Rune Magic (Currently: Brainstorming)

Rune Magic

This is a copy of a thread I've posted on the WotC forums. I decided that here might be a nice place to gather some ideas too, the wider the crowd the more of a chance I'll get some people to help me out.

This magic system is based around runes and while I'm still playing with ideas as to how it should be executed, I have a few good ideas to play with.

Brainstorming: Whether I should change the system to contain two sets of runes: Base and Augmentation runes. Basically allowing an inscriber to choose a rune and use another to affect what the rune does.

Updates: None Currently.

INDEX
1: Introduction
2: Runescribing
3: Base Class: The Runescribe
4: The Runes
5: Rune Descriptions
6: Inscriptions
7: Skills and Feats
8: TO BE DETERMINED
 
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Runescribing

Runescribing is a matter of drawing a symbol, called a rune, and invoking it's power to cause an effect. Each rune is slightly different for each inscriber, so an Ignum rune drawn by one inscriber will look similar to, but different to one drawn by another. While runescribing is not as potent as spellcasting the versatility of being able to use runes at any amount of times per day is incredibly useful.

The process of runescribing includes various steps and procedures, especially if an inscriber plans on engaging in combat. At the beginning of the day, an inscriber must spend one hour drawing all the runes he plans on binding to himself in a single array and invoking the power. To do this, the inscriber must be able to have at least two square feet of space to draw the array and a way of drawing it. For each rune chosen, an inscriber must choose a spot on his body to transfer the rune. The following areas available are shown below:
  • Head- This area is usually for anything pertaining to perception and the mind.
  • Throat- This area is usually for anything that provides an effect relating to speech or sound originating from the inscriber.
  • Torso- This area relates towards defenses and physical stamina.
  • Hands- The hands and/or arms relates mostly towards offensive capability and crafting.
  • Feet- This usually relates with movement and speed.
An inscriber may only have one rune inscribed on each slot, and runes have an additional effect if bound to a certain slot. Thus, an inscriber may only have access to five runes at any one time. An inscriber may spend another hour to relocate his runes or swap them out for others that he knows. Bound runes last for 24 hours or until unbound, whichever is sooner. To invoke an inscription array or inscription tag an inscriber must have the rune being invoked bound to him.

After binding his runes, an inscriber may now draw an inscription array and channel the power from that array to provide an effect. Drawing an inscription array provides an attack of opportunity just like casting a spell. A concentration check must be made if struck while drawing an inscription and if failed, that round worth of drawing is lost. Various inscriptions have different inscribing times, but once the array is finished the inscriber may spend a free action to invoke it's power and create the effect. An inscription array need not be drawn all at once, but an incomplete one lasts only for one minute after the last round of partial inscribing has been made. You may only partially inscribe a rune by taking a move action or a full-round action, and it takes two move actions to equal one round of inscribing. Inscription arrays last for 24 hours, but when invoked are destroyed.

Inscription tags are used for on-the-spot runescribing. Inscription tags are small strips of paper with an inscription array already drawn on it. They follow the same rules as inscribing, and only last 24 hours. Using an inscription tag and activating the power of the rune uses a standard action. Inscription tags that use inscriptions that require a melee touch attack may be used as a swift action instead. Activating an inscription tag provokes an attack of opportunity. (No limit as of yet)
 
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Base Class: The Runescribe
"Quote from a Runescribe"
-Name, Runescribe

Introduction to the Runescribe.
Code:
[B]Table: The Runescribe		Hit Die: d6
[U]Lvl	BAB		Fort	Ref	Will	Special                         [/B][/U]
1	+0		+0	+0	+2	Runescribing (Fundamental), Favored Rune
2	+1		+0	+0	+3	Runic Guidance
3	+2		+1	+1	+3	-
4	+3		+1	+1	+4	-
5	+3		+1	+1	+4	Runescribing (Simple)
6	+4		+2	+2	+5	-
7	+5		+2	+2	+5	-
8	+6/+1		+2	+2	+6	-
9	+6/+1		+3	+3	+6	-
10	+7/+2		+3	+3	+7	Runescribing (Complex)
11	+8/+3		+3	+3	+7	-
12	+9/+4		+4	+4	+8	-
13	+9/+4		+4	+4	+8	-
14	+10/+5 	        +4	+4	+9	-
15	+11/+6/+1	+5	+5	+9	Runescribing (Intricate)
16	+12/+7/+2	+5	+5	+10	-
17	+12/+7/+2	+5	+5	+10	-
18	+13/+8/+3	+6	+6	+11	-
19	+14/+9/+4	+6	+6	+11	-
20	+15/+10/+5	+6	+6	+12	-
Class Skills (4+int modifier, x4 at first level): Concentration, Craft (any), Decipher Script, Diplomacy, Forgery, Knowledge (any), Profession (any), Search, Speak Language, Spellcraft, Use Magic Device.

Making A Runescribe
Text
Abilities: Text
Races: Text
Alignment: Text
Starting Gold: Xd4x10 (Xgp).
Starting Age: As wizard.

Class Features
A runescribe gains the following class features.
Weapon and Armor Proficiency: As a runescribe, you are proficient with simple weapons and light armor, but not with shields.
Runescribing: A runescribe draws his power form the runes he binds to his body, allowing him to draw power from his inscriptions. He gains the knowledge of any two runes and gains one more every time he gains another runescribe level. He gains access to fundamental inscriptions at first level and gains access to a new tier every five levels (simple at 5th, etc).
Favored Rune: This will boost the power of a rune (or do something cool) either based on each specific rune (rather tedious) or something generic like an almost metamagic effect or something.
Runic Guidance: Through your study of divination through the runes and your connection with their power has allowed them to guide you from harm. At 2nd level a runecaster may apply his charisma modifier as an insight bonus to his armor class. This only applies when he is wearing light or no armor. Also a runecaster may use this insight to apply his charisma modifier to a saving throw a number of times per day equal to one half his runecaster level to a maximum of his wisdom modifier as a free action.



Key:
Dark Green = ability sure of, mechanics not sure.
Red = ability not sure of yet.
 
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The Runes

Code:
Advoco		Summoning
Arma		Protection
Audae		Courage
Aura		Air
Chrono		Time
Coma		Light
Creo		Creation
Epistus		Communication
Fabra		Construction
Falla		Deceit
Fluctum		Disruption
For		Luck
Fulguralis	Electricity
Glacae		Ice
Humis		Earth
Ignum		Fire
Inlexus		Chaos
Ito		Travel
Lacerim		Vigor
Legifera	Law
Luma		Insight
Malus		Evil
Meta		Transformation
Mortus		Death
Natur		Nature
Noctis		Darkness
Pacifera	Peace
Probum		Good
Sideris		Weather
Toler		Endurance
Unda		Water
Venen		Acid
Videre		Vision
Vitae		Life
 
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Rune Descriptions

Advoco
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Arma
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Audae
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Aura
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Chrono
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Coma
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Creo
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Epistus
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Fabra
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Falla
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Fluctum
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

For
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Fulguralis
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Glacae
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Humis
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Ignum
Binding Effect: Torso- Fire Resistance, Lesser.
Fundamental- Touch of Flame.
Simple- Infernal Vengeance.
Complex- Wall of Fire.
Intricate- Heat Vision.

Inlexus
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Ito
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Lacerim
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Legifera
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Luma
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Malus
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Meta
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Mortus
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Natur
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Noctus
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Pacifera
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Probum
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Sideris
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Toler
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Unda
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Venen
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Videre
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-

Vitae
Binding Effect: Slot-
Fundamental-
Simple-
Complex-
Intricate-
 
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Inscriptions

Fire Resistance, Lesser
Ignum Bind
Binding Slot: Torso
Inscribing Time: None
Range: Melee Touch
Duration: Constant
Saving Throw: None
You gain fire resistance 5 and increases by 5 for every three levels. At level 12 you gain immunity to fire.

Heat Vision
Ignum Inscription
Intricate (7)
Inscribing Time: 1 Minute
Range: Personal
Duration: 1 Minute/level
Saving Throw: None
You gain blindsense as the special ability.

Infernal Vengeance
Ignum Inscription
Simple (3)
Inscribing Time: Full-Round Action
Range: Personal
Duration: 1 Minute
Saving Throw: Reflex- Half
Wreathing yourself in flames, the flame retaliates at your aggressive foes. Whenever an adjacent opponent deals damage to you, he takes 1d6/3 levels of fire damage with a reflex save for half.

Touch of Flame
Ignum Inscription
Fundamental (1)
Inscribing Time: Move Action
Range: Melee Touch
Duration: Instantaneous
Saving Throw: None
Igniting the air around your hands aflame, you deal 1d4/level fire damage with a melee touch attack.

Wall of Fire
Ignum Inscription
Complex (5)
Inscribing Time: 1 Minute
Range: 25ft+5ft/level
Duration: 1 round/level
Saving Throw: None
As the Wall of Fire spell.
 
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New Skills and Feats

New Skill Uses

Concentration
Use this skill to avoid being distracted, such as by taking damage, while in the use of rune-based abilities.
Check: You must make a concentration check when being potentially distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. This may include taking damage while drawing an inscription array or casting a rune from either an inscription array or tag.

If the Concentration check succeeds, you can continue with the action as normal. If the check fails, the action automatically fails and is wasted. See the Concentration skill description on page 70 in the Player's Handbook for a table that lists the various distractions that might occur.


Knowledge (Arcana)
Questions about rune magic and runescribes can be answered by Knowledge (Arcana).
Code:
Chart coming soon.

Feats
Feats Coming Soon
 
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