House Rules: New Classes.   Posted by Eru Illuvatar.Group: 0
Eru Illuvatar
 GM, 12 posts
 The One Alone
 Creator of Arda
Fri 17 Mar 2017
at 17:43
House Rules: New Classes
ARTIFICER: Mage subclass/specialist

Races allowed: Dwarf or Noldor only

Role: Artificers are valuable support within their party, offering technological and magical assistance to others. Their abilities to infuse items with magic make them well suited to augmenting the specific needs of any adventuring group.  Artificers may not multi-class as the focus required for Artifice is too exacting to allow for any other profession.

Hit Dice:

Weapons allowed: club, dagger, dart, hammer, hand-axe, knife, short sword, sling (sling-staff) staff

Armour allowed: Leather, hide, padded, studded leather, ring

Weapon/Non Weapon Proficiencies: As Mage

Starting Wealth: 3d6 x 10 gp (average 105gp)

Class Skills:

1st:  Alchemy, Identify, Imbue, Infusion, Master Craftsman, Schema Book, Trinket

2nd: Scribe Scroll, Guardian Domain

3rd: Remove Wards

4th: Homunculus Familiar

5th: Craft Magic Arms/Armour, Salvage

7th: Hidden Cache

8th: Brew Potion

9th: Craft Wondrous Item

10th: Transference

12th: Craft Staff/Rod/Wand

13th: Item Summoning

14th: Forge Ring

18th: Technologica Arcanum

20th: Magnum Opus

Explanation of Class Abilities:

ALCHEMY: Artificers receive the Alchemy non weapon proficiency free at first level.

IDENTIFY: Artificers have a 20% chance at 1st level to identify the general purpose and function of any magical item simply by examining it for one full turn. This is similar to the bard's ability, but is based on the artificer's ability to analyze the construction and enchantments on the item, not the item's historical significance. This chance increases by 5% per level, so a 5th-level artificer can identify items with a 40% chance of success.

It is possible for an Artificer to imbue an item with a spell for immediate casting.  Spells up to third level may be imbued this way.  This is usually done in an emergency situation only, as it is not without dangers.  Artificers may only imbue spells a limited number of times per day:

1st through 3rd level- Once/day
4th through 7th level- Twice/day
8th through 10th level-Thrice/day
Beyond 10th Four per day.

Imbuing a spell takes one full round of concentration.  To imbue a spell into an item it must be of excellent craftsmanship and is almost always consumed in the casting (item may make a saving throw to remain intact) although if the item imbued is one fashioned for infusion then no saving throw is required.  Once the spell is imbued into the item it MUST be released within two rounds.  Otherwise the item explodes doing 1d4 per level of the spell damage to the caster and anyone within five feet of the Artificer.

INFUSIONS: At 1st level, the artificer gains the ability to store spells in prepared items, saving his memorization slots for other spells. Once placed in an item, a stored spell remains indefinitely until released. The spell to be stored must be one which the wizard knows and can cast; at any given time, a wizard may have no more total spell levels stored than his own character level, so a 5th-level artificer could store up to five levels of spells.

Preparing an item to receive one stored spell requires one uninterrupted week of work, and the actual process of casting the spell into the item requires one day and 50 gp per level of the spell. The item must be of the finest workmanship, worth at least 100 gp; after the spell it holds has been discharged, the artificer can re-enchant it. Only the artificer may release the stored spell, with a casting time of 1; in all other respects the spell is treated as if the artificer had cast it normally. Also, an item can hold up to four spells, but only one of each level.  Any attempt to cast another spell into the item will simply replace the currently infused spell. In effect, this ability allows the artificer to create temporary magical items such as a ring enchanted with feather fall or a cloak prepared with protection from normal missiles.

MASTER CRAFTSMAN:  The Artificer chooses the one Craft non weapon proficiency that is his primary one.  Thereafter anytime the Artificer creates any item using this craft proficiency he gains a +10% bonus to succeed and the cost of materials is only 66% of normal.

SCHEMA BOOK:  An Artificer creates his enchanted items from schema he collects in his journeys. These schema are magical formulae created from arcane spells that are found and transcribed into the book. This functions just as a Wizard's spellbook. The Artificer starts with 3 1st level schema in his book and may add 2 new schema each time he levels.  An artificer can also translate a spell to his book whenever he encounters one on a magic scroll or in a spell-book containing spells he is able to cast. No matter what the spell's source, the artificer must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check.  Only an Artificer can make use of a schema book.

TRINKET:  The Artificer often has little magical baubles at his disposal which he is constantly fooling with. The Artificer can choose a single 0 level spell (cantrip) and imbue a specially prepared device with it.  He may then use this trinket at will as a wand of that spell for one day, after which the magic expires.  After an 8 hr rest the Artificer may replace the spell in the trinket with another.

GUARDIAN DOMAIN:  An Artificer gains minor access to the guardian domain of clerical spells (up to third level).  He may learn and transcribe these spells whenever he encounters them in written form.

SCRIBE SCROLL:  Starting at second level, an Artificer may create scrolls for schema he has learned and transliterated to his book.  If he desires to create a scroll that he has not learned the spell for then he must research it.  Inscribing a spell scroll takes one day per spell level, while creating a protection scroll requires one full week of uninterrupted work.  The only cost incurred is obtaining the necessary materials.  Your DM has the information regarding materials required and chance of success.

REMOVE WARDS:  An Artificer may detect and disarm magical traps as if he was a thief of two levels lower than his own.

  At 4th level, an Artificer gains a homunculus familiar. He does need the prerequisite craft or profession skill to create the homunculus physical form.  Once he has constructed a suitable body and performed the usual ritual (8 hours, 200 gp per Artificer level) for gaining a familiar, plus the usual cost for animating a homunculus ,(1000 gp which includes the cost of construction)) he may animate his homunculus. An Artificer may choose not to take a homunculus as his familiar, or wait until higher level to create one if he wishes.

The Artificer may make basic modifications (except adding Hit Dice) to his homunculus familiar, as well as perform repairs, but he may not perform weapon modifications unless he possesses Craft Weapons and Armor.  The homunculus familiar will serve as requested, but it is not meant for combat and performs as a zero level fighter if forced to do so .  If destroyed the Artificer must wait until he achieves his next level to attempt to replace his lost familiar.  The familiar can assist the Artificer with his various projects and adds a bonus to the results when allowed to do so.

CRAFT MAGIC ARMS/ARMOUR: At 5th level of ability the Artificer gains the ability to create actual magic weapons and armour.  The Artificer is able to create items that correspond to his level or below only, using the experience value of the magic item to determine what he is able to create.  In general determining the level value of a magic item can be done by dividing its XP value by 500 and adding 2.  He must also possess the necessary non-weapon proficiency as well.

For example:  If Gorm son of Garm the level 5 dwarf Artificer wishes to create a magic sword, he will be able to create a Luck Blade +1 (1,000 XP/500 +2 = 4th level item) but not a Vorpal Blade (10,000 XP/500 +2 = 22nd level item!).  As always, the DM has final approval for requirements to create magic items.

SALVAGE:  At 5th level, an Artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The Artificer must spend a day with the item, and he must also have the appropriate non weapon proficiency for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value cannot be spent as gold, it may only be used in the creation of another magic item.

HIDDEN CACHE:  At 7th level, an Artificer may create a cache in the Astral plane for his equipment. This functions similarly to the secret chest spell, using the Artificer’s class level as his caster level, except the chest never runs the risk of disappearing, and the Artificer may reforge the chest replica if it is lost or destroyed to regain access to the cache. Only one replica may exist at a time, and forging a new one causes the previous replica to lose its power. Living creatures cannot be stored in an Artificer’s hidden cache; the cache refuses to return to the Astral plane if this is attempted.  It takes one full round to summon the chest and retrieve an item.

BREW POTION:  At 8th level an Artificer may create potions per the crafting rules mentioned above.  As always the DM has final approval over what may be appropriate for the campaign

  At 9th level an Artificer may create miscellaneous magic items per the crafting rules mentioned above.  As always the DM has final approval over what may be appropriate for the campaign and what the requirements are for any magic item.

TRANSFERENCE:  At 10th level, an Artificer gains the ability to take the enchantment on one item and transfer it to another item of the same type (melee weapon to melee weapon, armor to armor, shield to shield, etc.) If the second item already possesses an enchantment, that enchantment is transferred to the first item. To transfer enchantments, the artificer must have both magic items and the appropriate craft proficiency for that type of item. Transferring enchantments takes 1 hour of focused work. Note that some enchantments will not function if transferred to certain items (such as a duelist enchantment transferred to a halberd.) Constructs may not have their enchantments transferred, but enchantments on a construct’s armor or weapons may be transferred as normal. Intelligent items that are unwilling to be transferred make a saving through verses spells to resist. If the item succeeds at this check, then the Artificer may not try transference again on that item, unless the item relents. Artifacts can never be transferred.

ITEM SUMMONING:  At 13th level, an Artificer no longer needs to summon his cache in order to store and retrieve items stored there. The Artificer may send an item to his cache, summon an item from his cache, or switch an item with one from his cache as an instant action. The item or items in question must have been in the craftsman’s possession for at least 24 hours before using this ability. If the Artificer summons armor or another item that can be worn, he may summon it directly onto his body if he so chooses. While the Artificer does not need to open his cache to exchange items, he must still have the small chest replica on his person to summon an item in this way.

FORGE RING: At 14th level an Artificer may create magic rings per the crafting rules mentioned above.  As always the DM has final approval over what may be appropriate for the campaign and what the requirements are for any magic item.

TECHNOLOGICA ARCANUM: At 18th level the Artificer may transfer his consciousness into any item he has created.  This includes golems and other constructs.  While his consciousness resides within the item, his body is remains in a coma like state and requires neither food nor water.  The Artificer may remain within the item for one year/level, so long as no harm befalls his body.  Any damage to his immobile form returns the Artificer to it immediately.

  At 20th level of ability the Master Artificer unlocks the secret of creating artifacts. He gains one minor artifact, subject to DM’s approval, which represents his constant tinkering throughout his life. This item is virtually indestructible and may be called to the Artificer who made it from anywhere, even across planes. This minor artifact is not bound equipment and thus may be used by others.

The Artificer may now forge major and minor artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with outer gods, fire from the heart of an active volcano, or any number of special prerequisites.


The school of artifice is composed of spells that store or channel magical energy through items carried by the wizard. In effect, the artificer is a wizard who creates temporary magical items for his own use. The advantages of this thaumaturgical method lie in the wizard's ability to increase his spell power by carrying extra spells in various magical items and to unleash powerful enchantments with a single command word. A wizard must have an Intelligence of 12 and a Constitution of 15 in order to choose this specialty. The school of artifice is opposed by the school of necromancy and those spells in the school of enchantment/charm which affect living beings.

An artificer progresses in spells as per any other magical specialist, although he also has access to the school of artifice as well as minor access to the guardian domain.  Except for certain magics, ALL of the artificer's magic MUST be cast through an item created personally by the artificer.  Until such time as the Artificer learns to create true magic items, ONLY the Artificer may release a spell contained in one of his or her creations.

The artificer must maintain a well-equipped laboratory and workshop. A 1st-level artificer begins play with a suitable facility in his base of operations. Building a new laboratory costs at least 1,000 gp per character level, and existing laboratories cost 50 gp per level to maintain each month. An artificer without a laboratory loses access to the bonus spell provided by specialization, and can't conduct research, make magical items, or add new spells to his spell book.  Artificers have the normal benefits and restrictions of specialist wizards, but have no saving throw modifiers and impose no saving throw penalties on the targets of their spells.

While artificers are fairly weak at first, once they reach middle levels they can quickly become some of the most useful and powerful wizards in the game. The DM should always consider the artificer's proposed item research and construction very carefully; any item that the DM feels is too powerful or out-of-character can be disallowed. In particular, items with absorption or negation powers should be considered very carefully—these can be very unbalancing in a game.

This message was last edited by the GM at 13:41, Tue 26 Mar.

Eru Illuvatar
 GM, 13 posts
 The One Alone
 Creator of Arda
Sun 23 Apr 2017
at 05:55
House Rules: New Classes
RUNE CASTER: Fighter subclass

Ability Requirements: Strength 11 Intelligence 14 Wisdom 15
Prime Requisites: Intelligence, Wisdom
Races Allowed: Dwarves, Noldor

Rune casters are rare and fearsome warriors. Although skilled in battle, their formidable power springs from their understanding of runes, ancient formulae that tap mystical powers. This combination of sword and magic makes them powerful allies and dangerous foes.

Though they are infrequent, warriors with the power to write magical runes do appear in the old Icelandic tales. Perhaps the most famous runecaster was Egil Skallagrimsson, hero of Egil's Saga. Descendant of the famous berserker Kveld-Ulf, Egil was a strong and hot-tempered man, skilled in runes and poetry.

Although they possess magical abilities, rune casters are members of the warrior group. They fight and save like warriors. Experience is earned as a warrior and they advance in levels as a ranger or paladin. They are allowed to use all those magical items normally available to warriors. However, the rune caster only receives the normal con bonus hit points due for high Constitution scores, not the Warrior mod.

Rune casters possess the knowledge of runes, magical words that when used properly generate or release special powers. Although they seem like spells (because they have magical effects), runes are very different. The source of all runes is the god Odin. Runes must be learned, but are not memorized and forgotten like spells. There is no limit to the number of times a rune can be used in a single day. However, runes are difficult and complicated. Casting a rune is time-consuming and may result in nothing but failure. Lastly, a character's selection of runes is severely limited. Complete information on runes, how they are used, and what they do is found below.

In addition to his fighting ability, a first level rune caster begins the game knowing three runes. These runes are assigned by the DM and are never chosen by the player. No check is made to see if the character can learn these runes; it is assumed he has mastered that complicated art. Within the limits of rune-casting and the runes available, the character can use his knowledge at any time he feels appropriate. Thereafter, each time the character advances in level, he has the opportunity to attempt to learn a new rune. Success is not automatic and a character can only make the attempt when he reaches a new level. The chance to learn the rune is based on the character's Intelligence. It is the same as that needed to learn a new spell. If the check is succeeded, the character can add the rune to his list of those already known. If it is failed, the character can never learn that particular rune, regardless of how high in level he rises.

As with the initial runes, the DM has final say over the knowledge gained. He may allow the player to pick the desired rune or offer the character a limited selection. Furthermore, the DM can either allow the rune to leap unbidden into the character's mind without prior experience or study; or he can require the character to find someone who will teach him the difficult art of forming the rune. There are no books of rune magic to study from!

As noted before, a character can only learn a new rune when he rises in level. Unlike spells (which can be learned anytime the character discovers a new one), a character cannot try to "learn" a rune simply because he has seen it. Rune casting is a mystical art; it cannot simply be memorized by rote. Even if the character knows of the rune's existence, he must wait for a new level before attempting to understand its intricacies.

Because of their more ominous reputations, rune casters do not attract large bodies of followers. Upon attaining 9th level, the reputation of the rune caster is such that a certain number of men will follow his banner. Like the fighter, he determines those who stand by him using the Norse Followers Table. Unlike the fighter, he only attracts half the number listed (fractions rounded up). Those who do attend him are no less loyal for all this."


Once the character learns how to fashion a magical rune, he can attempt to use it. Of course, since the character is manipulating magic, this is neither a simple nor easy task. Even though the character "knows" how to use a given rune, it must be recreated with each use. What the character knows are the principles and steps for creating the desired rune, but each time he uses the rune, it takes a different form affected by the factors of the moment. It could be the time, place, motives, or people involved that alter the rune. Perhaps the most important part in using a rune is to deduce the the correct form needed.

This slow process is known as shaping, and is divided into three steps—planning, carving, and activating. Each attempt to shape a rune begins with a full turn of contemplation during which the character must remain undisturbed. At the end of that time, the character can proceed to the second step.

Carving a rune requires only three things—the rune as planned out in the character's mind, something to carve it with, and some thing to carve it on. Magical runes must be carved to be effective; written with paper and inks they have no power. The carving tool and surface can be whatever is at hand (although some runes may have restrictions), but must be known during the planning stage. A character cannot plan a rune and then look around for the materials to carve it. There must be no delay between the planning and the carving of a rune.

Typical surfaces for carving runes include boards, blades, drinking horns, and stones. The most common carving implement is a knife, although any other hard, pointed tool can be used.

The third step in shaping a rune is activating it. This must be done within two rounds of the carving for the rune to be effective. The activation can be either a poem spoken over the runes (to charge them with power) or anointing the runes with beer or spit. The exact method is generally unimportant to the play of the campaign.

All told, the process of shaping a rune takes 15 + ld20 minutes. Upon completing the last step, either the player or the DM makes a Wisdom check for the character. If the Wisdom check is successful, the rune works as intended. The player can make checks for those runes where the outcome is obvious. The DM should make checks for situations where the success of the rune cannot be determined immediately, such as a rune against poison carved on a drinking horn. After the rune has served its purpose, it is merely a carved pattern. Runes cannot be reused."

Rune Descriptions

Unlike spells, magical runes do not have levels. Most can be learned by any rune caster, no matter what his level. However, some runes can only be attempted after mastering simpler ones. In these cases, the rune or runes that must be known are listed in the description of the particular rune.

  This rune detects the presence of poison and protects against poisoning, after a fashion. Once shaped, the rune must also be carved on the rim of a cup or horn. The two runes must then be touched to each other. The effectiveness of the rune is not permanent; it is only useful for a single drinking session, although the cup may be refilled many times. If during this time the drink contained is poisoned, the cup shatters when the rune caster touches it. Once the cup is broken, the ale-rune is obviously cancelled.

  This rune allows the runecaster to under stand the speech of a particular animal. When shaped, the rune must name the particular animal it is intended to affect. A type of animal ("any bear") is not sufficient; an exact identification must be provided ("the bear that lives in the big cave at the mouth of Flossi's stream"). Once the rune is carved, the caster can converse with that animal as if by normal speech, both man and animal understanding each other. Speaking animals are typically friendly, even helpful; perhaps the novelty of speaking humans intrigues them.

  This rune, carved onto the haft of an axe or shaft of a spear, can be used to incite berserk frenzy. Since the name of the person and the instance of battle must be included in the shaping of the rune, the berserk-rune is generally only effective in set-piece battles or duels where the runecaster has time to prepare. Once the rune is shaped, the user of the weapon gains +2 to his hit points and +1 to his damage and THACO (but no other berserker powers). The berserk-rune does not convey all the powers allowed the berserker character. The state lasts until the character is slain, uses another weapon, retreats, or is out of combat for more than two rounds.

  This rune must be tooled onto the palms of a pair of leather gloves. When the rune is shaped, the wearer, place, and time must be specified (i.e. "these gloves are for Halfdan the Seal-Hunter in the battle against the English we are about to fight"). The gloves are effective for one day. When worn, the named character can try to catch any weapon thrown at him—spears, axes, knives, etc.—by making a saving throw vs. death. If successful, he catches the weapon and suffers no damage from that attack. If the attempt fails but the attack succeeds, the character suffers one extra point of damage from the attempt. The rune is not effective against arrows or thrown boulders and the like.

  This rune allows the rune caster to assume the form of a natural animal. When shaping the rune, the rune caster must specify what creature he will become. The rune is then carved on a bone, feather, or hide of that creature. Upon completion, the character assumes the form of the animal. His clothing and equipment do not transform with him. The character has the armor class, movement, attacks and damage of the creature but retains his own hit points, THACO, and saving throws. He does not gain any special abilities the creature might possesses (poisons, bear hugs, etc.). The change lasts for Id6 hours or until the character sleeps or goes unconscious, although the caster can end it earlier if he wishes.

  This rune, when correctly shaped, functions as a powerful love charm. It is, however, dangerous to use. Each charm rune must be shaped with a particular pair of lovers in mind and then carved onto a plank. The plank must then be placed underneath the mattress of the victim. After each night spent sleeping over the rune, the victim must make a saving throw vs. petrification. If the saving throw is successful, the rune has no effect that day. If the saving throw is failed, the victim is charmed. He or she views the rune caster (or whomever the rune caster has designated) most favorably. Indeed, the victim behaves if in love. (Note that this does not give the rune caster or any other absolute control over the charmed person!) The charm effect only remains in effect so long as the plank with the rune remains in place beneath the mattress.

Charm-runes are dangerous to use for a variety of reasons. First, unlike many other runes, a misshapen or poorly carved charm rune is not just ineffective; it gains the power to harm, assuming the properties of a disease rune. Second, unless natural instincts overrule it, the charm-rune is only effective so long as it remains in place. It is reasonable to assume that sooner or later the rune will be discovered. The charmed person (and his or her kin) is apt to take a dim view of such a magical seduction. Finally, unquestioning love may not always be the bliss the character imagined; it can easily yield to other emotions, particularly jealousy.

  This dark and potent rune allows the rune caster to converse with those departed. When shaping the rune, the runecaster must know the name of the specific individual he seeks. The rune is then carved on a pole and driven into the earth of the grave mound or cast into the sea for those unburied. The mound then opens (or a hall appears in the waters) revealing the dead spirit seated at his high seat. The rune caster can pose up to three questions to the spirit. Although the summoned spirit can not lie, it typically answers in riddles and poems (frequently loaded with kennings). The spirit will invite the character to enter, but anyone foolish enough to do so is lost forever.

The dead-rune has a significant risk in that not all spirits are cooperative or helpless. Each time it is used to summon a new spirit, there is a 10% chance the rune caster has contacted one of the uneasy dead. The summoning frees such spirits from their mounds and they take on physical form. Spirits released in this manner are equal in all respects to wights.

  This rune is very similar to the charm-rune. When shaped, the victim must be named and the rune carved on a plank. This is then placed beneath the mattress of the victim. Each morning thereafter, the victim must make a saving throw vs. death. If successful, the rune has no effect. If failed, the victim weakens, losing a point of Constitution per day. This process continues until the victim's Constitution reaches 0 and the character dies. Constitution lost in this fashion cannot be regained until the rune is discovered and destroyed.

  Used by seers, the fortune-rune allows the caster to predict the fate of others. Each rune must be fashioned for a particular person and carved into wood. It is then typically cast on the floor, burnt, or handled by the seeker. If the rune is shaped successfully, a general indication of the character's fate in life is given. This can be as broad or precise as the DM desires. Of course, once a prediction is made the DM should make efforts to see that what has been foretold comes true.

The Vikings strongly believed that the fate of a person was fixed from his birth and there was little he could do to change it. (Arrow- Odd, who was fated to be killed at home by the skull of his own horse, killed and buried the animal, then sailed away vowing never to return. Although he lived for three hundred years, Arrow-Odd finally did meet the fate the seer had described for him.)

Fortune-runes are useful in describing the general life of the character, his luck in a coming battle, the dangers of undertaking a long voyage, and other large-scale events. They are useless for determining the outcome of small details and events, such as whether a monster lurks behind the door. Such hazards of life are left for the characters to face on their own.

  This valuable rune can be fashioned to cure diseases, including most of those caused by magical means (unless otherwise specified). It has no effect on illness caused by disease runes. When shaped the caster must know the name and symptoms of the sufferer. The rune is then carved on a plank and placed under the ailing person's pillow. Each morning the patient makes a saving throw vs. death. If successful, the disease lessens and one of the symptoms vanishes. (Fevers abate, pox heal, aches depart, etc.) When all symptoms are gone, the person is cured. The rune is then in effective.

lron-Can't-Bite Rune
  This potent rune is much valued by warriors of all types and is frequently used by raiders and berserkers. The rune is shaped for a particular person and carved onto a wooden amulet. The charm must be donned as soon as it is carved. (It is not possible to stockpile prepared amulets. )This must be worn around the neck at all times. Thereafter, the wearer suffers one point less damage from all attacks made with weapons. (An axe blow that does six points of damage would only cause five to a character so protected.) The rune is effective as long as the character wears the amulet or until the character's hit points are reduced to 0. If the rune is removed for any reason, its power is broken. Certain magical devices may also negate the effectiveness of the rune. A character can only use one of these runes at a time.

  This useful rune can be used to heal injuries, particularly those suffered in battle. To be effective, the rune is shaped with the injured person's name and then carved onto the branch of a living tree. Blood from the wounded person must be touched to the carved letters. If the rune casting is successful, the injured person heals ldlO points of damage.

Alternately, limb-runes can be used to speed the process of natural healing. The process for shaping the rune is the same as above, but the rune is carved on the inside of a piece of bark stripped from a living tree and placed against the wounded character's skin. Thereafter, the character heals at twice his normal rate. When used in this fashion, the rune remains effective until the character has made a complete recovery. Only one limb rune per character can be used at a time.

  This is a potent and dangerous rune, great in both its rewards and its risks. It allows the rune caster to seek the answer to a single question. The rune caster formulates his question in the form of magical runes and carves these on a stone. If the rune is successfully shaped, an answer to the question will come to the character in a dream in Id6 nights. Like most prophetic answers, the vision will be couched in strange and mysterious terms for the rune caster to puzzle out.

The risk comes if the rune is fashioned wrong. Then, instead of a prophetic dream, the rune caster suffers six visits by a gast (see Monsters), appearing once each night.

  This rune, carved on a stick or other wooden object, gives a single person luck for one day. The shaping of the rune requires the name particular person to be protected. He must then carry the rune with him for it to be effective. If the rune is successfully shaped, the recipient gains the benefits of Good Luck as described in the "Gifts". If the rune is badly formed, the Bad Luck effect is instead triggered. The rune caster decides the type of die to be affected at the time of shaping the rune.

Good luck remains in effect from sunrise to sunset, provided the character keeps the rune on his person all that time. Bad luck has the same duration, but remains in effect even if the rune is discarded. A character can have no more than one luck-rune in operation at a single time. All others he might try to carry are instantly negated.

  A nith-rune is a highly charged and emotional rune to use, since it is a grave insult to the person named in the rune. (Nith implies shaming and disgrace and among the Vikings is associated with traitors, particularly a man who kills his own blood-kin. Such criminals are named nithingr and can be killed on sight by any man.) A nith-rune delivers a powerful curse.

To fashion this rune, the rune caster must name a particular person to be affected and fashion with the runes the wrongs that person has committed against the rune caster to justify the curse. A nith-rune carved without good cause automatically fails (with the consequences given below). The rune is carved on a pole, set in the ground, and topped with an animal's skull. The pole must be on the property of the person being cursed.

The type of curse delivered depends on the imagination and desires of the rune caster. Typical curses inflict madness, misfortune, bad luck, illness, poor harvests, harsh winters, bad hunting, or evil weather. The curse can never directly cause the death of the victim. For example, the rune caster cannot will a fatal illness on the victim or cause his ship to sink in mid-ocean. However, he could reduce the victim to feeble weakness (making him easy to kill) or request a terrible storm (that might sink the ship of anyone foolish enough to sail).

If the rune is fashioned successfully, the victim is allowed a saving throw vs. death to resist the effects of the curse. If the save is failed, the curse takes hold. If the save is successful, the curse is negated.

There are several risks involved in using this spell. First, it is difficult to fashion, so the shaping check is made with a —1. Second, for the nith-rune to have effect it must be placed where it can be found. Since the runes clearly identify the rune caster and his intended victim, either the victim or his relatives might discover the pole and then take vengeance on the character. A ni5-rune is a grave insult and will not be dismissed lightly, unless the target is a coward. Finally, a poorly fashioned rune will rebound on the rune caster. If the character errs in shaping the rune, the curse (or something similar to it) effects the rune caster. Like the potential victim, the player character is allowed a saving throw to avoid the effect.

The curse remains in effect until either the conditions of the curse are fulfilled, the nith-rune is negated, or the two parties arrive at some kind of reconciliation. This last can be done by arbitrating a settlement with the caster.

  This rune allows the caster to extinguish any single fire. When shaped, the name of the place to be affected must be worked into the rune, which can then be carved on any available piece of wood. The wood is thrown into the fire and consumed to activate the rune. If the rune is shaped successfully, a conflagration up to the size of a single building can be extinguished. Only one fire can be extinguished per rune.

  For the Vikings, the sea-rune is one of the most prized and practical of all runes. With it, the chances of a safe voyage are improved greatly, no small thing for sailors of the stormy northern seas. Since the rune is most effective if shaped and carved when the ship is built, wise shipwrights seek out the most skillful rune caster they can find. The rune caster shapes the rune and then carves it on the prow, rudder, and oars of the ship. The rune remains in effect until any of these items are broken or lost. A rune shaped during the building of the ship gains a + 5 % bonus to later seaworthiness checks.

Once the sea-rune is carved (assuming it was successful), the ship has better chances of surviving any storm. In dangerous seas, the vessel handles as if the wind and waves were one category less. (Strong winds are treated as favorable, storms as strong winds, gales as storms, and the northern equivalent of hurricane is a gale.) The ship gains a +10% bonus to all seaworthiness checks (possibly 15% if the rune was fashioned when the ship was built). Multiple sets of sea-runes on a single ship are not allowed.

If a sea-rune is negated because of a broken or lost oar, the rune can be repaired by any rune caster who knows how to shape a sea rune. He can examine the runes already on the ship and carve a new one. A check for the work must still be made. The bonus for the initial carving of the rune is lost, however, since the replacement oar was not fashioned when the ship was built. If the prow or rudder is broken, the sea-rune is permanently destroyed. The ship is then considered ill-fated and cannot have another rune placed on it.

  Like the sea-rune, this rune is highly desired by all warriors. To be used, the rune must be shaped for a particular warrior and then carved on the inside of his shield. Thereafter, the warrior gains a +1 to all his saving throws when carrying the shield. The shield-rune is only effective for the named warrior; should another use his shield, it functions as a normal shield with no special bonus.

The shield-rune remains in effect until the character is defeated in a duel or runs from a battle. If either event occurs, the rune is immediately negated.

  This peculiar rune can be used to free others, or sometimes oneself, from bonds and fetters. It can also open locks. To use, the rune caster names the person to be freed or the item to be opened and carves the rune on the bonds themselves. He then shouts to activate the rune. This unties knots, opens locks, breaks fetters, and undoes any other restraints.

  This rune is carved on a piece of wood and must be shaped for a particular individual. Once activated, the rune caster can look at the named person with the power of second sight (see Second Sight in this chapter). Because second sight allows one to see many things hidden or from the other world, this rune is often used to help predict the fortunes of others. A single sight rune is effective for one reading.

  This rune is shaped for a particular person, then carved on an amulet for the person to wear. The rune is effective for twelve hours after the carving. During that time, the rune prevents enemies of the wearer from speaking evil of him. Those attempting to defame, denigrate, or spread lies about the protected person must make a saving throw vs. spell to do so. Furthermore, the spell prevents others from casting runes (particularly the nith-rune) on the protected person unless, again, a saving throw vs. magic is made.

While it at first seems inconsequential, this rune is of great importance. The honor of one's reputation was of no small significance among the Vikings. A man's standing could easily be destroyed by slander and innuendo, particularly in the court or at the thing (the assembly). The speech-rune, wisely used, could prevent such a downfall.

  The strength-rune does just as its name implies: it increases the strength of the recipient. When shaping the rune, the rune caster must include the name of the strengthened person and then carve the rune on a piece of wood or stone. This is driven into the earth and touched by the named person. Thereafter, for Id4 hours, that character's Strength is increased by Id3 points (or 10% if over 18). The character receives all appropriate adjustments to THACO and damage for his enhanced Strength.

  This is a powerful and much desired rune, because it improves a warrior's skill in battle. The rune must be shaped for a particular warrior and a particular battle or setting. ("Give victory to Sigurd Hairy-Cheek today against the Wends.") It is then scratched onto the warrior's sword hilt and blade (spear shaft and blade, or any other appropriate combination). The warrior gains a +1 to his THACO and damage rolls. The rune lasts until the warrior loses the weapon or changes to another weapon, retreats or is defeated in the battle, or the battle ends. The rune carved blade is the equivalent of a magical weapon for fighting creatures that can only be hit with +1 weapons. The triumph-rune cannot be combined with other runes that increase the THACO or damage rolls of the character, nor can it be applied to magical weapons.

  This practical rune is often used by sailors to protect against the risk of drowning. The rune is shaped with the person's name and then carved onto a piece of wood. This is set adrift on the ocean. Thereafter, the person has limited protection against drowning in the following ways: He can hold his breath for twice as long as normal. The character is automatically considered proficient in swimming. When swimming long distances (such as to shore after a shipwreck), the character gains a + 1 to all required Constitution checks. The character does not suffer from exposure to icy waters and suffers -1 point of damage that might be caused by drowning or similar water-based attacks {although these are very, very infrequent in the Viking world)."

This message was last edited by the GM at 05:00, Mon 31 July 2017.

Eru Illuvatar
 GM, 14 posts
 The One Alone
 Creator of Arda
Sun 23 Apr 2017
at 05:57
House Rules: New Classes


The Rune of Color
  This rune changes the color of objects or persons upon which it has been inscribed. This rune can increase the Hide in Shadows percentage of person upon whom it has been inscribed (10% - 40%). The rune of color may be inscribed upon the skin. The duration of the rune of color is 1d8 hours.

The Rune of Admonition
  When inscribing this rune, the rune caster concentrates upon a brief message (up to three sentences, no spells) in his mind and which is bound into the rune of admonition. Any being touching the rune hears the caster's message in their mind. The message is received as if spoken by the inscriber, so intonation, emphasis, and inflection can be conveyed. The rune is usually employed to warn away trespassers or intruders, or to alert travelers to impending danger. The rune of admonition may not be inscribed upon the skin. The rune of admonition lasts for one day/level of the rune caster.

The Rune of Righteous Entry
  This rune is inscribed upon a small- or medium-sized object such as a book, chest, or cupboard. The rune of righteous entry denies access to the container or object to anyone but the inscriber, who is able to open and use the object normally. The rune of righteous entry may be overpowered by mages of a higher level than the inscriber or by runic casters with a greater level of mastery than the inscriber, much as the wizard lock spell. Only one attempt to overpower the rune can be made by any given character. If the attempt fails, the being must wait until a new level is attained or a new level of runic mastery is achieved. The rune of righteous entry may not be inscribed upon the skin.  The rune of righteous entry endures 1d8 years.

The Rune of Alarm
  This rune emits three piercing screams when the object or person it is inscribed upon is touched by anyone else. The caster never triggers his own rune of alarm. The rune of alarm remains until it decays or until it is broken. The rune of alarm may be inscribed upon the skin. The rune of alarm endures 1d8 years if inscribed on an object, or 1d8 hours if inscribed upon the skin.

The Rune Against Magic
  The Rune Against Magic absorbs spell energies directed at it or at the person or object it has been inscribed upon. The Rune Against Magic absorbs spell levels equal to twice the level of the inscriber. When the rune has absorbed spell levels equal to its investment, it evaporates.  If the Rune Against Magic cannot absorb the entire spell level than it does not function for that spell. The Rune Against Magic absorbs all spells directed at it, whether for good or ill and it may not be selectively triggered. The rune will only absorb targeted spells, it will not affect area-of-effect spells, except for dispel magic. The Rune Against Magic may be inscribed upon the skin. It endures until its spell levels are exhausted, either through countering some other magical rune or spell, or through fading over time.

The Rune of the Blind Eye
  The rune of the blind eye causes anyone who fails a saving throw versus spells to turn away from the object it is inscribed upon. The object is not invisible, it will simply be overlooked by anyone who looks directly at it. Once the saving throw is failed, the object is unseen by the target as long as the rune endures, even if they depart the area and return at a later time. The rune of the blind eye can even defeat detect magic and true sight as these spells require the person to directly observe the object in question. The rune may be inscribed on a person, but is slightly less effective. The recipient of the rune of the blind eye is unnoticed by anyone observing the area they occupy unless a saving throw versus spells succeeds. Targets are entitled to a saving throw each round they observe they recipient of the rune and can continue to observe the recipient until they loose sight of him through physical means (lost in crowd, turns corner, darkness, Hide in Shadows, etc). The rune endures for 1d8 years if inscribed on an object, or 1d8 hours if inscribed upon a person.

The Rune of the Breath of Life
  The rune of the breath of life can be inscribed on a person or upon an object to be carried. When the rune of the breath of life is triggered, the target gains the ability to breath underwater for the duration of the rune's effect. The rune of the breath of life does not grant the abilty to breathe poisons, gases, smoke, or to survive a vacuum, though such variations might be devised. The rune of the breath of life endures for 1d8 years if inscribed on an object, or 1d8 months if inscribed on a person, if not triggered.

The Rune of Command
  The rune of command functions very much like the command spell. Once triggered, anyone who touched the rune must successfully save versus spells or obey the command of the inscriber. If the rune of command is inscribed in a permanent location, the command must be determined at the time the rune is inscribed. The rune can be inscribed on a mobile object, such as a rod or staff, and touched to potential victim. In this latter case, the command is determined when the rune is triggered. The command must be brief, succinct, and simple, such as "run away," "flee," or "sleep." Commands such "kill yourself," which require interpretation, will be ignored. The rune may also be inscribed on an unwilling target (usually immobilized and restrained), and will cause the victim to obey the the inscribed if an initial saving throw versus spells is failed. If the save is failed, the victim will continue to obey the runic mage while the rune endures, and is subject to more complex commands and can obey reasonably complex instructions, such as "rearrange these books in chronological order." Obviously suicidal commands will be ignored but do not break the rune's compulsion. The rune of command affects humanoid creatures (use the charm person spell as a guideline), and all commands must be given in a language understood by the target of the rune. The rune endures for 1d8 years if inscribed on an object, or 1d8 hours if inscribed upon a person.  Each such rune may only be used once.

The Rune of Confinement
    The rune of confinement, when triggered, creates a hedged enclosure which contains physical, but not magical attacks. The rune of confinement will contain baatezu, tanaar'i, and elementals, though it will not block magical attacks from these or any other creatures, nor will it contain immaterial entities. The rune of confinement permits air and normal sound to pass through, but not smoke, gases, dust, fog, or other denser substances. The rune of confinement is usually inscribed on a floor and has a minimum diameter of approximately one yard (large enough to contain a medium-sized humanoid). If the target is larger than the area of the rune of confinement, the rune fails and evaporates. The rune of confinement will adapt to the shape of the environment, and is not absolutely bound to any particular shape. The rune of confinement is considered to have a Strength score of 10+1 per 2 levels of the rune caster when it is created, rounded up (max 20). Anything attempting to penetrate the rune of confinement must initiate a Strength vs. Strength contest. The attempt can be made no more than once per hour, as it is taxing and exhausting. Each successful attack by the targets of the rune of confinement reduces the effective Strength score by 1d3 points. When the Strength score of the rune of confinement reaches 0, the enclosure collapses and the rune evaporates.
  The rune of confinement can be made both larger and stronger by investing additional time into its casting. The rune of confinement requires a minimum of one hour to inscribe a 1-yard diameter rune. The rune can be made both larger and stronger by investing additional hours in its creation. For every three hours the rune caster invests in the rune, the diameter of the rune of confinement is increased by one yard and the effective Strength score is increased by 2 points. If the rune of confinement encounters some permanent barrier such as a wall or reaches the maximum size of an enclosed space, the rune can be made stronger, but not larger. The rune endures for 3d3 days after it is inscribed, and the effects last for 1d3 days once triggered. The rune cannot be inscribed upon a living being.

The Rune of Defense
  Similar to the rune of confinement, the rune of defense protects those within its enclosure from physical harm. The rune of defense permits fresh air and normal sounds to penetrate the barrier, but poison, gases, smoke, dust, and other denser materials are hedged out. Magical attacks may cross the rune of defense in either direction. To breach the barrier created by the rune of defense, the Strength of the rune must be defeated. Anything which attempts to cross the rune, must engage in a Strength vs. Strength struggle with the rune of defense. Each time the rune looses the contest, its effective Strength score is reduced by 1d3 points. When the Strength of the rune reaches 0, the barrier collapses and the rune evaporates.
  The basic rune of defense encompasses an area one yard in diameter. The size and effective Strength of the rune of defense can be increased by investing additional hours at the time of inscription. For every three hours invested in the rune, the diameter is increased by one yard, and the effective Strength is increased by 2 points. If the rune encounters some impenetrable barrier, such as a wall or reaches the maximum size of an enclosed space, the rune of defense can be made stronger, but not larger. The basic rune of defense requires one hour to inscribe. The rune of defense endures for 3d3 days, and the effect lasts for 1d3 days. The rune cannot be inscribed upon a living being.

The Rune of Fire
  When the rune of fire is triggered fire erupts from the rune, engulfing the victim. The victim automatically takes 2d8 points of magical fire damage the first round and all equipment and gear must make a saving throw versus magical fire. Each round thereafter, the victim suffers 1d6 points of normal fire damage, unless a saving throw versus breath weapons succeeds. However, unless the the rune's effect is dispelled or the victim remains completely smothered or immersed in water, the flames rekindle at the beginning of the next round, inflicting 1d6 points of damage if the saving throw is failed. The object or surface the rune is inscribed upon suffers no damage from the erupting flames. Creatures native to the Elemental Plane of Fire and creatures otherwise immune to fire damage suffer no damage from the rune of fire. The rune of fire endures for 1d8 years.  It may not be inscribed on skin.

The Rune of Armour
  Sometimes known as Baldrin's Rune, the rune of armour may be inscribed on a shield, armor, clothing, or even upon the skin of the target. The rune is triggered when the target is struck by a physical blow. Non-magical weapons or objects are instantly shattered. Magical weapons receive a saving throw versus crushing blow, with a -2 penalty per level of mastery of rune magick of the inscriber. Blows struck by bare flash cause the striker to suffer 1d8 points of damage, much as if a cause light wounds spell had been cast upon them. In addition, the striker suffers a -1 To Hit penalty each time he is affected by the rune of armour which lasts for 1d8 hours, or until the damage is magically healed. There is no saving throw for these effects, though magic resistance does apply. The rune of armour can be triggered four times before it is exhausted. The rune of armour endures for 1d8 years if inscribed on an object, or 1d8 months if inscribed upon a person.  To cast this rune the caster must first know the Iron Can't Bite rune, although the two cannot be used together.

The Rune of Sharpness
  When the rune of sharpness increases the damage of a weapon it is inscribed upon. The rune is triggered when a target is successfully struck by the runic weapon. The rune of sharpness increases the damage of the weapon by 1d8 points. This damage is magical in nature, though it is not negated by spell resistance. The rune evaporates after it is triggered. The rune of sharpness requires 1 hour to inscribe. For every additional hour invested in the rune of sharpness, the rune can be triggered one additional time before it fades. The rune endures for 1d8 years after it is inscribed.  This rune can ONLY be used by someone of the warrior class and cannot be shaped unless the rune caster first knows the Triumph Rune.

The Rune of Ice
    When the rune of ice is triggered, a cloud of frost and icy particles erupt from the rune engulfing the victim. The target immediately suffers 2d6 points of magical cold damage. Each round thereafter, the victim suffers an additional 1d6 points of normal cold damage as the cloud of freezing cold swirls around him, unless a saving throw vs. breath weapons succeeds. The saving throw must be made each round, or the target suffers damage that round. Creatures immune to cold damage, and creatures such as White Dragons, suffer no damage from this rune. The rune of ice requires one hour to inscribe and endures for 1d8 years.

The Rune of Law
  The rune of law must be inscribed on the skin of a being and increases the recipient's skill with a single non-weapon proficiency. The proficiency need not be selected when the rune is shaped, though it must be specified when the rune is triggered. When the rune of law is triggered, half of the rune fades the recipient gains a +6 bonus in the non-weapon proficiency of his choice. The bonus lasts for a day and a night, or portion thereof, ending at the next dawn. At the end of this period, the recipient may choose to continue the bonus for an additional 12 hours, though this drains the rune of law and renders it powerless. If the recipient chooses not to continue the effect, and he must wait until 24 hours have passed to trigger the rune again. Once the rune has been triggered a second time it expires.  It may be reinvigorated however by the same caster or another one, if done within the next four hours. The rune of law requires two hours to inscribe initially and half an hour to recast. The rune of law exists for the life of the recipient unless allowed to end.

The Pox Rune
  This rune is only effective against wizards and other magic-users and will not be triggered by priests, fighters, or rogues. It can be carved on an item or surface, but not on skin.  When triggered, the pox rune engages the target in a Wisdom vs. Wisdom struggle. Each round that the pox rune wins the contest, the target is drained of 1d4 spell levels. If the target wins, the pox rune moans and evaporates. The pox rune is considered to have a Wisdom score equal to that of the rune caster who inscribed the rune. The duration of this rune's effect is determined by the number hours invested in its creation. For every hour the duration is increased by one round, to a maximum of eight rounds. The effective Willpower score of the pox rune can be increased by investing additional time in its creation beyond those required for duration. For every half hour invested in the pox rune, the effective Wisdom score is increased by 1 point. The rune endures for 1d8 years unless triggered.

The Rune of Protection
  The rune of protection is similar to both the rune of confinement and the rune of defense. The rune of protection defends against magical attacks and against extra-planar and supernatural creatures. The rune of protection is placed on the exterior of some enclosed space, usually a door or similar barrier which is then closed. Generally, there is no limit to the size of the space which may be protected, but extraordinarily large spaces may require additional runes. When invoked, the rune of protection bars passage to all types of undead, whether corporeal or not, baatezu, tanaar'i, and similar creatures from the Lower Outer Planes. The rune of protection does not bar mortal creatures or elementals. The rune does however, block all magical attacks from either side. The rune of protection can be defeated by engaging it in a Wisdom vs. Wisdom struggle. The basic rune has an effective Wisdom score equal to the rune caster who shaped it. Each time the rune of protection looses the contest, its effective Wisdom score is reduced by 1d3 points. When the Wisdom score of the rune of protection reaches 0, the protection fails. The rune of protection can be engaged once per turn by creatures attempting to breach it.
  The rune of protection cannot be combined with other runes such as the rune of confinement, the rune of defense, or the triune rune of protection. It may be combined with the rune of fortitude. The rune of protection requires one hour to inscribe. The rune endures 3d3 hours if not triggered.

The Rune of Recall
  The rune of recall causes the target to recall with apparent clarity events occurring one year or more in the past. The rune cannot recall events sooner than one year in the past. For each year back in time that is to be recalled, one hour must be invested in the rune of recall. Once triggered, the target will answer questions exacting detail of events that occurred during the year recalled. While the target will not lie, and is apparently truthful and accurate, the rune distorts perception of the past, and the interrogator must beware of hyperbole, metaphor, and exaggeration. The duration of the rune's effect is 1d8 hours once triggered. Once the rune has evaporated, the subject remembers nothing of what he has recalled or questioned about.

The Rune of Secrecy
  The rune of secrecy must be inscribed upon a flat surface large enough for the creature(s) subject to its effects to stand upon, usually a triangular flagstone one to three feet on a side. The rune causes all outside its area of effect to perceive only utter silence from within its confines. The rune of secrecy blocks spells such as clairaudience, ESP, and power words, defeats sound-based attacks such as a banshee's wail or a harpy's song, and will even distort the perceptions of anyone attempting to Read Lips upon those within the rune of secrecy so that the proficiency check automatically fails. Once inscribed the effect is continual and endures for 1d8 years. The rune of secrecy requires one hour to inscribe. It cannot be inscribed upon a person.

The Rune of Shuttered Night
  When this rune is triggered, the target must save versus spells or be rendered completely blind for 1d8 hours per hour invested in the rune (maximum of nine). The rune of shuttered night may be inscribed directly on the victim. In this latter case, if the saving throw versus spells fails, the victim is rendered blind for the duration of the rune, 1d8 years. The rune of shuttered night requires one hour to inscribe directly on the victim. The rune endures for 1d8 years if not triggered.

The Rune of Slumber
  When the rune of slumber is triggered, the target must save versus spells or fall insensate for 1d8 rounds per hour invested in the rune (maximum of 24). If the rune of slumber is inscribed directly upon the victim, the rune causes the victim to fall into a coma-like sleep from which it is nearly impossible to awaken. Once per day, the victim of the rune of slumber can engage the rune in a Wisdom vs. Wisdom contest to attempt to awaken. The rune is considered to have a effective Wisdom score equal to the rune caster who shaped it. If the victim succeeds in the contest, he may awaken for a number of rounds equal to his wisdom score and thereafter returns to the magically induced sleep. The rune of slumber requires one hour to inscribe directly upon a person. In either instance the rune endures for 1d8 years.

The Rune of Fortitude
  The rune of fortitude increases the structural points of the object it is inscribed upon. The rune of fortitude imbues the target with one additional structural point per hour invested in its shaping. If inscribed upon a smaller object which is not measured with structural points, the rune of fortitude grants the object a bonus to saving throws equal to +1 per hour invested in the rune. The rune of fortitude endures for 1d8 years once triggered.

The Rune of Truth
  The rune of truth is usually inscribed onto an object which is held by the target, some piece of ceremonial regalia, or upon a flagstone upon which the target stands. The rune of truth compels a truthful answer from the target when directly questioned. The target may not lie and may only avoid answering by remaining completely silent or looking away from the questioner. The target may attempt to overtly lie by engaging the rune of truth an a Wisdom vs. Wisdom contest. The rune of truth is considered to have an effective Wisdom/Willpower score equal to the Wisdom score of the rune caster who inscribed it. If the rune succeeds the target is compelled to speak the truth and cannot choose now to remain silent. If the target resists the rune's compulsion the rune cracks or splits asunder. The effect of the rune of truth is continuous once inscribed and endures for 9 years. The rune of truth requires one hour to inscribe. It may not be inscribed upon a person.

The Triune Rune of Protection
  The triune rune of protection is comprised of three runes of protection inscribed to define an equilateral triangle no larger than nine yards on a side. Once inscribed, the triune rune of protection bars entry to the area described by the rune to all supernatural and extra-planar creatures, such as undead, baatezu, or tanaar'i. In addition, the triune rune of protection blocks all magical attacks either into or out of the area. The triune rune of protection has no effect of normal attacks, nor does it bar any normal, mortal creatures, and these may enter or exit the area at will. In order to breech the rune, entities must engage the triune rune of protection in a Wisdom vs. Wisdom contest. Each rune has an effective Wisdom/Willpower score equal to the Wisdom score of the rune caster who inscribed it. Each time an entity succeeds in the contest, one of the runes looses 1d3 points. When the rune is reduced to 0 points, that rune fails. All three rune must be completely defeated before the barrier can be breached. The triune rune of protection endures for 27 hours once inscribed. The triune rune of protection requires three hours to inscribe, although if shaped by three casters, it can be done in one hour.  A rune caster must first know the Rune of Protection.

The Triune Rune of Truth
  The triune rune of truth is composed of three runes of truth inscribed at the points of an area bounded by an equilateral triangle of up to nine yards on a side. The triune rune of truth is usually inscribed cooperatively by three rune casters working in concert due to the significant investment of time, although it can be completed by a single rune caster if desired. The triune rune of truth is triggered by the inscriber or inscribers once all persons in a particular ceremony or negotiation are within. Once activated, the triune rune of truth compels truthfulness within its bounds. In order to speak a lie within the triune rune of truth, the speaker must overcome each of the three runes of truth in individual Wisdom vs. Wisdom contests, each rune having a Wisdom score equal to its shaper's own. If the liar succeeds, all three runes of truth are broken with a loud crack, and the triune rune of truth evaporates. The triune rune of truth expires when anyone enters or exits the area of effect after the rune is triggered. The triune rune of truth requires nine hours to inscribe.  To shape the triune rune of truth the caster/s must first know the Rune of Truth.

The Rune of Unceasing Vigilance
  This rune is inscribed in an area the rune caster wishes to guard. If it's trigger condition is met, the rune of unceasing vigilance will cause the inscriber to experience a vision of the area under observation by the rune. Typically, the vision lasts for 1d8 rounds and then fades. The rune of unceasing vigilance exists for its full duration unless destroyed, dispelled, or erased, and will continue to function if it's trigger condition is met at a latter date. Spells which require the caster to be able to see the target can be cast through the rune of unceasing vigilance when it has been triggered, much like a crystal ball. Likewise, spell effects which rely on observation or sight-corpse visage, phantasmal force, etc.-can be received through the rune. These spells have no effect on the rune of unceasing vigilance in any case, nor can the inscriber be affected by the spells unless the rune has been triggered and the vision is in full force-spells cannot be cast through an inactive rune of unceasing vigilance in either direction.
  The trigger condition of the rune of unceasing vigilance can be anything that can be physically measured or evaluated, i.e., if any creature larger than a dog enters the area, or any elf enters the area, etc. The rune is unaffected by illusions or spells such as invisibility, however, it grants the inscriber no additional powers of perception.
  The size of the rune determines the size of the area which can be observed and the range from which it can be observed. The rune of unceasing vigilance requires two hours to inscribe, plus one hour per ten feet of its observational range. The rune of unceasing vigilance endures for 1d8 years.

The Rune of Utter Silence
  This rune renders mute any being who touches it or upon whom it is inscribed. The target receives a saving throw vs. spells in the case of mere contact. The victim receives no saving throw if the rune of utter silence is tattooed or otherwise inscribed in a permanent manner upon them. An object upon which the rune of utter silence is inscribed makes no sound, although other objects it impacts or strikes make noise as usual. With a slight variation, the rune of utter silence may be inscribed on objects such a manacles or collars which will render the being wearing them mute. The rune of utter silence is often used to prevent spell casters from using any spells requiring verbal components. The rune of utter silence requires one hour to inscribe in any variation. The rune of utter silence endures 1d8 years, but will last only twelve hours once triggered.


The Rune of Eternal Flame
  When the inscription of this rune is complete, it immediately bursts into flame. The rune of eternal flame will continue to burn, so long as the material it is inscribed upon is not consumed. The size of the flame is limited by the size of the rune, but typically varies from the size of a torch to the size of a large bonfire. Larger runes of eternal flame are conceivable, but become difficult to execute. Any being coming in contact with the rune of eternal flame receives normal fire damage from the flames. The rune of eternal flame can be temporarily extinguished by immersion or burial, but will ignite again when exposed to air. Shaping the rune of eternal flame requires one hour per size category of the flame. Each size category roughly equates to the number of d6s the fire will inflict if a being touches it. For example, a torch inflicts 1d6 fire damage if used as a weapon, so it would require one hour to inscribe a torch-sized rune of eternal flame. The rune of eternal flame endures until its fuel source is exhausted.

The Rune of Softening
  This horrific rune is particularly evil. It is usually cast on an item that must then touch the victim's skin.  When the rune of softening is triggered, a subtle whir of gleeful, yet disturbing voices is heard. The rune causes the flesh and skin of the victim to soften, melt, and run like hot wax. The duration of the effect of the rune of softening is 1d8 rounds. Each round the effect continues, the victim suffers 1d8 points of damage. In addition, each round the victim permanently looses 1d3 points of Charisma, 1d4 points of Comeliness (if that ability is used), and 1d2 points of Dexterity. The effects can only be reversed by limited wish (which restores only one type of damage, Charisma, Comeliness, or Dexterity), wish, or restoration. The rune of softening requires one day to shape, and is activated by the sacrifice of one point of permanent CON.  If not triggered it endures for 1d8 years.  To shape the terrible rune of softening the rune caster must know the Disease Rune.

The Rune of Returning
  The rune of returning is a truly rare and potent magic.  This powerful rune may be inscribed on an item or a person.  Once triggered, it will bring back the last thing that was lost by the item or person on which it is inscribed.  This can be literally anything that has been lost: hit points; a loved one; an item; a level; even someone from the dead!  The caster cannot decide what is returned, the rune of returning will bring back the literal last thing that was taken or lost and no power, short of the gods themselves, can alter it.  Still the rune caster chooses where the rune is carved, and thus may know before hand, the most likely outcome.  Failing the WIS check to shape the rune of returning causes what would be returned to be irrevocably lost.  Inscribing the rune of returning requires three hours and is activated by the caster's blood.  This rune may only be used once for any one item or person and must be triggered within seven minutes of being shaped or it becomes inert and fades.  To shape this rune, the rune caster must first know the Dead Rune.

The Preserving Rune
  The preserving rune is inscribed around the opening of a small container of one cubic foot or less in volume. When the rune is triggered, a magical membrane seals the container, rending its contents immune to the passage of time. The membrane is proof against all sorts of damage, though it is easily opened by anyone who desires to do so. The contents of the container will be as fresh as the day they were placed in the container, regardless of how long they were sealed. To shape the preserving rune, a rune caster must know the ale rune.  This rune takes three hours to shape and lasts for an exceedingly long time, at least 8d8 thousand years.

The Rune of Warding
  Also known as "evil bane," this powerful rune can act as an impenetrable barrier to evil beings or extra-planar creatures, or can inflict terrible damage upon any evil being touching it or speaking its name. The latter is often used to test the authenticity of beings of uncertain allegiance. Only an aura alteration can deceive the rune of warding. The rune inflicts 8d8 points of damage to any evil being who touches it or speaks its name. In order to act as a barrier, the rune of warding must be inscribed upon a boundary or facing surfaces of some kind. The rune of warding can be inscribed upon the keystone of an archway, upon a sill, or upon facing walls of a canyon. Even if an evil being risks the wrath of the rune, it cannot pass the barrier. The rune of warding requires three hours to inscribe and endures for 1d8 years.

The Rune of Melting
  The rune of melting, or "iron-eater," causes all metal within 10 feet to rapidly and possibly melt. When triggered, the rune of kindling glows brightly for three rounds, instantly causing all metal within a 30-foot radius to radiate searing heat. Each piece of metal in direct contact with skin or with skin covered by light clothing inflicts 1d6 points of damage. The heated metal will burn through heavy cloth, such as a gambeson, in one round, and thin leather in two rounds. Heavy leather is proof against the heat for three rounds, but will be scorched and burnt beyond usability. Metal exposed to the rune of melting must make a saving throw each round at a -3 penalty or melt into slag. Molten metal inflicts 4d6 to unprotected skin, and 2d6 points of damage to skin protected by heavy cloth or leather. A character receives a saving throw vs. breath weapons at a -2 penalty for half damage against the molten metal. Any item melted by the rune of melting is destroyed and cannot be recovered even by means of a wish spell. When the three rounds of the rune's effect are complete, the rune fades and all metal affected by it instantly returns to its normal temperature. The rune of melting requires two hours to inscribe and endures for 1d8 years.

The Rune of Kindling
  The rune of kindling causes a sphere of dense flame to erupt from the rune and roll over any creature or object in its path. The fiery sphere travels in a straight line for up to one turn at a movement rate of 18 or until it encounters a creature or object which exceeds its dimensions. When the sphere has traveled its maximum distance or is intercepted, it explodes in a 20-foot radius. Any creature touched by the sphere or within its radius of effect when it explodes receives 3d6 points of damage. Creatures touched by the rolling sphere receive no saving throw. Objects receive a saving throw vs. magical fire. Creatures within its burst radius receive a saving throw versus spells for half damage.
  The sphere must roll in a straight line, but will follow the surface it is on, either rising or falling. The sphere can cross any gap or crevice smaller than 10 feet, but will fall, still moving at a rate of 18, into any hole or chasm larger than 10 feet. Any fall of more than 10 feet will cause the sphere to burst at its terminus or at its maximum range. The sphere cannot traverse stairs, corners, or curves, other than as outlined under falling.
  The rune of kindling requires three hours to inscribe and endures for 1d8 years.  To shape the rune of kindling, a rune caster must first master the Fire Rune.

The Rune of Blades
  The rune of blades creates an effect similar to a blade barrier. The rune of blades can be inscribed to create either a plane of effect or a spherical effect. The plane effect can cover up to 36 square feet and is two feet thick. The spherical effect is six feet in diameter. The rune of blades is usually inscribed around the entrance to a room or tunnel when employed in the planar configuration. The spherical configuration may be inscribed upon any wall, floor, or ceiling surface and occurs with one point of the sphere tangent to the rune. In either case, the rune of blades inflicts 4d6 points of damage. A successful saving throw versus breath weapons reduces damage by one-half. The rune of blades requires one hour to cast. The area of effect of the rune of blades can be increased by adding additional hours of casting during its creation. For each additional two hours, the area of effect can be increased by an additional 36 square feet or by increasing its depth by one foot in the planar configuration. Each additional foot of depth increases the damage caused by the whirling cloud of blades by 1d6 points of damage. In the spherical configuration, each additional two hours can increase the diameter of the sphere by six feet. Once inscribed, the rune of blades endures for 1d8 years.

The Vermin Rune
  When the vermin rune is triggered, all creatures within 20 feet are poly-morphed into a normal creature of tiny size or smaller. A successful saving throw versus poly-morph negates the effect of the rune. The poly-morph effect is permanent until dispelled by dispel magic or reversed by poly-morph other, poly-morph any object, limited wish, or wish. The vermin rune only affects the space in a 180-degree arc in front of it. It will not affect beings behind the surface it is inscribed upon. The type of creature victims will be transformed into is specified when the vermin rune is inscribed. Typical creatures are rats, bats, snails, slugs, or toads. The vermin rune requires two hours to inscribe and endures for 1d8 years.

The Rune of Floating
  The rune of floating creates an anti-gravity effect when it is triggered. The rune of floating affects all beings within a 20-foot radius when it is triggered. The effect of the rune of floating lasts long enough for creatures and objects to "fall" 30 feet upwards or until they strike another surface. Creatures without the ability to fly, levitate, or without some form of protection like feather fall, take normal falling damage both from the upward and downward fall. The rune of floating is particularly vicious when combined with a spiked ceiling and/or floor. The rune of floating requires forty five minutes to inscribe and endures for 1d8 years.

The Rune of Kheled
  The rune of kheled is inscribed upon glass or crystal, it transforms it into a transparent, steel-hard substance. Up to 10 pounds of material can be affected per level of the rune caster. The rune of kheled's effect is permanent unless the rune is erased or dispelled.

The Rune of Entrance
  When the rune of entrance is triggered, the surface it is inscribed upon shimmers and then passes out of phase with matter on the prime material plane, similar to the pass wall spell. The rune of entrance affects a three-foot radius circle and extends up to five feet into the surface behind it. If not triggered immediately, the rune endures for 1d8 years. When triggered, the passage created by the rune of entrance lasts for five rounds, plus one round per level of the rune caster. The basic rune requires one hour to create. By adding two more hours to the casting, the radius of the passage can be extended by three feet, or the depth can be increased by five feet. The rune of entrance endures for 1d8 years or until triggered once.

The Shuddering Rune
  When the shuddering rune is triggered, it begins to emit a high-pitched hum. The hum induces a vibration in all small objects (one pound or less) within a 3-foot radius, causes them to shatter into fragments if they fail saving throw versus crushing blow. Larger objects are not affected. The shuddering rune remains active for 1d8 rounds, plus one round per level of the rune caster. Crystalline entities within the rune's radius of effect suffer 4d6 points of damage each round they are subject to its effects. Such creatures are entitled to a saving throw versus spell for half damage. The rune can also be inscribed to affect a single, larger object. The object may be up to 10 pounds, plus 10 pounds per level of the rune caster. Normal, non-magical objects are automatically shattered, receiving no saving throw. Magical objects receive a normal saving throw versus crushing blow, but suffer a penalty of -1 per level of the inscriber. The shuddering rune endures for 1d8 years if not triggered in either configuration and requires two hours to inscribe.  To shape the Shuddering rune, a rune caster must first know the Shout Rune.

The Rune of Stone
  When the rune of stone is triggered, the triggering creature is instantly petrified. The victim is entitled to a saving throw versus pettrification to negate the effect of the rune. The rune of stone may be directly inscribed on a target (usually unwilling and restrained). If directly inscribed, the victim still receives a saving throw versus petrification, but suffers a -1 penalty to the save for each level of mastery of the rune caster. The rune of stone endures for 1d8 years unless triggered and requires one hour to cast.

The Rune of Horror
  The secret to the rune of horror's creation was lost long ago. When this rune is triggered, the target must make a saving throw versus spells. If the saving throw succeeds, the rune fails and evaporates. If the saving throw is failed, the victim is catapulted into a catatonic state in which he is subjected to the most horrifying hallucinations imaginable, perhaps drawn directly from the minds of fiends. Each day, the victim has the opportunity to temporarily drive away the terrifying visions by succeeding in a Wisdom/Willpower contest versus the Wisdom score of the rune caster who inscribed the rune of horror. If the victim succeeds in the contest, the visions dissipate until the victim sleeps next, when they return in full force. As the rune of horror runs its course, the visions become more real and harder to resist. For each of the next seven days, the victim suffers a -2 penalty to his effective Wisdom/Willpower score. On the ninth day, the cycle begins again, and the victim's Wisdom/Willpower score returns to its full value. The effects of the rune of horror continue for eight cycles, a full 64 days. However, no one has ever been known to survive the entire cycle without succumbing to raving madness. The rune of horror requires a number of hours to cast equal to the CON score of the intended victim. The initial saving throw to resist the rune of horror can be negated if the inscriber sacrifices a permanent point of Wisdom to the rune of horror when inscribing it.  To shape the Rune of Horror, the rune caster must first master the Nith Rune.

This message was last edited by the GM at 02:04, Fri 25 Aug 2017.