New Class: Rune Caster
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
New Class: Rune Caster
deleted
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Interesting version. Have you actually used this in a game/campaign? If so could you give me a better sense of how that no daily spell limit is controlled by how many runes they do have?
Would you be interested in seeing my version?
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Would you be interested in seeing my version?
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Be more than interested to see a different version Treebore.
Haven't used it yet, but will likely see it come up in the near future (anticipating mass casualties in the party soon...orc lair)
The idea is that the limit isn't so much by the casting as it is by encumberance and costs of the materials the rune is etched on. This gives them an edge in spell numbers at lower levels but is gonna cost big-time at higher. (Toss that 1000gp gem rune at an ogre....oops. missed. scratch that gem and rune. )
Remember they have to get the rune in contact with the target by touch or successful throw....and if they miss, the rune is still consumed. Area of effect spells have a better chance since they only need to be tossed into an area, but even then, depending on the situation it might go somewhere unanticipated/ unwanted.
My experience has been most players tend to be a bit...conservative...when tossing 'money' around. *chuckles*
suggestions are welcome however.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
Haven't used it yet, but will likely see it come up in the near future (anticipating mass casualties in the party soon...orc lair)
The idea is that the limit isn't so much by the casting as it is by encumberance and costs of the materials the rune is etched on. This gives them an edge in spell numbers at lower levels but is gonna cost big-time at higher. (Toss that 1000gp gem rune at an ogre....oops. missed. scratch that gem and rune. )
Remember they have to get the rune in contact with the target by touch or successful throw....and if they miss, the rune is still consumed. Area of effect spells have a better chance since they only need to be tossed into an area, but even then, depending on the situation it might go somewhere unanticipated/ unwanted.
My experience has been most players tend to be a bit...conservative...when tossing 'money' around. *chuckles*
suggestions are welcome however.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Well, my version is based on the Runemark in TLG's D20 Winters Dark module. So my "spin" was largely based on my interpretation of that, plus my desire to keep it simple by having it largely be the same as a wizard, but still be very different in "taste". My version has been play tested up to 13th level so far, and does come across as significantly different that the standard Wizard.
I am also in the process of developing the "Void" powers they get at 15th level, which is a plane of existence on which the "All Father" lived and created everything from. Going there is very dangerous. Not only does it have thoughts which the All Father cast from his mind, but just the raw energy and wonders of the plane can drive a mere mortal mad. It will drive them mad, eventually.
However the risks can be worth it. This is because the raw energies of the Void can allow a Runemark to create extremely powerful magical items, even artifact/relic level powered items.
Anyways, this is what I have written up and been using to date:
RUNEMARKS:
Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.
Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.
Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific rune stone.
So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.
Rune stones are made out of expensive materials, but are re-useable. Rune stones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the rune stone is not consumed.
Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.
Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.
Rune magic items:
Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.
They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.
Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
I am also in the process of developing the "Void" powers they get at 15th level, which is a plane of existence on which the "All Father" lived and created everything from. Going there is very dangerous. Not only does it have thoughts which the All Father cast from his mind, but just the raw energy and wonders of the plane can drive a mere mortal mad. It will drive them mad, eventually.
However the risks can be worth it. This is because the raw energies of the Void can allow a Runemark to create extremely powerful magical items, even artifact/relic level powered items.
Anyways, this is what I have written up and been using to date:
RUNEMARKS:
Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.
Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.
Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific rune stone.
So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.
Rune stones are made out of expensive materials, but are re-useable. Rune stones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the rune stone is not consumed.
Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.
Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.
Rune magic items:
Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.
They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.
Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
That's pretty nifty...definitely see where it's more wizardish than my caster. Only started C&C a few weeks ago, coming over from 3.5e. Definitely more fun to play and less need of a library to do something.
Digression...so I've not had that much time to get much testing done yet. I see my caster as more of the archaeologist/artisan/dabbler sort...Hence the dexterity as a prime instead of intelligence in part.
Your Mark does cover some stuff that I neglected, such as item useage. Thinking about it, the caster sort would not have access to using anything that a magic user/illusionist/cleric/druid would have for use since they are that borderline between the two. Nor can they really make magic items easily.
Heheehee...in a manner of speaking, the Rune caster sort are the failed apprentices of the Rune Marks...(did you hear a synapse snap?)
(The Last Rune series was cool reading...)
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
Digression...so I've not had that much time to get much testing done yet. I see my caster as more of the archaeologist/artisan/dabbler sort...Hence the dexterity as a prime instead of intelligence in part.
Your Mark does cover some stuff that I neglected, such as item useage. Thinking about it, the caster sort would not have access to using anything that a magic user/illusionist/cleric/druid would have for use since they are that borderline between the two. Nor can they really make magic items easily.
Heheehee...in a manner of speaking, the Rune caster sort are the failed apprentices of the Rune Marks...(did you hear a synapse snap?)
(The Last Rune series was cool reading...)
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
I came over from 3E too. IF you want ideas on how to incorporate feats into the SIEGE engine let me know and I'll show you my house rules.
In essence no one has "feats". Instead you state what you want to do (typically in "feat" language because that is what they are familiar with). Then I assign a CL and TN usually based of the HD of the opponent, or spell +3 in the case of casters, and if they roll successfully they do it.
For example, they want to do a power attack, and transfer 3 points. I don't give a CL based on the power attack itself since you already lose 3 points to add the 3 points. So the CL=HD of opponent. Say its 4HD. So they must beat a TN of 12+4=16 to pull it off. If they make it they add the 3 to their damage roll if they roll a successful hit. If they fail nothing happens. But they still have the -3 to their hit roll.
Characters add their BtH only, because its all about raw skill in combat, and that is what the BtH represents, and ANY class can attempt such things. Just a wizard will suck the most at doing it.
Now for spell casters. Say a wizard wants to do a fireball and change its energy to ice/freezing. I base most Wizard spells on a CL of 3+spell level. So in this case it is 3+3=6, which sets the TN to 18. Wizards add their level to the check.
I have been using the SIEGE engine this way since the beginning. Now if you read the SIEGE engine you should notice that the SIEGE engine was designed to allow it to be used this way. I just used 3E feats as a already defined resource for SIEGE applications.
I also keep track of how many successes each character has trying various such feats. When they reach 25 successes on any particular such feat, such as changing the energy of a spell (not just any specific changes, but changes in general) I give them a "Character Ability", which means they can do spell energy changes without having to roll SIEGE checks anymore. They have mastered learning how to do it. Which allows character customization as well as a "learning by doing" mechanic is also established.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
In essence no one has "feats". Instead you state what you want to do (typically in "feat" language because that is what they are familiar with). Then I assign a CL and TN usually based of the HD of the opponent, or spell +3 in the case of casters, and if they roll successfully they do it.
For example, they want to do a power attack, and transfer 3 points. I don't give a CL based on the power attack itself since you already lose 3 points to add the 3 points. So the CL=HD of opponent. Say its 4HD. So they must beat a TN of 12+4=16 to pull it off. If they make it they add the 3 to their damage roll if they roll a successful hit. If they fail nothing happens. But they still have the -3 to their hit roll.
Characters add their BtH only, because its all about raw skill in combat, and that is what the BtH represents, and ANY class can attempt such things. Just a wizard will suck the most at doing it.
Now for spell casters. Say a wizard wants to do a fireball and change its energy to ice/freezing. I base most Wizard spells on a CL of 3+spell level. So in this case it is 3+3=6, which sets the TN to 18. Wizards add their level to the check.
I have been using the SIEGE engine this way since the beginning. Now if you read the SIEGE engine you should notice that the SIEGE engine was designed to allow it to be used this way. I just used 3E feats as a already defined resource for SIEGE applications.
I also keep track of how many successes each character has trying various such feats. When they reach 25 successes on any particular such feat, such as changing the energy of a spell (not just any specific changes, but changes in general) I give them a "Character Ability", which means they can do spell energy changes without having to roll SIEGE checks anymore. They have mastered learning how to do it. Which allows character customization as well as a "learning by doing" mechanic is also established.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Okay...that is a rather inventively cool way of doing stuff. I wasn't even going to worry about things of that nature...but it makes a lot of sense. Not familiar with TN though...at least the acronym isn't familiar.
I've played D&D since it's inception as chainmail back in the 70's and I have to say this is the first real improvement since 1st ed. that I've seen.
I've had to do a couple of racial adaptations for my campaign as well since I designed the area with 3.5. lizardfolks, kobolds, and draconic humans are running around as pc races. (though only one lizardfolk druid in the party as yet). There an interest in that as well or it already been done?
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
I've played D&D since it's inception as chainmail back in the 70's and I have to say this is the first real improvement since 1st ed. that I've seen.
I've had to do a couple of racial adaptations for my campaign as well since I designed the area with 3.5. lizardfolks, kobolds, and draconic humans are running around as pc races. (though only one lizardfolk druid in the party as yet). There an interest in that as well or it already been done?
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
I don't remember them being done. I like to think I "see" pretty much everything posted on these boards.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Here was my original write-up:
Using Runes as 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 Runes for Divination: Runes should be hand-etched onto either Ash or Yew chips, with the ink for the etching drawn from the r unecasters 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 catalog 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
Using Runes as 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 Runes for Divination: Runes should be hand-etched onto either Ash or Yew chips, with the ink for the etching drawn from the r unecasters 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 catalog 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