Runic Magic & Spells

Runic Magic & Spells

Runic magic is practiced by specialized Dwarven spellcasters called Rune Mages. Dwarven legend tells of the Dwarven people being created from the very earth and rock by the god Hafur. There was much strength in the earth, and this strength was innate in all Dwarves. It was a strength no other race could hope to match. These early Dwarves relied upon this strength they were given and forged a mighty civilization; there was no need for magic. As other races began to use and in some cases master magic, Hafur felt that he had denied his creations of a powerful tool in their destiny on Adraveth. Too proud to admit to the other gods that he had made a mistake, Hafur consulted Viralee, goddess of magic in the strictest of confidence. Together they crafted Rune Magic for the Dwarves and it was given to those deemed worthy. This magic was different enough that Hafur was able to save face with the other gods. Runic magic is not fast acting or easy to cast, but it holds a great power. Only Dwarves may begin the game with Rune Magic, and though there is nothing physical preventing other races from learning it, the Dwarves guard their secrets jealously. Other races learning or practicing Rune Magic are marked for death by the Dwarven race. Any Dwarven Rune Mage who breaks the sacred oath and teaches his craft to a non-Dwarf will be similarly marked.

Rune magic is a latent form of magic. Rather than the caster focusing his mana to create a desired immediate effect, he focuses his mana into symbolic writing based on the ancient Dwarven alphabet. These runes lie dormant on a person or object, waiting to be activated. Thus in Rune magic there are no real active attack spells per say, but rather the majority of the runes are meant to augment a person or item. Beginning Rune Mages will probably have a small amount of mana and a few known runes to start with. As time goes on and the character grows he will be able to gain experience manipulating mana and will be able to purchase more points allowing him to cast a greater amount of runes as well as open the possibility to learning runes of even greater power. Initially, Rune Mages start the game as apprentices, with access to the most basic runes of their craft. These starting apprentices are able to cast temporary runes onto willing flesh that if unused will dissipate in one moons time. With time, practice and the help of a teacher, Rune Mages can advance in levels within their craft and learn more potent runes. More experienced Rune Mages can cast runes onto items temporarily and the most powerful and experienced are known to be able to craft magical items of their own. All Rune Mages begin with the knowledge of three random starting runes from the beginning list, determined at check in.

In order to cast a rune upon a willing person, the rune must be drawn onto that person. The easiest way to achieve this is by using a makeup pencil or crayon. The rune must be done on flesh and must not be obscured though it may be covered up by clothing such as a sleeve etc. Runes should only be drawn on areas of the body where searches would be permitted. When the individual wishes to activate the rune upon him he should say the words he was given and smear the rune, showing it was used (he may now wipe it away completely at any time as it no longer has any effect). Once a Rune Mage learns how to put runes on objects the teacher will explain how this is to be done. Runes of the same type may not be stacked upon a person and no person can ever have more than two runes upon his body. When starting as a Rune Mage, an informational sheet will be given to you and your actual spell pages will have the picture of the rune upon them.

Communication
Cost: 1
Incant: “The power of this rune will grant you/me/the user the ability to create a sphere of communication, 10 minutes.”
Effect: This rune allows everyone within earshot of the activator to speak and understand any spoken language for ten minutes. This will not work on creatures with no intelligence, most undead, or those speaking in gibberish.

Smithing
Cost: 1
Incant: “The power of this rune will grant you/me/the user the ability to repair one item in 1/2 the time.”
Effect: This rune is cast upon a person (or an item once that is learned) and allows the subject to repair one item (ONE piece of armor, ONE shield, OR ONE weapon) in one half the usual listed time.

Earthly Defense
Cost: 2
Incant: “The power of this rune will grant you/me/the user resistance to Earth, Sand and Stone for one attack.”
Effect: This rune allows the target creature to resist 1 spell with the words EARTH, SAND or STONE in its incant. The individual with this spell upon them may choose which spell to resist.

Fiery Defense
Cost: 2
Incant: “The power of this rune will grant you/me/the user resistance to Fire and Flame for one attack.”
Effect: This rune allows the target creature to resist 1 spell with the words FIRE or FLAME in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by fire you may resist the fire effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Fire!” or “Fire Assassinate!” you will still take one point of damage or the assassinate normally, only the fire portion of the attack is avoided if applicable.

Grounding
Cost: 2
Incant: “The power of this rune will grant you/me/the user resistance to Air, Wind and Lightning for one attack.”
Effect: This rune allows the target creature to resist 1 spell with the words AIR, WIND or LIGHTNING in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by any of these things you may resist the elemental effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Lightning!” or “Lightning Assassinate!” you will still take one point of damage or the assassinate normally, only the lightning portion of the attack is avoided if applicable.

Warmth
Cost: 2
Incant: “The power of this rune will grant you/me/the user resistance to Water, Ice and Frost for one attack.”
Effect: This rune allows the target creature to resist 1 spell with the words WATER, ICE or FROST in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by ice you may resist the ice effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Ice!” or “Ice Assassinate!” you will still take one point of damage or the assassinate normally, only the ice portion of the attack is avoided if applicable.

Stone Skin
Cost: 2
Incant: “The power of this rune will grant you/me/the user skin hard as stone, 3 magic armor.”
Effect: This rune grants 3 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

Pierce Edged
Cost: 3
Incant: “The power of this rune will grant you/me/the user the ability to Pierce armor with an edged melee weapon for one attack.”
Effect: This rune allows the bearer to make one strike with a melee weapon as a pierce, as per the rules of the skill Pierce Edged.