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Rune Spells pdf

RUNES & SYMBOLS

Runes & Symbols are the modern developement of the Arcane Magic spell Symbol.

The following rules present a complete system for creating and manipulating Runes. Runes are a method of channeling and shaping magical power into a symbolic form, linked to the very beginnings of the world. Nearly all cultures have runes in some form or another, some using it as a crude form of written language, others using it merely as symbols for natures mysteries.

Runes are symbolic representations of magic, on a cultural/racial level. Thus a runes form dictates the magic that is within. A rune of LightningBolts cannot contain a Fireball spell. Thus a skilled mage may be able to decipher a rune they can see by the contents of the runes. A rune written with runes the viewer uses would be relatively easy to understand (Mage with base 10). A rune cast by another culture would be harder. Various spells exist to protect the rune as well.

Runes come in several forms based around their permanence. They can be Weaved, Drawn, Engraved or Embedded.

WEAVED runes are draw with the fingers of the caster and require the greatest degree of skill. They have no normal visible form (invisible) but due to their nature have a relatively short lifespan. The caster can optionally have the rune glow. Weaved runes are harder to cast, an extra -1 is applied to the casting target number. A level one rune would have a -2 modifier to casting. The casting is lost once their power is released. Weaved runes can be cast into the air but these are 2 harder to cast, meaning a level one rune would be at -3 harder in total. It does not require Preparation, it uses the Fixing spell to begin. This means you have 10 rds to cast any spells that are to be stored into it.

A runes form dictates the spells that will be allowed within. Once a rune is completed it cannot be altered, and thus the spells within or to be cast within, cannot change. If you wish to cast different spells you will need to start again and drawn a new rune for the appropriate spells. Runes MUST be drawn on unpolluted ground, any existing previous rune will interfere with a new rune. All traces of previous runes must be removed. A weaved rune has no lasting presence once used.

DRAWN or painted runes are created using a drawing material that creates a visible semi permanent symbol. Drawn runes require a Craft skill roll (base 7) to create the drawn rune intially. Drawn runes will last as long as the symbol remains 90% intact, as soon as a small part of the symbol is damaged the power is released.

ENGRAVED runes are etched or scratched into various materials and have a reasonable life span. As with drawn runes these require a craft skill roll(8) to create. Engraved runes require deliberate effort to destroy, or considerable time.

EMBEDDED runes are deeply engraved and/or embedded into their base material so that they remain in existence as long as the material remains intact. A craft roll(8) is required to create the rune successfully. Embedded runes are difficult to destroy and require considerable effort.

Creating a Rune is done in the following order:

I. Craft roll if required
II. Preparation of material (except Weaved runes)
III. Fixing and casting of spell to be stored.
IV. Apply any protections.
V. Activate the rune.

Once a rune is activated it can only be Manipulated or triggered. All the casting rolls made during the above process must be successful or the rune fails. If the rune fails then it is destroyed if Weaved or Drawn. Engraved or Embedded runes remain to be used again. All spells must be cast by the one Mage.

Runes come in various sizes, mainly at the whim of the creator. Small runes can be harder to see, whilst larger runes may cover a larger area. No rune may ever be smaller than the casters hand. Large runes are limited only in that all parts of the rune must be in contact with each other, a crack would cause the rune to fail. Given time larger runes may be destroyed by cracking or other natural forces.

Runes do not replace enchanting, they are generally one shot wonders.

I - Preparation

Cast Active Duration Target Method Nature
Level Event OneUse Other Touch Low

Runes are created by drawing or engraving them onto a base material. This base material must be prepared to receive the rune, cleansing it of stray magical forces and dirt.


Material Component:

II - Fixing

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

Fixing is the setting of the rune ready to absorb the spell that is to be cast into it. Each rune can only hold one spell. Multiple runes and spells can be created via the Link spell. Fix cannot be cast over an existing Fix, newer castings wipe older ones. Once the rune is "activated" Fix will do nothing but trigger it.


Material Component:

III - Activation

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

Activates a rune and all previously cast modifiers. An activated rune can be set to be "glowing", normal or "invisible". A glowing rune sheds light so that it can be seen clearly in the dark. An invisible rune requires a perception roll with a base value of 6 to be seen casually, base of 7 if looked for. A Detect Magic spell would be uneffected by these effects.


Material Component:

MODIFIERS.

Modifier spells are cast along with the Fix spell and the actual spell being stored. As the Fix spell only lasts 10 rds (unless extended) there is a limit to how many spells can be cast. In a worst case you might have four runes, each rune receives a spell and then one modifier spell is applied to each. This would be a total of 8 spells. Many of the following spells can be cast at any required level, upto level IV.

Disguise

Cast Active Duration Target Method Nature
Level Event OneUse Rune Thrown Low

Counters the Detect spell, applying a 1 modifier per level. Also creates a visual illusion that makes the runes difficult to see and decipher, applying a 1 per level modifier to perception or deciphering rolls. 


Material Component:

Duration

Cast Active Duration Target Method Nature
Level Event Var Rune Touch Low

The rune and its associate spell can be powered to remain active for the following specific periods.

Weaved spells use the bracketed durations. Engraved runes will have their duration doubled due to their more permanent nature. Embedded spells will be quadruppled, and at level 4 made permanent until expended.


Material Component:

  1. 1 day (episode)
  2. 1 week (1 day)
  3. 1 lunar month (2 days)
  4. 1 year (3 days)

Shielding

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

Helps to protect rune spell from the Remove spell, lowering the chance by 1 per level of the spell.


Material Component:

Lock

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

Helps to protect the rune spell from the Manipulate spell, lowering the chance by 1 per level of the spell.


Material Component:

Join

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

This spell is used to join together from two to four rune spells so that they function as one, reducing the number of modifying spells required. Any modifier spells used will apply to all spells joined. The actual rune symbols used must be within one hand span of each other so are often laid out in geometric forms (adjacent, triangle, squared so that they all have a common joining point).


Material Component:

Area

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

This is used in association with the Triggers spell, allowing the runes to apply their triggers over a specific area of effect around the physical form of the rune itself, as listed below. The rune must be able to “see” to be triggered, if its vision is blocked then it will NOT take effect. For this reason a rune cannot act around a corner. However, if you can see it then it can see you! See the magic chapters for a discussion about how magic perceives the world. The default reach of a rune is touch.


Material Component:

  1. Immediate area (arms reach)
  2. Within zone.
  3. Adjacent zone
  4. Upto 2 zones away.

Triggers

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

The caster can set the circumstances under which the rune and its spell will be set off. Unless the Area spell is used a Trigger is limited to Touch.


Material Component:

  1. 5 words
  2. 10 words
  3. 20 words
  4. 30 words

MANIPULATIONS.

Manipulations are spells that can be cast by other mages to alter the nature of an existing rune spell. Doing so usually requires the risk of triggering the rune however.

II - Status

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

This is an investigative spell that can be used to analyse an existing rune, once it has been found. The spell is effective at sight range, but the Rune must be clearly visible, without aids, so range is limited. The spell will reveal the current status of the rune, whether active or not, spells stored, triggers, area of effect, caster etc. To correctly read a rune the caster must make a Mage skill roll using a base of 8. If successful then they gain ONE piece of information of their choice. For each point they rolled under the required target they can request another piece of information. Visibility will modify the base value by -1 for each zone away from the rune (for normal human sight).


Material Component:

III - Remove

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

If successfully cast it allows the mage to remove certain aspects of the rune spell (their choice, but they must know it is there), such as triggers or even the spell itself. This spell is made harder if the rune spell has been protected by a Shielding spell. Successful casting of this spell cancels any Deceive spell current on the rune if the caster wishes.


Material Component:

II - Manipulate

Cast Active Duration Target Method Nature
Level Event OneUse Rune Touch Low

If successfully cast it allows the mage to change the settings of the current rune spell (their choice, but they must know what they are changing), altering triggers or turning off or on various other options that may be present. The mage cannot remove the base spell, or alter it in anyway. This spell is made harder if the rune spell has been protected by a Lock spell. Successful casting this spell cancels any Deceive spell current on the rune if the caster wishes.


Material Component:

II - Detect

Cast Active Duration Target Method Nature
Level Event Event Self Touch Low

As some rune spells are invisible, or disguised, they may be detected via this spell, which will make all runes glow visibly to the caster if within line of sight. This spell is made harder if the rune has been protected by the Disguise spell. In this case note the casters roll, if the modifier would result in the Detect casting failing then that (particular) rune is not detected, but others may be. The caster still needs to make a perception roll of the revealed rune, for eg if the rune is at some distance and partially covered by bushes then the viewer still needs to see it. Simple perception rolls may be required (they do glow however).


Material Component:

III - Decieve

Cast Active Duration Target Method Nature
Level Event Event Self Touch Low

This spell allows the caster to be undetectable to any rune spell trigger. When the two powers come into contact then both roll a Mage skill roll based on 8, comparing the Mage skills of the two casters. The winner prevails, with a draw going in favour of the highest Mage skill.


Material Component:


Born on: November 1, 1998