Rune College by Ross Alexander

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College of Rune Magics [Version 2.1.4]

Rider on playtest college

This version of the Rune College is currently in playtest. However, as the six year moratorium on creating new characters show no signs of being removed, the existing college is considered to be broken beyond reasonable repair and is unlikely to be reinstated.

Review Notes

March 2006

The stop play on Rune Mages is being lifted.

Jono Bean hosted a meeting of current rune mages (except Chris C) at his place to gain agreement on which version of Rune should be in place test. People at the meeting where: Kelsie McArthur, Michael Haycock (Surfboard), Dean Ellis, Julia McSpadden, and Jonathan McSpadden.

  • Jono Bean is the currently driving this forward (because others do not want to).
  • Kelsie took notes of changes that are needed to 2.1.4 of Rune.
  • It was agreed that 2.1.4 would be the standard version in 'playtest'.
  • Version 3.0 is intended to be a major re-write.

A re-worked 2.1.5 will be out shortly and anotehr meeting is planned.

August 2001

The additional Runestaff material table has been removed for now. The MA requirement has increased to 14 since the college still has the Ritual of Purification, even though the College specific version was removed. As the original college had an MA requirement of 18, I don't think this will be a problem. Lightning (Rune of Elements) description corrected but may be too powerful as a resist for half damage and stun if fail spell.

The duration on Runeweapon changed to 5 minutes + 1 / Rank to fit in with all the existing weapon spells.

August 2000

The Talents of Interpret Symbols and Read Rune has been merged. This is because the Talent of Interpret Symbols doesn't really get much better with Rank and at 150 EM it not worth it. A GM will give out exactly as much information as they are willing, regardless of how well ranked the talent it.

The Spell of Healing has been depowered some more (maximum healer Rank is now Rank 5). I've reduced the EM to 450 to compensate. I doubt anybody will complain too much as this.

The duration on Smite has been reduce to 10 minutes + 10 / Rank and resist for half removed. The duration is neither here now there but many people didn't like a resist for half general knowledge.

The general Purification ritual is gone because nobody liked it and I couldn't think of a good replacement. The Spell of Warding has been put back as a general ritual to fill the space and the spell component removed.

The duration of Runes of Truth as been cut to 10 minutes + 10 / Rank since it really is pretty though for 300 EM.

The Spell of Converse with Spirits has had its duration increased to 5 minutes + 5 / Rank and the language requirement dropped. Since the Adept can't force the target to converse it's not that useful ( unless the GM want's it to be).

In Runes of Elements Lightning now stuns but does not specify a duration and is resist for half. This makes it more like Air college.

The Ritual of Remove Minor Curse has been removed. I really liked it but it didn't make much sense when there already is a ritual that does this. However, if people really like it I can put it back in.

Mist now covers an area based on rank rather than just a single hex.

May 2000

The Spell of Healing has been depowered somewhat so it does a maximum of Rank 7 healer. The EM has also been increased to 500 and BC to 30%. This makes is still extremely useful but doesn't step on the preserve of healers at the top end.

The Ritual of Purification has been extended so give additional benefits if additional time is taken. This is based on the perception that Rune mages are specialised in ritual magic.

The Spell of Spirit Trapping has been toned down so it doesn't complete with Jon's ritual of Binding Spirits.

October 1999

Back in early 1998 I ran a number of meetings to thrash out some basic ideas and spell descriptions for a replacement Rune college. It seems that no much has been done since.

In October 1999 I have revisited the work and with a number of changes and put it out to review.

The basic design criteria was to bring the college back towards the more standard format, that is the removal of rune sticks. The philosophy behind the college is one that it is an ancient art (older than witchcraft). Emerging around the same time as Namer, where as Naming became a much more academic college and the foundation of Thurmaturgies Rune remained a the most primitive form of magic. The Entities colleges grew out from Rune magics. However Rune kept its original simple and primitive effects so the college is very much a collection of different effects.

The changes made during my basic review is to reduce the number of general rituals to three by making Warding a special spell and healing a general spell. The spell of Torment moved to general and will be depowered slightly. A little more necro flavour added by control corpse spell. An new spell is Rune of Elements added to add basic elemental flavour.

The Light and Darkness spells have been rewritten to be move "natural" while still avoiding the problem of boosting celestial mages. It doesn't complete solve it since it doesn't "banish" the opposite element (ie it does create shadows). However I think these are much simpler spells and have a lot more flavour.

Originally the "Rune of Healing" has a general ritual which I moved to being a spell. The reason for this is that Rune by its nature is heavily ritualised. But the original work done by myself et al left Rune with 5 general spells and 5 general rituals. That is why I made Healing a general spell, Warding a special spell (both were rituals) and changed Torment into a general spell from being a special spell. I arbitarily decided that as a player character college having four general rituals (3 + purification) was enough. If you think otherwise please tell me.

I have removed the restriction on Runes of Healing not being able to extend life. Extend life does not really allow the patient to gain "extra" life, only stretch what they already have. The inability to gain true extra life or to ressurrect comes from the Dragons specifically making sure what ever else happened no information was left around enabling mortals to become immortal.

I have moved the Smite Spell to a general and Torment to a special. This means they no longer have a ranged attack spell in generals but gain a quasi-weapon spell instead. This is to encourage players to get in and have atleast one hack rather than hang back and cast range spells. The description of Smite has ranged slightly so that it can be put on entities. The spell has been toned down so at Rank 10 or above the opponent is knocked prone if they fail and at Rank 20 they become stunned. One advantage to it being a general is that it means parties can temperarily have "magical" weapons.

A number of additions have been added from work by Jon McSpadden including Spirit Vision (T-3), Ritual of Binding Spirits, Ritual of Transformation and Ritual of Removing Minor Curse.

I have added the Runes of Elements spell to give the college a weak multiple effect spell which costs a lot of EP.

Original participants

Ross Alexander Jim Arona
Jon McSpadden Adam Tennant
Michael Young Terry Spencer
Daniel Dixon Michael Haycock
Dean Ellis George Mitchenson

Motivation

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.

As shamen 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 vacinity and their totem will never make an unproved attack on the Adept. Using the Spell of Summon Totem Helper the Adept may gain assistance from the Totem spirits.

Rune Wands and Staves

A wand is defined as a length of wood or bone 1 foot long. It cannot be used in combat or as much Fatigue or Runes. It has neglibible weight. A staff is defined as a quarterstaff in terms of weight, length and damage.

Restrictions

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

In some cases, the Adept may have to draw or carve a Rune into some object 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 13.

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:

  • The Adept takes a minute to inscribe a Rune on a surface +5%
  • The Adept uses their own blood to inscribe a Rune on a surface (1 pt

tiredness FT, minimum 1 minute) +5%

  • The Adept employs Ritual Spell Preparation 5% + 5% / Hour (maximum 10 hours)
  • The Adept uses fresh Dragons blood to inscribe a Rune +50%

All modifiers are cumulative.

Talents

Talent of Interpret Runes and Symbols (T-1)

  • Range: 5 foot + 1 / Rank
  • Multiple: 150
  • Base Chance: MA + PC + 3% / Rank

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.

Talent of Spirit Vision (T-2)

  • Range: 50 feet + 10 / Rank
  • Multiple: 200

The Adept can see into the spirit world. They can see spirits, 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), and incorporeal or insubstantial undead etc. (eg they will recognise a vampire in the form of a cloud of mist as an undead spirit). 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

Spell of Darkness (G-1)

  • Range: 5 feet + 1 / Rank
  • Duration: 15 minutes + 15 / Rank
  • Multiple: 100
  • Base Chance: 40%
  • Resist: None
  • Target: Point

The Adept creates a volume which elemental darkness fills like fog. The volume is a sphere with a radius equal to the spells range, centred on the Rune drawn by the caster and may not be moved unless the Darkness Rune is enscribed on the Adept's Runestaff. the spell is ritually cast. 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).

Spell of Light (G-2)

  • Range: 5 feet + 1 / Rank
  • Duration: 15 minutes + 15 / Rank
  • Multiple: 100
  • Base Chance: 40%
  • Resist: None
  • Target: Point

The Adept draws the Light Rune (or has it enscribed on their staff). The Rune will emit light as a point source and cannot be moved unless enscibed on a Runestaff. The light within the specified range will be (60 + 2 x 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 extended 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 create distorted edge shadows.

Spell of Pyrogenesis (G-3)

  • Range: 5 feet + 1 / Rank
  • Duration: Immediate
  • Multiple: 75
  • Base Chance: 40%
  • Resist: None
  • Target: Object or area

An Rune with drawn and every thing with the area bursts into fire. If the 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 (+ 5 / Rank) feet away.

Spell of Control Entity (G-4)

  • Range: Touch
  • Duration: Special
  • Multiple: 500
  • Base Chance: 10%
  • Resist: Passive
  • Target: Entity

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.

Spell of Purification (G-5)

  • Range: Touch
  • Duration: Immediate
  • Multiple: 100
  • Base Chance: 30%
  • Resist: May not be resisted
  • Target: Liquid

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 (+ 1 / Rank) gallon 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 (+ 1 / Rank) quart 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.

Spell of Smite (G-6)

  • Range: Touch
  • Duration: 10 minutes + 10 / Rank
  • Multiple: 200
  • Base Chance: 35%
  • Resist: Passive
  • Target: Entity

The Adept must paint a Smite Rune on the target. This Rune is then be 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 suffers [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 ceased of be in effect.

Spell of Healing (G-7)

  • Range: Touch
  • Duration: Immediate
  • Multiple: 450
  • Base Chance: 20%
  • Resist: None
  • Target: Living entity

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 possible for the ritual to backfire and will always backfire on a roll of 00. If it does so, the entity being healed immediately dies. The Adept must expend 10 Fatigue to employ spell as a ritual.

This ritual does not work anything not living.

General Knowledge Rituals

Ritual of Fashioning Runestaff (Q-1)

  • Multiple: 300
  • Base Chance: 30% + 3% / Rank

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.

Ritual of Runes of Sight (Q-2)

  • Multiple: 300
  • Base Chance: 40% + 3% / Rank
  • Cast Time: 1 hour

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.

Ritual of Sending (Q-3)

  • Range: 10 miles + 5 / Rank
  • Multiple: 250
  • Base Chance: 30% + 5% / Rank
  • Resist: The ritual can be only passively resisted

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.

Ritual of Warding with Runes (Q-4)

  • Range: 70 feet
  • Duration: 1 week + 1 / Rank
  • Multiple: 200
  • Base Chance: 30% + 5% / Rank
  • Resist: None
  • Target: Area

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

Spell of Runewall (S-1)

  • Range: None
  • Duration: 30 minutes + 30 / Rank
  • Multiple: 250
  • Base Chance: 20%
  • Resist: Passive
  • Target: Area

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.

Spell of Creating Runeshield (S-2)

  • Range: Touch
  • Duration: 1 hour + 1 / Rank
  • Multiple: 200
  • Base Chance: 40%
  • Resist: None
  • Target: Shield or Armour

The Adept must inscribe a Rune of Protection onto either a shield or armour. The magic will create a shield of protection around the wielder or wearer, respectively, giving 5% + Rank to defense and absorbing Rank / 4 point of physical damage. Note if the spell is on a shield then the wielder will only gain the defense bonus in their front hexes. Moreover, any Grievous Blow through the shield will disrupt the shield, reducing it to dust. But, in that case, the specific grievous injury will not be applied to the wielder.

Spell of the Rune of Truth (S-3)

  • Range: Touch
  • Duration: 10 minutes + 10 / Rank
  • Multiple: 300
  • Base Chance: 30%
  • Resist: None
  • Target: Entity

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.

Spell of Banishment (S-4)

  • Range: Touch
  • Duration: Immediate
  • Multiple: 250
  • Base Chance: 30%
  • Resist: Passive
  • Target: Almost anything

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.

Spell of Torment (S-5)

  • Range: 15 feet + 15 / Rank
  • Duration: Immediate
  • Multiple: 250
  • Base Chance: 15%
  • Target: Entity

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] point 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


Spell of Creating Runeweapon (S-6)

  • Range: Touch
  • Duration: 5 minutes + 1 / Rank
  • Multiple: 200
  • Base Chance: 20%
  • Resist: None
  • Target: Weapon

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.

Spell of Runelock (S-7)

  • Range: Touch
  • Duration: 1 hour + 1 / Rank
  • Multiple: 200
  • Base Chance: 30%
  • Resist: None
  • Target: Portal

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. The Runelock will absorb Rank x Rank points of damage before the portal if affected.

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

Spell of Visitation (S-8)

  • Range: 1 mile + 1 / Rank
  • Duration: Concentration: maximum 1 hour + 1 / Rank
  • Multiple: 300
  • Base Chance: 15%
  • Resist: None
  • Target: Entity

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.

Spell of Rune Curse (S-9)

  • Range: 5 feet + 5 / Rank
  • Duration: Special
  • Multiple: 400
  • Base Chance: 15%
  • Target: Entity or Object

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 willloose [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 Adept' s Rank x D10 in rest and recuperation.

  • [20]Total Amnesia

Spell of Control Corpse (S-10)

  • Range: Touch
  • Duration: 1 hour + 1 / Rank
  • Multiple: 300
  • Base Chance: 15%
  • Resist: None
  • Target: Corpse

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.

Spell of Converse with Spirits (S-11)

  • Range: 10 feet + 5 / Rank
  • Duration: 5 minutes + 5 / Rank
  • Multiple: 200
  • Base Chance: 20%
  • Resist: May not be resisted
  • Target: Self

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.

Spell of Trapping Spirit (S-12)

  • Range: 10 feet + 5 / Rank
  • Duration: 1 minute + 1 / Rank
  • Multiple: 400
  • Base Chance: 5%
  • Target: Spirit

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.

Spell of Rune of Elements (S-13)

  • Range: 5 feet + 5 / Rank
  • Duration: Immediate
  • Multiple: 700
  • Base Chance: 5%
  • Resist: Passive only were applicable
  • Target: Point

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 andanything 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 mustresist the magic or be deafened for Rank pulses and take D10 (+ Rank /

2) physical damage.

  • [Water] The target hex is immediately filled with water andanything which is not waterproofed will become saturated. Any entity

who resists the magic will suffer D10 (+ Rank / 2) drowning damage unless they some waterbreathing 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 anythingwithin 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 oflightning 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 being to cool and will half the amount of damage it does each pulse.

  • [Mist] The combination of Air and Water will create a pea soupfog will immediately envelope 1 hex (+ 1 hex radius / 5 Ranks)

obscuring all normal vision. This mist will then being 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 thetarget 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 toenveloped in thick, choaking dust. This will obscure vision and

cause anything which fails to resist to choak. This choaking 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).

Spell of Warning Stones (S-14)

  • Range: Touch
  • Duration: 1 hour + 1 / Rank
  • Multiple: 300
  • Base Chance: 20%
  • Resist: None
  • Target: Stone

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.

Spell of Summon Totem Helper (S-15)

  • Range: Unlimited
  • Duration: 10 minutes + 10 / Rank
  • Multiple: 200
  • Base Chance: 30%
  • Resist: None
  • Target: Spirit

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.

Spell of Sacrifice (S-16)

  • Range: Touch
  • Duration: 10 seconds + 10 / Rank
  • Multiple: 700
  • Base Chance: 5%
  • Resist: Passive
  • Target: Any living creature

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 immediate gains all current Fatigue and Endurance. Up to Rank points each of this can be used to heal damage and restore fatigue respectively. Clearly.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 Adept's 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 on plants.

Special Knowledge Rituals

Ritual of Casting the Runes (R-1)

  • Multiple: 500
  • Base Chance: 5% + 5% / Rank

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

Ritual of Creeping Doom (R-2)

  • Multiple: 450
  • Base Chance: 20% + 4 / Rank

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.

Ritual of Rune Portal (R-3)

  • Range: Special
  • Duration: Special
  • Multiple: 400
  • Base Chance: MA + 5 / Rank
  • Cast Time: 30 minutes

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 Adeptinscribing 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 Runesof 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 casting 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.

Ritual of Binding (R-4)

  • Duration: 2 hours + 2 / Rank
  • Multiple: 500
  • Base Chance: MA + 3 / Rank
  • Cast Time: 30 minutes

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.

Ritual of Binding Spirits (R-5)

  • Duration: Permanent
  • Base Chance: MA + 3 / Rank
  • Resist: May not be resisted

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 Permanency (R-6)

This ritual can be used to make the following spell effects permanent in duration: Darkness, Light, Purification, Runewall, Smiting, Warning Stones. It requires 1 point of Endurance to be permanantly spent and will automatically work.

Ritual of Transformation (R-7)

  • Duration: Special
  • Multiple: 500
  • Base Chance: MA + 3% / Rank
  • Resist: Passive only
  • Cast Time: 1 hour

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 sentient's 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.