Rune 2.1.5

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Status

Warning
The Rune College is currently undergoing a rewrite and playtest. This document represents the latest version. Note that it has various differences in substance from the 2.1.4 (Ross Alexander's) version.
Version
2.1.5 (24/03/06)

26. The College Of Rune Magics

Introduction

The College of Rune Magics is concerned with the use of special symbols of power to shape mana into desired forms. A Rune is a graphic symbol representing some actual, elemental, or mystical force. In rare cases, additional Runes may be developed or discovered which employ parts of existing Runes. However, 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 at least be readily available to them with very little research). It is believed that the origins of Runes come from the original written script of the dragons. As the dragons investigated the world they attempted to codify this knowledge as written symbols. Ages later early mortals discovered fragments of these writing. From these discoveries prehistoric shaman developed primitive magic to give them simple power over the world around them.

26.1 Totem Animals

As shamans, primitive Rune mages often chose totem animals to aid and guide them. 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 Rune Wands and Staves

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.

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.

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 (1 pt tiredness FT, minimum 1 minute) +5%
  • Adept employs Ritual Spell Preparation 5% + 5% / Hour (maximum 10 hours)
  • Adept uses fresh Dragon blood to inscribe a Rune +50%
  • Adept uses a wand or staff as material table

All modifiers are cumulative.

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.

General Knowledge Spells

Darkness (G-1)

Range: 5 feet + 1 / Rank
Duration: 15 minutes + 15 / Rank
Experience Multiple: 100
Base Chance: 40%
Resist: None
Target: Point
Rune: Object/RuneStaff
Effects: The Adept creates a volume which elemental darkness fills like fog. The volume is a sphere with a radius equal to the spells range, centered on the Rune drawn by the caster and may not be moved unless the Darkness Rune is inscribed on the Adept's Runestaff.

The darkness created will be 60% (+ 2 x Rank). At Ranks 0-4 the darkness is like evening twilight, at Ranks 5-9 it is like moonlit night, at Ranks 10-14 it is a starlit night, and at Ranks 15-19 like pitch dark room and at Rank 20 (100% dark) no vision is possible. Although infravision works off heat and elvish and dwarvish visions work in total darkness, it is still not possible to see at all at rank 20. This is elemental darkness and will cast shadows. However because it is not the darkness of night is does not give Celestials bonuses (but will give penalties).

Light (G-2)

Range: 5 feet + 1 / Rank
Duration: 15 minutes + 15 / Rank
Experience Multiple: 100
Base Chance: 40%
Resist: None
Target: Point
Rune: Object/RuneStaff
Effects: The Adept draws the Light Rune or has it inscribed on their Runestaff. The Rune will emit light as a point source and cannot be moved unless inscibed on a Runestaff. The light within the specified range will be 60% (+ 2 / Rank). At Ranks 0-4 this light is equivalent to a small lamp and will clearly illuminate the immediate hex, Ranks 5-9 the light is like that of a camp fire and will clearly illuminate the surrounding megahex, Ranks 10-14 the light is like a large bonfire and will brightly illuminate a radius of 15 feet, Ranks 15-19 the light like a searing forge and brightly illuminate a radius of 20 feet and Rank 20 the light as if the sun on a bright day and will be blinding within a 25 feet radius.

This light is elemental light and is a point source so extends beyond the specified range (at naturally reduced levels). This will create shadows but because the light is not from a solar source it will on aid Solar mages in casting but will give penalties. At Rank 10 and beyond the actual point source is over a foot in diameter and creates distorted edge shadows.

Pyrogenesis (G-3)

Range: 5 feet + 1 / Rank
Duration: Immediate
Experience Multiple: 75
Base Chance: 40%
Resist: None
Target: Object or area
Rune: Point/Object/Runestaff
Effects: Small flammable objects or entities no larger than a mouse may be caused to burst into flame. Thereafter, the flames are fuelled by the object or entity. They may be extinguished normally.

A Rune is drawn and everything within range bursts into fire. If the is Rune on an object, then only the object will ignite. If the Adept has the Rune on their staff, then they may target a hex up to 5 feet (+ 5 / Rank) away.

Control Entity (G-4)

Range: Touch
Duration: 1 hour (+ 1 / Rank)
Experience Multiple: 500
Base Chance: 10%
Resist: Passive
Target: Entity
Rune: 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 the target fails to resist, then they are compelled by the Adept.

The compulsion does not in any way affect the mindset or opinion of the target, but they are forced to obey a 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. When this spell is ritually cast the duration is 1 day (+ 1 / Rank).

Liquid Purification (G-5)

Range: Touch
Duration: Immediate
Experience Multiple: 100
Base Chance: 30%
Resist: None
Target: Liquid
Rune: Runestaff/Container
Effects: The Adept may turn any aqueous substance into potable water by touching the substance with their Runestaff which has the Purification Rune incised into it. The Adept may purify 1 gallon (+ 1 / Rank) by volume with this spell. This spell may be used to neutralise poison in solution. Note: This spell is not intended for use in combat and will not work on anything with magic resistance. If the Rune is drawn on a vessel of maximum capacity 1 quart (+ 1 / Rank) then any liquid within the vessel is purified. At Rank 11 or above, the Rune may cause the vessel to shatter if it contains poison.

This spell may be cast reversed to pollute a liquid.

Smite (G-6)

Range: Touch
Duration: 10 minutes + 10 / Rank
Multiple: 200
Base Chance: 35%
Resist: Passive
Target: Entity
Rune: Entity
Effetcs: 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 / 6) successful strikes before spell effect ends.

Healing (G-7)

Range: Touch
Duration: Immediate
Multiple: 200
Base Chance: 35%
Resist: None
Target: Living Entity
Rune: Living Entity
Effects: The Adept paints Runes of Healing over the body of the target. The spell takes at least one minute to cast and heals 1 + (Rank / 2) points of damage.

General Knowledge Rituals

Fashioning Runestaff (Q-1)

Duration: Permanent
Cast Time: 1 Week
Materials: Staff or Wand
Experience Multiple: 300
Base Chance: 30% + 3% / Rank
Rune: Staff or Wand
Effects: The Adept may employ this ritual to create a Runestaff or Runewand out of any of the materials listed on the Materials Table [26.2]. The implement is fashioned by inscribing Runes into the material's surface, which describe its use, name, and history. Once it 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 Runestaff or Runewand at any time.

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 Runestaff or Runewand to cast spells and perform rituals that require the use of a Runestaff.

The adept may also inscribe runes upon the Runestaff or Runewand that aid in the casting of certain spells. The adept may inscribe 1 rune into a wand or up to 1 + (Rank / 3) runes into a staff.

In addition, the Adept may store a maximum of 2 Fatigue Points in the Runestaff at Rank 0, and an additional 1 Fatigue Point for every Rank they have with the ritual of Fashioning Runestaff at the time the Runestaff 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. Stored Fatigue may be used by the Adept to cast spells at any time that they are holding the Runestaff 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
Rune: Self/Area, Object, Entity
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 on themselves. This ritual produces the same results as the spell of Limited Precognition of the Mind College.

Divining Enchantment The Adept draws Runes of Sight around the target. 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
Rune: Self
Effects: The Adept must paint their forehead with a Sending Rune before retiring to sleep. They will then require a five hour period of sleep with no disturbances sufficient to wake them 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. Upon completion of the five hour ritual the Adept may receive the answers to Rank (minimum 1) questions.

Warding with Runes (Q-4)

Range: 70 feet
Duration: 1 week + 1 / Rank
Experience Multiple: 200
Base Chance: 30% + 5% / Rank
Resist: None
Target: Area
Rune: Around 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 a successful ritual, 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, 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 (-2 / 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 / Rank when it attempts to enter the warded area.

If the ward is breached then one of the Runes supporting the ward momentarily glows and then disappears. 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 30% (+2 / Rank of ward) chance of being dissipated harmlessly when striking the warded area.

Backfire from this ritual results in D10 damage to the Adept's Endurance.

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

Special Knowledge Spells

Runewall (S-1)

Range: None
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Passive
Target: Area
Rune: Point
Effects: The Adept may, by drawing a Rune of Protection, not necessarily on an object, create a wall 20 foot ( + 2 / Rank) radius translucent, shimmering wall of force 1 inch thick, centered 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 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
Rune: 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
Rune: Entity
Effects: Prior to casting this spell the Adept must first draw a Truth Rune on the forehead (or equivalent) of the target. 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 bearer of the Truth Rune may attempt to see the true nature of all things with a PC (+2 / Rank) chance of noticing deceptions, such as illusions, invisibility, shape or skin changing, traps, and any other deception the GM sees fit. Only one attempt may be made per object.

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

Banishment (S-4)

Range: Touch with Runestaff
Duration: Immediate
Experience Multiple: 250
Base Chance: 30%
Resist: Passive
Target: Entity
Rune: None
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 plane 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
Rune: 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 Resist 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.

Recovery requires a Willpower check based on the spell rank:

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
Rune: Entity
Effects: The Adept may create a magically poisoned weapon by inscribing a Rune of Acid on a weapon and activating it with the Runeweapon spell. If at least one point of effective damage is inflicted on a target, they will take [D - 5] (+ 1 / 3 or fraction ranks) damage per pulse for D10 pulses. The target can only have one such affect in effect at any one time, i.e. Acid from different strikes is not cumulative. The acid is considered magical in origin and will affect creatures not normally affected by such things. The normal rules for using poisoned weapons apply but the Adept is immune to their own weapon spell.

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 nature and will hit everything, including creatures of a spiritual or spectral nature, but otherwise will be completely normal.

Runelock (S-7)

Range: Touch
Duration: 1 hour + 1 / Rank
Experience Multiple: 200
Base Chance: 30%
Resist: None
Target: Portal
Rune: Portal
Effects: This spell may be cast over any portal (door or window) inscribed with the Lock Rune that can normally be opened or closed and is in sight. It effectively locks the portal with an unpickable lock. The spell can be dispelled by anyone casting the Rune College Special Counterspell or Spell of Opening of at least equal Rank.

If the portal is destroyed by brute force (or by magical means) then the spell will dissipate. It will take Rank x Rank points of damage to destroy the Runelocked portal.

The Adept may open any portal they have locked without dissipating the lock.

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
Rune: Self
Effects: The Adept must draw the Runes of Farseeing on themselves while performing the spell. If successful, the Adept is able to send a ghost-like image of themselves instantly to a previously drawn Rune of Location within range. 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. The Adept may not cast any spells or rituals. When the visitation time has expired (or anytime prior that the Adept wishes), the image quickly fades and travels back to the Adept.

Rune Curse (S-9)

Range: 5 feet + 5 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 15%
Target: Entity or Object
Rune: Target/Runestaff
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

The Adept curses any one target with a particular unpleasantness as listed below. If the effects of the curse are doubled or tripled, the Adept may inflict 2 or 3 different results. If a Ritual of Remove Curse is employed, the Rune Curse is considered a Minor Curse. Ritual of Remove Curse must be used on each separate curse. Identical Rune Curse effects are not cumulative. The Adept may always choose to inflict a curse of lesser Rank than their actual Rank. The Curses that the Adept may inflict are dependent on the Rank of the spell:

Rank Curse

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 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 terrible migraines and must make 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 complex activity (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 and 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 1 (+ Rank / 5) points of MA immediately and a similar amount every day afterward.

17-19 The Adept may afflict the target with extreme paranoia and 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, until the curse is removed, 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 / 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 removed 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
Rune: 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 from the Adept to function. The maximum size of the entity is 1 hex + (1 / 5 ranks).

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
Rune: 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 a single spirit which is 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 only he would answer.

This spell does not compel any spirit to answer any question and if they do answer then it does not compel them to speak the truth.

Trapping Spirit (S-12)

Range: 10 feet + 5 / Rank
Duration: 1 minute + 1 / Rank
Experience Multiple: 250
Base Chance: 5%
Target: Spirit
Rune: Circle
Effects: The Adept must draw a circle of at least one foot radius with the Runes of Protection around its circumference and then draw a pentacle using fresh blood and inscribe the Runes of Binding and Representation within it (see Converse With Spirits above on specifying the target spirit). If the named spirit is within range, 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.

Kilroy's Delight (S-13)

Range: Touch
Duration: 1 day + 1 / Rank
Experience Multiple: 300
Base Chance: 25%
Resist: Active, Passive
Target: Living Entity
Rune: Circle
Effects: The Adept expends 5 Ft and takes 10 minutes to paint a Rune of Healing on the skin over the heart, of at least 4 inches in diameter. The rune will heal the target 3 (+ 1 / 2 Ranks) Endurance, immediately, or when the target next takes endurance damage. The rune can be washed off easily with water.

The Adept can make the rune semi-permanent by tattooing the Rune onto the target. This reduces the target's Endurance by 3 points until the rune is used or the spell ends.

Warning Stones (S-14)

Range: Touch
Duration: 1 hour + 1 / Rank
Experience Multiple: 100
Base Chance: 20%
Resist: None
Target: Self
Rune: 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 with. 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
Rune: Self
Effects: If successful a Totem spirit will arrive in D10 pulses to aid the Adept. This aid may include 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 a base chance of Adept's PC + 2 / Rank). A Totem spirit cannot be summoned again until (24 – Rank) hours have passed.

Sacrifice (S-16)

Range: Touch
Duration: 10 seconds + 10 / Rank
Experience Multiple: 650
Base Chance: 5%
Resist: Passive
Target: Any living creature
Rune: Self
Effects: The Adept first draws the Death Rune across their forehead and then activates it. They must then touch their victim (sucessful unarmed strike) and release the spell. If the victim fails to resist the Adept immediatly gains all current Fatigue and Endurance from the victim. Up to Rank points each of this can be used to heal damage and restore fatigue respectively. If the victim has zero or less current fatigue and Endurance nothing is gained.

In addition, if the Adept then spends a hour making a meal of their victim they can temporarily increase their characteristics to up to (5 / 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 Adept's virility.

If the victim is skinned then the Adept may "wear" it. This will cause only superficial physical changes such as snout nose, hoofed feet, clawed hands, hairy skin. All transformations last 10 minutes (+ 10 / Rank). This spell does not work on plants.

Rune of Willow Healing (S-17)

Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 450
Base Chance: 35%
Resist: Passive
Target: Any living creature
Rune: Healing
Effects: The Adept first paints The Rune of Willow Healing over the heart of the target. At any time within twice rank hours the adept activates the Rune within range. The rune will heal the target 3 endurace damage per pulse for (Rank + 2) pulses then fades.


Special Knowledge Rituals

Casting the Runes (R-1)

Experience Multiple: 500
Base Chance: 5% + 5% / Rank
Rune: Paper
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 a 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.

Only 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 the Adept by ritually casting a Rune Special Counterspell on the target or a remove curse may 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
Resist: Special
Rune: Bones
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 bones 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.

Rank Difficulty
1-5 4 x EN
6-10 3 x EN
11-15 2.5 x EN
16-18 2 x EN
19-20 1.5 x EN

If the victim fails to resist, they suffer a wasting disease and lose [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
Rune: Stone circle/Circle
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). Base Chance to transport is MA + (5 / Rank) - (1 / 5 miles). Of the ritual is successful, the Adept must spend 1 FT per entity transported. A backfire will only result the expenditure of the Fatigue. Transportation is instantaneous.

Alternatively, any entity may utilise a Rune portal by performing a Banishment, with a reduction of (1 / 5 miles) to their case chance, on an entity within the portal.

All entities passing through a Rune portal lose all their Fatigue, in the form of tiredness fatigue.

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.