this ritual the spirit is bound to the skull and may not leave unless and until the skull is destroyed. Although a bound greater undead would be able to drain anyone who touched the skull, in general the bound spirit will be unable to affect the material world. The Adept can use the Spell of Converse with Spirits to question the spirit, and may gain useful answers / advice should the spirit have any expertise in the area. Although the spirit cannot lie it may refuse to answer and can mislead by omission or neglecting to correct false assumptions and the like. A backfire result destroys the skull and the Adept's Endurance value is reduced by [D-5] (minimum 1) points which may only be recovered by the expenditure of Experience Points. The Adept will be unable to attempt to bind that spirit again. NOTE: Unless the spirit has some reason to wish to remain as an adviser it is unlikely to be happy about being kept trapped on this plane.

Ritual of Transformation (R-6)

Duration: Special
Experience Multiple: 500
Base Chance: MA + 3% / Rank
Resist: Passive only
Cast Time: 1 hour
Rune: Circle
Effects: By the performance of this ritual the Adept merges a living sentient entity with a non-sentient animal. Both entities must be living (though they need not be conscious), and must remain within a circle of runes for the entirety of the performance of the ritual. Upon completion of the ritual the animal will shrivel and wither away to dust, while the sentients body will writhe and transform into that of the animal. Both entities may choose to resist and should either be successful the ritual will fail. The sentient will remain trapped in the form of the animal (having the animals physical characteristics but retaining their own Magical Aptitude, Willpower, and Perception) until subject to a Ritual of Remove Curse (This Ritual counts as a Major Curse). They will only be able to perform those skills and abilities which the GM deems feasible in animal form, and will be unable to perform Spells or Rituals. At Rank 10 should the Adept have a sample of blood, hair, or nail clippings etc. from an entity they wish to target as prey, they may include this in the Ritual. In this case, instead of the above, the animal and sentient's bodies will writhe together and merge to form an anthropomorphised version of the animal with each characteristic being the higher of the two. The hybrid is imbued with an irresistible hunger for the targeted entity. They will always know in which direction their target is, and will be unable to perform any action except hunting for and eating their prey. They will not sleep or eat (except for their target) and will die in 8 hours (+8 per Rank). The sentient will be aware of their actions, but will have no control. At Rank 20 the Adept may use this ritual to make a chimera from any two non fantastical living creatures. The exact effects are up to the GM. Some obvious examples are a minotaur from a human and a bull, a gryphon from a eagle and a horse, etc. Should both creatures be sentient it will retain both heads.

ceases to be in effect

Rune Healing (R-8)

Range: Touch
Duration: Immediate
Experience Multiple: 300
Base Chance: 2 x MA + 3/Rank
Resist: None
Cast Time: 30 minutes
Target: Living entity
Rune: Living Entity
Effects: The Adept paints Runes of Healing over the body of the target. The rune will heal the target 3 + 3 / rank. In addition, all afflictions which can be cured by a (Rank / 3) healer will be fixed, with exception of preserve dead, which cannot be done as the target is not living.