Bards & Runes
Posted: Mon Oct 09, 2006 3:44 pm
by Philotomy Jurament
A Bard's Decipher Script ability gives him a (small) chance to use arcane scrolls, which makes sense, given his affinity for and study of language/symbols/et cetera. I've also been kicking around the idea of allowing Bard's to learn runes as presented in the 2E supplement HR1: Vikings Campaign Sourcebook.
Basically, I'd let the Bard spend XP to learn a single rune, and use the secondary skill costs presented in Gary's Castle Zagyg Class Options & Skills document as a guideline. I think some runes were more powerful than others, so I might need to come up with a XP cost list of some sort.
Anyway, I think this would work well with the SIEGE mechanic, and it seems to fit the concept of the C&C Bard (which seems strongly Norse-flavored, to me). Comments? Suggestions?
Posted: Mon Oct 09, 2006 5:03 pm
by serleran
Alright. Here you go:
Using FUTHARK Runes as Spell Components: All runes are tied to an element, and have associated meanings, which are often used to
provide insight through divinatory practices; however, they may be used to augment and amplify spells, or even, to function as a spell of its own. Any rune which is used to augment a spell must be gestured, drawn into the air, or on the ground, or otherwise imparted in a visual way; if the spell is to affect another being, it must be made visible to its target, though the most common practice is to touch the affected while making the motion. This effectively adds a somatic component to all such
spells, and increases the casting time by two rounds. However, for its drawbacks, the power of the spell is amplified; its effects are resolved as if the caster were one level higher than normal, assuming the rune used is of a similar nature, or is of the same aett; if it is of a dissimilar nature, or of another aett, a combined effect is produced for example, a fireball can be turned into an iceball by applying an Isa rune. In addition, any rune can serve as a single-use spell, usable by any character, including
those who are not spellcasters. To do so, the character must be versed in runic kennings, and must know the runes; such knowledge is exceptionally rare, and should be restricted, at least, initially, to those cultures and societies which would make use of such devices for example, in a default assumption campaign, only dwarves, bards, and barbarians would have the requisite background, though it is not necessarily true such characters actually have the knowledge. If the ability is possessed, the character must draw the rune as before, but must also chant the runes galdr. All such spells have a casting time of ten minutes, and function as per the runes associated meaning, with an effect of the Castle Keepers selection, resolved as if the caster were first level. Spellcasters can augment their spells with runes as often as they have spells to augment them; others may use runes, for non-divinatory purposes, once per week. Note: Use of this ability must be strictly enforced, as it can quickly become unbalanced.
Using FUTHARK Runes for Divination: Runes should be hand-etched onto either Ash or Yew chips, with the ink for the etching drawn from the
runecasters own blood. When a fortune is to be found, three Runes are used, one at a time. They are not to be flipped, or altered in position, as doing so ruins all interpretation. Rune placement is vital to the meaning (also known as kenning). Note: Some Runes do not have an Inversed or Reversed form; however, all Runes can be Obscured. If the Rune is
Upright (that is, in its normal written form), the kenning applies to the immediate event, or is a causal factor for the question at hand; other positions have different kennings, as follows
Upright: The Rune is vertically or horizontally aligned, implying both an immediate effect and meaning.
Inversed/: The Rune is upside down, implying an opposite effect.
Reversed: The Rune is turned, as though reflected in a mirror, implying an absence of the effect.
Angled: The Rune is not straight, either horizontally or vertically, implying a shift in effect; the closer the Rune is to being vertically aligned, the more likely the effect is to be true. The opposite is true the more the Rune leans toward a horizontal lime. Note: Angled also applies to Inverse and Reversed forms, providing a near limitless catalogue of interpretation.
Obscured: The Runes face is hidden, either under another Rune or flipped over, preventing the Rune from being seen. An Obscured Rune is always read last in a Divination, and implies a distant event. Inversed, Reversed, and Angled applies to an Obscured Rune.
The first Rune drawn always pertains to the Question, that is, what issue or matt er is being divined. The Second Rune drawn pertains to the causation, or conflict, leading to the Question. The final Rune indicates relief or requisite action to bring the Question to balance.
Galdr: The magical sound necessary to recite when using a rune for magical purposes. It is not necessary to sing the Galdr when using runes for divination.
Aett Runes are divided into three distinct Aett, each comprised of eight Runes. All Runes in an Aett share some common associative kenning. Note: The associations are, purposefully, left vague and ambiguous. Interpretations, and creativity, are required to add life to
this system, in hopes of emulating the ancient practice itself.
1st Aett: This Aett contains: Fehu, Uruz, Thurisaz, Ansuz, Raido, Kenaz, Gebo, and Wunjo.
Fehu Wealth, Creative Inspiration, Prosperity, Fertility, Luck
Element: Fire
Galdr: FFFFFF
Uruz Strength, Health, Courage/Morale, Healing
Element: Earth
Galdr: UUUUUU
Thurisaz Chaos, Rage, Destruction, Evil, Lightning, Combative Magic, Curses
Element: Fire
Galdr: Thu-Thu-Thu
Ansuz Animation, Intelligence, Animals, Plants, Communication, Order
Element: Air
Galdr: AAAAAA
Raido Movement, Motion, Geas, Atonement, Safety, Break Enchantments
Element: Air
Galdr: RRRRRR
Kenaz Weaponcrafting, Knowledge, True Sight, Detect Lie, Powerful Divination, Magic
Element: Fire
Galdr: Keh-Keh-Keh
Gebo Gift, Contracts, Binding/Enchantment
Element: Air
Galdr: Geh-Geh-Geh
Wunjo Wish, Willpower
Element: Earth
Galdr: WWWWWW
2nd Aett: This Aett contains: Hagalaz, Nauthiz, Isa, Jera, Eiwaz, Pertho, Algiz, and Sowulo.
Hagalaz Weather, Evil Magic, Uncontrolled Nature, Revenge, Summoning, Nightmares, Astral Intrusion
Element: Water
Galdr: HHHHHH
Nauthiz Fire, Remove Disease, Binding, Break Enchantment, Desperation
Element: Fire
Galdr: NNNNNN
Isa Ice, Immobility, Immutability, Magical Defense, Enhance Attributes
Element: Water
Galdr: EEEEEE
Jera Temporality, Haste, Aging, Slow, Reversal, Entropy
Element: Earth
Galdr: YYYYYY
Eiwaz Morale, Knowledge, Wisdom, Universality, Infinity, Creation, Planar Magic
Element: All
Galdr: IIIIII
Pertho Gambling, Luck, Secrets, Regression, Magic (Illusions Especially)
Element: Water
Galdr: Peh-Peh-Peh
Algiz Protection, Divinity
Element: Air
Galdr: ZZZZZZ
Sowulo Light, Sun, Charisma, Enhance Magic, Dispel Magic, Destroy Undead, Healing
Element: Air
Galdr: SSSSSS
3rd Aett: This Aett contains: Teiwaz, Berkana, Ehwaz, Mannaz, Laguz, Inguz, Othila, and Dagaz
Teiwaz War, Justice, Legalities, Authority,
Element: Air
Galdr: Tiw-Tiw-Tiw
Berkana Guardianship, Nurture, Femininity, Nature, Family
Element: Earth
Galdr: BBBBBB
Ehwaz Cooperation, Dependency, Travel, Friendship, Love, Sexuality
Element: Earth
Galdr: EiEiEiEiEiEi
Mannaz Humanity, Intelligence, Creativity
Element: Air
Galdr: MMMMMM
Laguz Water/Ice, Psychic Ability, Reincarnation, Emotion Manipulation
Element: Water
Galdr: LLLLLL
Inguz Masculinity, Conception, Origins, Life Manipulation
Element: Earth
Galdr: IIINNNGGG
Othila Home, Law, Completion, Finality, Unity, Avoid Danger
Element: Earth
Galdr: OOOOOO
Dagaz Temporality, Sun, Drastic Change/Polymorph, Neutrality, Invisibility
Element: Fire/Air
Galdr: Dhaa-Dhaa-Dhaa
Posted: Mon Oct 09, 2006 6:40 pm
by Philotomy Jurament
gideon_thorne wrote:
Although I'd just treat it like a scroll reading ability, which i believe bards get?
Yes, bards can read scrolls with their Decipher Script ability. I'd actually be doing something very similar to what you suggest. To use a rune, the bard would need to carve and activate it (which would take 15 + 1d20 turns), requiring an ability check. Bards deciphering arcane scrolls do so at a -10 penalty, plus the level of the spell. I want bards to be better than that at runes, though. (My thinking is that runes are "natural" for the bard, whereas scrolls are not, but the bard still has a chance of figuring out a scroll.)
Since knowledge of a rune is a permanent thing, I need a way to limit the accumulation of such knowledge. That's where the XP cost comes in.
serleran wrote:
Alright. Here you go:
Damn, serleran, you're a machine! Thanks.
Nelzie wrote:
Could a Bard's Decipher Script be used to decipher a coded message written in another language?
I'd give a bard a chance to do this, but it would be extremely difficult.
Incidentally, I wouldn't allow a spell like comprehend languages to do anything with such a document. That spell supplies the meaning, not the transliteration, of another document. A transliteration of the characters that fails to supply a meaning is outside the scope of the spell, IMO.
Jyrdan Fairblade wrote:
One thing I might recommend is putting the runes into some sort of level-based hierarchy, so it's not just a matter of experience-purchases.
Do you mean that you would give the runes to the bard at certain levels without changing anything else about the class (i.e. for balance)? Or would you give the runes at certain levels, but modify the XP progression?
I'm thinking that an XP cost is an easy solution, because it keeps the power curve of the ability in check without any need to change the bard's XP chart or other abilities. I do think that some runes need to be more expensive than others, though, because some of them are quite powerful. I was also thinking that other PCs could probably "purchase" knowledge of runes, too, but it would be MUCH more expensive. (Again, using Gary's Options & Skills costs as a guideline.)
There should probably be a limit on runes-per-level, too. Maybe something like "maximum # known" of bard's level + Int bonus, or something like that.
Posted: Tue Oct 10, 2006 6:46 pm
by Treebore
When I made up the Runemark for my C&C game I kept the spell list of the wizard available. I would have liked to make up a specific spell list to add to the flavor, but I am relying on the 3E Runemark spells added to teh list from "Winer Runes" to do enough of that for me.
So the biggest "flavor" aspect I have is how they go about casting runes and making magic items. Plus I also have the runes based on the words of creation and destruction of Erde. So because of this, they are also a divine spellcaster, not because they pray, but because they are messing with the very powers used to create Erde, Inzae, and all the creatures that live on them. The "ultimate" divine source, if you will.
As for "spell casting" runes, the rune stones for daily spellcasting are kind of like one charge wand items. They go through an "empowement" ritual with the runestones of the spells they want to be able to tap into. These stones stay empowered until the Runemark discharges the stored energy. IE they cast the spell.
These runestones are re-usable unless the spell specifically states it consumes the material component. However I have ended up allowing the Runemark to also hold such "consumable" compnents in their hand with the rune stone, so the stone does not get consumed.
Being a Runemark is kind of expensive and time consuming. The wstones themselves have a base cost (as raw material) of 5 GP per level. Double for damaging and summoning spells, unless the Runemark chooses to make them required to have the components a normal wizard would use for such spells.
Any self respecting Runemark will usually make sure they don't need such components, though.
Intially making these runestones is like making a spell book, except it tkes only one runestone/spells. Plus they have to make a check to make sure they made the rune absolutley perfect (TN12, CL is level of the spell, WIS base class skill).
If they fail the check then they made a flaw and it won't work. So they have to make a new one from totally new materials.
When they make magic items is when the really shine. When "empowering an item" they do it much the same as a wizard, except it alwys has runes and is made of very durable materials, such as stone or steal, or contained in such when a potion/power/etc...
Theri biggest gimmick is how much they can empower something. I now use 3E metamagic feats for this as my guidelines. They can increase the power of the spells inside, and not increase the cost of making it. They are allowed one such empowerment per 3 caster levels per given item.
Plus Runemarks cannot cast curative spells, but they do have the formulae to make healing potions up to, and including heal.