AlexofBarbaria
Explorer
One of my favorite D&D supplements is the 2e Vikings Campaign Sourcebook (part of the Historical Reference series). David Cook did a great job with this; it's well-researched, dripping with flavor, and has some interesting ideas -- especially the new system of magic presented, based on the carving of runes.
Unfortunately, the rune magic system is kind of half-baked. Many of the runes are somewhat vague or ponderously written. The biggest issue, though, is that runecasting is not restricted in any way -- the runecaster can carve as many as they like in a day. This isn't really game-breaking because the runes are rather weak. However, it does lead to some boring and degenerate gameplay (like carving the healing rune over and over until all characters are fully healed).
So, I've come up with a rewrite that:
I'd appreciate any feedback on this, especially about whether the rules are clear, and the runes are powerful enough for the restriction of 1 active rune per level.
Runes
Those who wield magical power by carving and invoking runes are called runecasters.
Runecasting is a three-step process of carving, contemplation, and anointment. First, a turn is spent carving the rune into an object—typically a plank, talisman, or horn made of wood, stone, or bone. Iron and steel can be engraved only after softening in a forge. Second, a turn is spent in contemplation of the meaning of the rune, shaping it to the needs of the moment: a specific person, place, time, or thing. This is followed by ritual anointment, typically with beer, blood, or spit, or perhaps the breath of the runecaster as they speak upon the rune. Only then is the power of the rune bound and activated.
Many runes, once activated, provide a continual benefit to their bearer. Others must be invoked by speaking the rune’s name, which releases its power. If a rune is defaced or destroyed, it immediately loses its power. An intact rune becomes inactive when invoked, voluntarily deactivated, or when its duration ends—in this case, only contemplation and anointment are required to reactivate it. Generally, an object may bear only a single rune, and a person may benefit from only one copy of the same rune at a time.
A runecaster may have a number of active runes equal to their character level. If they reach this limit, they may deactivate a rune at any time to activate another in its place. If a runecaster is slain, all of their active runes instantly become inert.
Runecasters begin with two runes, randomly determined. Upon gaining a level, they may select a rune and attempt a Learn Spell roll. If successful, they learn their chosen rune. On a failure, they learn none.
Ale Rune
When carved on the rim of a cup or drinking horn, this rune wards against poison. If the contents are poisoned, the vessel shatters at the touch of one who intends to drink.
Beast Rune
This rune allows the holder to speak with a particular animal. The individual creature must be identified, not just its kind (e.g., “the bear that lives in the big cave at the mouth of this stream”, not “any bear”). Once activated, the runecaster and that animal may converse as though speaking the same tongue. Such animals are often curious, even friendly, toward humans who speak with them.
Blood Rune
When this rune is carved onto the haft or blade of a weapon, the weapon itself thirsts for blood. The rune must be shaped with the wielder's name and a specific battle in mind (e.g., “this weapon is for Brynja the Shield-Maiden in tomorrow’s raid on the sea-cliffs”). The weapon attacks for +2 damage and counts as magical for striking creatures that require such. Once the wielder enters combat, the weapon must not leave their hand, and they must attack or pursue an enemy at every opportunity, or the rune loses its power.
Breath Rune
This hallowed rune has the power to call back the newly dead. A small token of green wood is taken from a living tree, and the rune carved beneath its wind-rustled boughs. When the token is placed upon a dead person's chest or lips and invoked, it restores life within 10 minutes of death. It cannot cure disease or poison, nor can it revive those who died from old age or catastrophic injury.
Catch Rune
This rune is burned onto the palms of leather gloves. The caster must shape the rune by naming the intended wearer. While the gloves are worn, the wearer may attempt to catch a weapon thrown at them by making a saving throw vs. Death. On a success, they catch it harmlessly. The missile must be of a size the wearer is able to throw themselves.
Change Rune
This rune allows the runecaster to take the form of a natural animal. The type of creature must be named, and the rune carved onto a bone, feather, or hide from that animal. Upon completion, the runecaster transforms into the chosen form. In this form, they use the animal’s Armor Class, movement, attacks, and damage, but retain their own hit points and saves. Their equipment is retained but cannot be used in animal form. The transformation lasts for 1d6 hours or until the runecaster falls unconscious, or chooses to end it earlier.
Charm Rune
When properly shaped, this rune acts as a powerful love charm—but it is dangerous to use. The rune must be carved onto a wooden plank and shaped with a specific pair of lovers in mind. The plank is then placed beneath the victim’s mattress.
Each morning after sleeping over the rune, the victim must make a saving throw vs. Spell. On a success, the rune has no effect. On a failed save, the victim becomes charmed, viewing the runecaster (or a designated person) most favorably and behaving as though in love for the day.
Charm runes carry significant risks. The form is very close to the disease rune, and there is a 20% chance minus the level of the runecaster that the latter is carved instead. Regardless, discovery of the rune is only a matter of time, and victims (and their kin) are likely to resent magical manipulation. Finally, the potency of the charm may have unintended effects on the victim, such as obsession or intense jealousy, making their behavior unpredictable.
Dead Rune
This dark rune grants the power to speak with the dead. It must be carved onto a small token and placed under the tongue of the corpse. The runecaster may then ask up to three questions. While the spirit cannot lie, it may please it to speak in riddles and poems, rich with kennings.
Not all spirits are cooperative, and some are easily angered. There is a 10% chance that the corpse rises as a wight, trembling with rage.
Disease Rune
The disease rune must be carved onto a wooden plank and shaped with the intended victim in mind, then hidden beneath their mattress. Each night the victim sleeps over it, they must succeed at a saving throw vs. Death or lose 1 point of Constitution, dying at zero points. Lost Constitution is recovered (at a rate of 1 point per day) only when the rune is discovered and destroyed.
Fortune Rune
Seers use this rune to divine the fate of others. The rune must be carved into wood and shaped for a specific person, then cast into a fire. As the rune blackens and cracks, a glimpse of their fate is revealed. The DM should make efforts to ensure the prediction becomes true. A character may have only one unresolved prophecy at a time.
A runetelling pairs a portentous image with a brief, cryptic description. The DM may create one or select from the list below (d20):
1. Ashen Hearth — “You will see your fire gutter, and all you have built reduced to ashes.” (Loss of home, possessions, or family.)
2. Shattered Ring — “The bond you swear will break, and silver will not mend it.” (Betrayal of oath, failed alliance.)
3. Unearthed Bones — “You will stumble over the bones of the past, and far you will fall.” (Downfall or disgrace from something thought long gone.)
4. Rotten Fruit — “The seeds you sow will flower, yet yield a bitter fruit.” (Seemingly fruitful venture carries hidden danger or fails at a late stage.)
5. Silver Snare — “Silvered words will bind you tighter than chains of iron.” (Trapped by false promises or competing obligations.)
6. Wolf at the Door — “A gray wolf lurks at your threshold, eyes bright and fixed.” (A looming threat brings grave consequences if neglected.)
7. Raven on the Mast — “A black bird rides with you, watchful and silent.” (A journey shadowed by death.)
8. Silent Harp — “Your song will be sung when you cannot hear it.” (Death follows a heroic act.)
9. Crooked Path — “What you seek will come to you, but only by wandering far astray.” (Fortune achieved only after detours, delays, or strange twists of fate.)
10. Knotted Thread — “Your thread is tangled, but uncut.” (Survival of a grueling trial.)
11. Wind-Whipped Sail — “The wind drives your keel fast, but may dash you upon the rocks.” (An opportunity for swift but perilous advancement.)
12. Three Drops Spilled — “Your life’s worth will be measured in three drops of blood.” (Survival of three duels or narrow escapes that require sacrifice.)
13. Blood on the Snow — “Your name will be written in red upon a field of white.” (Great victory or death in a winter battle.)
14. Feast for Crows — “Your blade will bring carrion-birds a great feast.” (Great victory in battle, but at a grim cost.)
15. Horned Moon — “The silver moon smiles upon your hand.” (Nighttime or surreptitious endeavors are favored.)
16. Lone Oak — “You will stand where others fall.” (Lone survivor of a catastrophe, or assumption of leadership during a crisis.)
17. Sun on the Helm — “Your courage will shine so brightly it blinds your enemies.” (A daring maneuver catches the enemy unaware, or tempts them into a crucial mistake.)
18. Glittering Sea — “The sea lies calm, and the horizon glimmers with promise.” (A voyage or undertaking is swift and auspicious, with few obstacles.)
19. Blazing Hearth — “Your house will glow with warmth and crackle with the laughter of your kin.” (Lasting prosperity and family happiness.)
20. Golden Thread — “Your thread gleams golden, bright and unfrayed.” (A rare blessing: extraordinary survival against long odds.)
Health Rune
This rune can cure diseases, including most magical ones. To shape it, the caster must know the name and symptoms of the afflicted person. The rune is carved on a piece of wood and placed beneath the patient’s mattress. By morning, the worst of the disease has passed.
Iron-Can't-Bite Rune
This powerful rune is prized by warriors, especially raiders and berserkers. It must be shaped for a specific person and carved onto an amulet, which must be donned immediately. While worn, the rune reduces damage from all weapon attacks by 1 point (e.g., a 6-point axe blow inflicts 5). The rune’s power is broken if the wearer is slain or the amulet is removed for any reason.
Limb Rune
This rune heals wounds, especially those suffered in battle. The runecaster carves it into the trunk of a living tree and anoints the rune with the blood of the wounded. The wounded person heals 1d10 hit points. Though the effect is immediate, the rune must remain active until the next sunrise—if it is defaced or destroyed before then, the healing is undone.
Alternatively, a limb rune can hasten natural recovery. In this form, the rune is carved on the inside of bark stripped from a living tree and placed against the wounded person’s skin. While in place, the person heals hit points and injuries at twice their normal rate until fully recovered.
Loose Rune
This rune loosens bonds and opens locks. The runecaster carves it onto a fetter, lock, or knot and names the person to be freed or the thing to be opened. A sharp shout over the rune causes knots to slip loose, locks to spring open, and chains to fall away.
Shaped for a specific individual, the rune can also be worn as an amulet. While worn, the bearer may shout the rune’s name to invoke it, instantly freeing themselves from anything binding them from without—ropes, manacles, grappling enemies, or spells such as entangle or web.
Lore Rune
This rune offers great wisdom, but at great risk. It allows the runecaster to seek the answer to a single question. The rune must be carved into a stone, the question whispered to it, and then the stone washed in natural running water. An answer comes in a dream within 1d6 nights. As with all prophecy, the vision may arrive in strange and symbolic terms requiring interpretation.
The rune is difficult—there is a chance of 20% minus the level of the runecaster that a small mistake is made in its shaping. In this case, the rune summons doom: a spectre will seek the runecaster each night for six nights.
Luck Rune
This rune grants a single person fortune—or misfortune—for the rest of the day. The runecaster carves it onto a wooden stick or plank and shapes it with the person's name in mind.
When the item is taken, check a chance of 20% minus the level of the runecaster that the rune was twisted to bring bad luck instead. If it brings good luck, the recipient gains +1 to all d20 rolls until the next sunrise, so long as the rune remains on their person. If bad luck is indicated, they suffer -1 to all d20 rolls for the same duration, even if the rune is discarded.
Nið Rune
A nið rune (pronounced roughly nith) is among the most potent and dangerous runes, for it is a grave insult to the person named with it. Nið implies shaming and disgrace, and is strongly associated with traitors—especially those who kill their own kin. Such criminals are branded níðingr and may be slain on sight. A nið rune delivers a powerful curse.
To shape it, the runecaster must name a specific victim, their curse, and recite the wrongs that justify the curse. A nið rune carved without cause automatically fails. The rune must be carved on a pole with an animal's head impaled atop it, and the pole set upright to face the victim’s land or domicile.
The curse depends on the imagination of the runecaster, but must reflect the wrongs done. A rune cast for shameful behavior might bring poor weather, bad luck, or nightmares, while a rune cast for betrayal or blood-guilt could bring sickness, madness, or ruin upon the victim's land. A nið rune cannot directly cause death, but it can weaken, imperil, or invite disaster that may lead to death.
The rune is complex and dangerous—there is a chance of 20% minus the level of the runecaster that the curse rebounds upon them. The victim (whether the intended target or the runecaster) is allowed a saving throw vs. Spell to resist the curse.
The rune cannot be hidden from the victim, and in fact must be found to invoke the curse. Since it names both the victim and the runecaster, discovery may bring vengeance from the victim or their kin. A nið rune is never dismissed lightly unless the target is utterly craven. The curse remains until its conditions are fulfilled, or the conflict is resolved by duel or legal settlement.
Quench Rune
This rune dampens fire. It must be carved onto a piece of wood and shaped with the individual or area to be protected in mind. A fire up to the size of a small room is extinguished if the wood is cast into the flames. If carried upon the person, the bearer suffers only half damage from flame or heat.
Sea Rune
Among seafarers, the sea rune is one of the most prized and practical runes, for it greatly improves the chances of a safe voyage. The rune is most effective when carved and shaped during the construction of a ship. The runecaster carves the rune onto the prow, rudder, and oars. Its power remains until any of these objects are broken or lost.
Once shaped, the rune helps the ship withstand storms. In dangerous seas, the vessel handles as if the wind and waves were one category less severe (e.g., strong winds are treated as favorable, storms as strong winds, gales as storms, and a hurricane as a gale). The ship also gains a +10% bonus to any seaworthiness checks (+25% if shaped during construction).
If the rune is negated because of a broken or lost oar, any runecaster who knows the rune can repair the effect by inscribing a replacement. However, the bonus from shaping at construction is lost, since the replacement was not present at the ship’s forging. If the prow or rudder is broken, the rune is permanently destroyed, and the ship is considered ill-fated; no further sea rune may be placed on it.
Second-Sight Rune
This rune is shaped for a particular individual and carved onto a talisman of wood, stone, or bone. While pressed to the forehead, it grants the ability to see invisible and ethereal creatures. In addition, it reveals fleeting images that hint at the most likely outcome of an intended action (e.g., a bead of blood on the fingertip before opening a needle-trapped chest, or a moss-green hand scuttling across the floor before entering the lair of a troll). However, the images are fragmentary and distracting; the user must concentrate to glean useful information from them.
Shield Rune
The shield rune is highly sought after, for all warriors desire its protection in battle. The rune must be shaped for a specific warrior, and carved on the inside of their shield. While they wield it, the shield's AC is improved by 1, and the wielder gains a +1 bonus to all saving throws. The rune's power is lost if the wielder is slain or their shield is broken.
Shout Rune
This potent rune is said to carry an echo of Gjallarhorn, the horn of Heimdall that will sound at Ragnarök. It must be carved onto a talisman of wood, stone, or bone and held aloft by the runecaster. When they bellow the name of the rune, their voice swells into a booming wave of force. Invoking the rune is so straining that it cannot be done on consecutive rounds.
The shout shatters glass windows, blows open unbarred doors, and sends light objects flying. All creatures in a 15 ft cone are dazed (incapable of action for the round). Those of size Large or Medium are driven back 5 ft and must succeed on a saving throw vs. Breath or fall prone. Smaller creatures are hurled 10 ft and automatically fall prone. Any creature dashed into a solid barrier takes 1d4 blunt damage.
Speech Rune
This rune is shaped for a specific individual and carved onto an amulet. While worn, enemies who would slander or spread falsehoods about the bearer for the purpose of harming their reputation find themselves unable to do so. In addition, the bearer gains 50% Magic Resistance against any hostile spells involving commands, compulsions, or curses (including the nið rune).
Strength Rune
As its name implies, this rune increases physical strength. The runecaster carves it onto a wooden pole and shapes the rune with the name of the intended recipient. The pole is then driven into the earth and touched by the named person. For 1d4 hours thereafter, their Strength is increased by 1d6 points.
Sun Rune
This rune is a solace in darkness and bane to the restless dead. The rune must be carved onto a talisman of wood, stone, or bone and borne by the runecaster. While held aloft, the rune flares like the sun at dawn, illuminating all within 60 ft, and may be invoked to Turn Undead as a Cleric of equal level.
Thunder Rune
In combat, a weapon inscribed with the thunder rune begins to crackle and hum, glowing with a nimbus of blue light. On a hit, the wielder may invoke the rune to discharge an additional 1 lightning damage per level to the target.
Triumph Rune
Highly coveted, this rune enhances a warrior's bond with their weapon. It must be shaped for a specific warrior and carved onto the haft or hilt of their chosen arm. In their hand, the weapon strikes swift and true, granting +2 to attack rolls. The rune loses its power if the wielder is slain, forcibly disarmed, surrenders in battle or forfeits a duel.
Ward Rune
This rune can make a room into a prison or sanctuary, depending on the intent of the runecaster. It blocks all passage through a particular portal when carved upon the door, lintel, or threshold. Teleportation magic can bypass the ward.
Water Rune
Favored by sailors, this rune wards against drowning and the numbing cold of northern seas. It must be shaped for a specific person and carved onto a piece of wood, then set adrift upon the water. While the wood floats, the bearer gains limited protection from drowning: they can hold their breath twice as long as normal, and they make Swimming checks with a +5 bonus. In addition, any cold damage suffered is reduced by half.
Unfortunately, the rune magic system is kind of half-baked. Many of the runes are somewhat vague or ponderously written. The biggest issue, though, is that runecasting is not restricted in any way -- the runecaster can carve as many as they like in a day. This isn't really game-breaking because the runes are rather weak. However, it does lead to some boring and degenerate gameplay (like carving the healing rune over and over until all characters are fully healed).
So, I've come up with a rewrite that:
- restricts the casting of runes (in a way distinct from Vancian magic),
- rewrites the existing 24 runes to be (hopefully) clearer and more flavorful, and a touch more versatile and powerful
- adds 5 new runes
I'd appreciate any feedback on this, especially about whether the rules are clear, and the runes are powerful enough for the restriction of 1 active rune per level.
Runes
Those who wield magical power by carving and invoking runes are called runecasters.
Runecasting is a three-step process of carving, contemplation, and anointment. First, a turn is spent carving the rune into an object—typically a plank, talisman, or horn made of wood, stone, or bone. Iron and steel can be engraved only after softening in a forge. Second, a turn is spent in contemplation of the meaning of the rune, shaping it to the needs of the moment: a specific person, place, time, or thing. This is followed by ritual anointment, typically with beer, blood, or spit, or perhaps the breath of the runecaster as they speak upon the rune. Only then is the power of the rune bound and activated.
Many runes, once activated, provide a continual benefit to their bearer. Others must be invoked by speaking the rune’s name, which releases its power. If a rune is defaced or destroyed, it immediately loses its power. An intact rune becomes inactive when invoked, voluntarily deactivated, or when its duration ends—in this case, only contemplation and anointment are required to reactivate it. Generally, an object may bear only a single rune, and a person may benefit from only one copy of the same rune at a time.
A runecaster may have a number of active runes equal to their character level. If they reach this limit, they may deactivate a rune at any time to activate another in its place. If a runecaster is slain, all of their active runes instantly become inert.
Runecasters begin with two runes, randomly determined. Upon gaining a level, they may select a rune and attempt a Learn Spell roll. If successful, they learn their chosen rune. On a failure, they learn none.
Ale Rune
When carved on the rim of a cup or drinking horn, this rune wards against poison. If the contents are poisoned, the vessel shatters at the touch of one who intends to drink.
Beast Rune
This rune allows the holder to speak with a particular animal. The individual creature must be identified, not just its kind (e.g., “the bear that lives in the big cave at the mouth of this stream”, not “any bear”). Once activated, the runecaster and that animal may converse as though speaking the same tongue. Such animals are often curious, even friendly, toward humans who speak with them.
Blood Rune
When this rune is carved onto the haft or blade of a weapon, the weapon itself thirsts for blood. The rune must be shaped with the wielder's name and a specific battle in mind (e.g., “this weapon is for Brynja the Shield-Maiden in tomorrow’s raid on the sea-cliffs”). The weapon attacks for +2 damage and counts as magical for striking creatures that require such. Once the wielder enters combat, the weapon must not leave their hand, and they must attack or pursue an enemy at every opportunity, or the rune loses its power.
Breath Rune
This hallowed rune has the power to call back the newly dead. A small token of green wood is taken from a living tree, and the rune carved beneath its wind-rustled boughs. When the token is placed upon a dead person's chest or lips and invoked, it restores life within 10 minutes of death. It cannot cure disease or poison, nor can it revive those who died from old age or catastrophic injury.
Catch Rune
This rune is burned onto the palms of leather gloves. The caster must shape the rune by naming the intended wearer. While the gloves are worn, the wearer may attempt to catch a weapon thrown at them by making a saving throw vs. Death. On a success, they catch it harmlessly. The missile must be of a size the wearer is able to throw themselves.
Change Rune
This rune allows the runecaster to take the form of a natural animal. The type of creature must be named, and the rune carved onto a bone, feather, or hide from that animal. Upon completion, the runecaster transforms into the chosen form. In this form, they use the animal’s Armor Class, movement, attacks, and damage, but retain their own hit points and saves. Their equipment is retained but cannot be used in animal form. The transformation lasts for 1d6 hours or until the runecaster falls unconscious, or chooses to end it earlier.
Charm Rune
When properly shaped, this rune acts as a powerful love charm—but it is dangerous to use. The rune must be carved onto a wooden plank and shaped with a specific pair of lovers in mind. The plank is then placed beneath the victim’s mattress.
Each morning after sleeping over the rune, the victim must make a saving throw vs. Spell. On a success, the rune has no effect. On a failed save, the victim becomes charmed, viewing the runecaster (or a designated person) most favorably and behaving as though in love for the day.
Charm runes carry significant risks. The form is very close to the disease rune, and there is a 20% chance minus the level of the runecaster that the latter is carved instead. Regardless, discovery of the rune is only a matter of time, and victims (and their kin) are likely to resent magical manipulation. Finally, the potency of the charm may have unintended effects on the victim, such as obsession or intense jealousy, making their behavior unpredictable.
Dead Rune
This dark rune grants the power to speak with the dead. It must be carved onto a small token and placed under the tongue of the corpse. The runecaster may then ask up to three questions. While the spirit cannot lie, it may please it to speak in riddles and poems, rich with kennings.
Not all spirits are cooperative, and some are easily angered. There is a 10% chance that the corpse rises as a wight, trembling with rage.
Disease Rune
The disease rune must be carved onto a wooden plank and shaped with the intended victim in mind, then hidden beneath their mattress. Each night the victim sleeps over it, they must succeed at a saving throw vs. Death or lose 1 point of Constitution, dying at zero points. Lost Constitution is recovered (at a rate of 1 point per day) only when the rune is discovered and destroyed.
Fortune Rune
Seers use this rune to divine the fate of others. The rune must be carved into wood and shaped for a specific person, then cast into a fire. As the rune blackens and cracks, a glimpse of their fate is revealed. The DM should make efforts to ensure the prediction becomes true. A character may have only one unresolved prophecy at a time.
A runetelling pairs a portentous image with a brief, cryptic description. The DM may create one or select from the list below (d20):
1. Ashen Hearth — “You will see your fire gutter, and all you have built reduced to ashes.” (Loss of home, possessions, or family.)
2. Shattered Ring — “The bond you swear will break, and silver will not mend it.” (Betrayal of oath, failed alliance.)
3. Unearthed Bones — “You will stumble over the bones of the past, and far you will fall.” (Downfall or disgrace from something thought long gone.)
4. Rotten Fruit — “The seeds you sow will flower, yet yield a bitter fruit.” (Seemingly fruitful venture carries hidden danger or fails at a late stage.)
5. Silver Snare — “Silvered words will bind you tighter than chains of iron.” (Trapped by false promises or competing obligations.)
6. Wolf at the Door — “A gray wolf lurks at your threshold, eyes bright and fixed.” (A looming threat brings grave consequences if neglected.)
7. Raven on the Mast — “A black bird rides with you, watchful and silent.” (A journey shadowed by death.)
8. Silent Harp — “Your song will be sung when you cannot hear it.” (Death follows a heroic act.)
9. Crooked Path — “What you seek will come to you, but only by wandering far astray.” (Fortune achieved only after detours, delays, or strange twists of fate.)
10. Knotted Thread — “Your thread is tangled, but uncut.” (Survival of a grueling trial.)
11. Wind-Whipped Sail — “The wind drives your keel fast, but may dash you upon the rocks.” (An opportunity for swift but perilous advancement.)
12. Three Drops Spilled — “Your life’s worth will be measured in three drops of blood.” (Survival of three duels or narrow escapes that require sacrifice.)
13. Blood on the Snow — “Your name will be written in red upon a field of white.” (Great victory or death in a winter battle.)
14. Feast for Crows — “Your blade will bring carrion-birds a great feast.” (Great victory in battle, but at a grim cost.)
15. Horned Moon — “The silver moon smiles upon your hand.” (Nighttime or surreptitious endeavors are favored.)
16. Lone Oak — “You will stand where others fall.” (Lone survivor of a catastrophe, or assumption of leadership during a crisis.)
17. Sun on the Helm — “Your courage will shine so brightly it blinds your enemies.” (A daring maneuver catches the enemy unaware, or tempts them into a crucial mistake.)
18. Glittering Sea — “The sea lies calm, and the horizon glimmers with promise.” (A voyage or undertaking is swift and auspicious, with few obstacles.)
19. Blazing Hearth — “Your house will glow with warmth and crackle with the laughter of your kin.” (Lasting prosperity and family happiness.)
20. Golden Thread — “Your thread gleams golden, bright and unfrayed.” (A rare blessing: extraordinary survival against long odds.)
Health Rune
This rune can cure diseases, including most magical ones. To shape it, the caster must know the name and symptoms of the afflicted person. The rune is carved on a piece of wood and placed beneath the patient’s mattress. By morning, the worst of the disease has passed.
Iron-Can't-Bite Rune
This powerful rune is prized by warriors, especially raiders and berserkers. It must be shaped for a specific person and carved onto an amulet, which must be donned immediately. While worn, the rune reduces damage from all weapon attacks by 1 point (e.g., a 6-point axe blow inflicts 5). The rune’s power is broken if the wearer is slain or the amulet is removed for any reason.
Limb Rune
This rune heals wounds, especially those suffered in battle. The runecaster carves it into the trunk of a living tree and anoints the rune with the blood of the wounded. The wounded person heals 1d10 hit points. Though the effect is immediate, the rune must remain active until the next sunrise—if it is defaced or destroyed before then, the healing is undone.
Alternatively, a limb rune can hasten natural recovery. In this form, the rune is carved on the inside of bark stripped from a living tree and placed against the wounded person’s skin. While in place, the person heals hit points and injuries at twice their normal rate until fully recovered.
Loose Rune
This rune loosens bonds and opens locks. The runecaster carves it onto a fetter, lock, or knot and names the person to be freed or the thing to be opened. A sharp shout over the rune causes knots to slip loose, locks to spring open, and chains to fall away.
Shaped for a specific individual, the rune can also be worn as an amulet. While worn, the bearer may shout the rune’s name to invoke it, instantly freeing themselves from anything binding them from without—ropes, manacles, grappling enemies, or spells such as entangle or web.
Lore Rune
This rune offers great wisdom, but at great risk. It allows the runecaster to seek the answer to a single question. The rune must be carved into a stone, the question whispered to it, and then the stone washed in natural running water. An answer comes in a dream within 1d6 nights. As with all prophecy, the vision may arrive in strange and symbolic terms requiring interpretation.
The rune is difficult—there is a chance of 20% minus the level of the runecaster that a small mistake is made in its shaping. In this case, the rune summons doom: a spectre will seek the runecaster each night for six nights.
Luck Rune
This rune grants a single person fortune—or misfortune—for the rest of the day. The runecaster carves it onto a wooden stick or plank and shapes it with the person's name in mind.
When the item is taken, check a chance of 20% minus the level of the runecaster that the rune was twisted to bring bad luck instead. If it brings good luck, the recipient gains +1 to all d20 rolls until the next sunrise, so long as the rune remains on their person. If bad luck is indicated, they suffer -1 to all d20 rolls for the same duration, even if the rune is discarded.
Nið Rune
A nið rune (pronounced roughly nith) is among the most potent and dangerous runes, for it is a grave insult to the person named with it. Nið implies shaming and disgrace, and is strongly associated with traitors—especially those who kill their own kin. Such criminals are branded níðingr and may be slain on sight. A nið rune delivers a powerful curse.
To shape it, the runecaster must name a specific victim, their curse, and recite the wrongs that justify the curse. A nið rune carved without cause automatically fails. The rune must be carved on a pole with an animal's head impaled atop it, and the pole set upright to face the victim’s land or domicile.
The curse depends on the imagination of the runecaster, but must reflect the wrongs done. A rune cast for shameful behavior might bring poor weather, bad luck, or nightmares, while a rune cast for betrayal or blood-guilt could bring sickness, madness, or ruin upon the victim's land. A nið rune cannot directly cause death, but it can weaken, imperil, or invite disaster that may lead to death.
The rune is complex and dangerous—there is a chance of 20% minus the level of the runecaster that the curse rebounds upon them. The victim (whether the intended target or the runecaster) is allowed a saving throw vs. Spell to resist the curse.
The rune cannot be hidden from the victim, and in fact must be found to invoke the curse. Since it names both the victim and the runecaster, discovery may bring vengeance from the victim or their kin. A nið rune is never dismissed lightly unless the target is utterly craven. The curse remains until its conditions are fulfilled, or the conflict is resolved by duel or legal settlement.
Quench Rune
This rune dampens fire. It must be carved onto a piece of wood and shaped with the individual or area to be protected in mind. A fire up to the size of a small room is extinguished if the wood is cast into the flames. If carried upon the person, the bearer suffers only half damage from flame or heat.
Sea Rune
Among seafarers, the sea rune is one of the most prized and practical runes, for it greatly improves the chances of a safe voyage. The rune is most effective when carved and shaped during the construction of a ship. The runecaster carves the rune onto the prow, rudder, and oars. Its power remains until any of these objects are broken or lost.
Once shaped, the rune helps the ship withstand storms. In dangerous seas, the vessel handles as if the wind and waves were one category less severe (e.g., strong winds are treated as favorable, storms as strong winds, gales as storms, and a hurricane as a gale). The ship also gains a +10% bonus to any seaworthiness checks (+25% if shaped during construction).
If the rune is negated because of a broken or lost oar, any runecaster who knows the rune can repair the effect by inscribing a replacement. However, the bonus from shaping at construction is lost, since the replacement was not present at the ship’s forging. If the prow or rudder is broken, the rune is permanently destroyed, and the ship is considered ill-fated; no further sea rune may be placed on it.
Second-Sight Rune
This rune is shaped for a particular individual and carved onto a talisman of wood, stone, or bone. While pressed to the forehead, it grants the ability to see invisible and ethereal creatures. In addition, it reveals fleeting images that hint at the most likely outcome of an intended action (e.g., a bead of blood on the fingertip before opening a needle-trapped chest, or a moss-green hand scuttling across the floor before entering the lair of a troll). However, the images are fragmentary and distracting; the user must concentrate to glean useful information from them.
Shield Rune
The shield rune is highly sought after, for all warriors desire its protection in battle. The rune must be shaped for a specific warrior, and carved on the inside of their shield. While they wield it, the shield's AC is improved by 1, and the wielder gains a +1 bonus to all saving throws. The rune's power is lost if the wielder is slain or their shield is broken.
Shout Rune
This potent rune is said to carry an echo of Gjallarhorn, the horn of Heimdall that will sound at Ragnarök. It must be carved onto a talisman of wood, stone, or bone and held aloft by the runecaster. When they bellow the name of the rune, their voice swells into a booming wave of force. Invoking the rune is so straining that it cannot be done on consecutive rounds.
The shout shatters glass windows, blows open unbarred doors, and sends light objects flying. All creatures in a 15 ft cone are dazed (incapable of action for the round). Those of size Large or Medium are driven back 5 ft and must succeed on a saving throw vs. Breath or fall prone. Smaller creatures are hurled 10 ft and automatically fall prone. Any creature dashed into a solid barrier takes 1d4 blunt damage.
Speech Rune
This rune is shaped for a specific individual and carved onto an amulet. While worn, enemies who would slander or spread falsehoods about the bearer for the purpose of harming their reputation find themselves unable to do so. In addition, the bearer gains 50% Magic Resistance against any hostile spells involving commands, compulsions, or curses (including the nið rune).
Strength Rune
As its name implies, this rune increases physical strength. The runecaster carves it onto a wooden pole and shapes the rune with the name of the intended recipient. The pole is then driven into the earth and touched by the named person. For 1d4 hours thereafter, their Strength is increased by 1d6 points.
Sun Rune
This rune is a solace in darkness and bane to the restless dead. The rune must be carved onto a talisman of wood, stone, or bone and borne by the runecaster. While held aloft, the rune flares like the sun at dawn, illuminating all within 60 ft, and may be invoked to Turn Undead as a Cleric of equal level.
Thunder Rune
In combat, a weapon inscribed with the thunder rune begins to crackle and hum, glowing with a nimbus of blue light. On a hit, the wielder may invoke the rune to discharge an additional 1 lightning damage per level to the target.
Triumph Rune
Highly coveted, this rune enhances a warrior's bond with their weapon. It must be shaped for a specific warrior and carved onto the haft or hilt of their chosen arm. In their hand, the weapon strikes swift and true, granting +2 to attack rolls. The rune loses its power if the wielder is slain, forcibly disarmed, surrenders in battle or forfeits a duel.
Ward Rune
This rune can make a room into a prison or sanctuary, depending on the intent of the runecaster. It blocks all passage through a particular portal when carved upon the door, lintel, or threshold. Teleportation magic can bypass the ward.
Water Rune
Favored by sailors, this rune wards against drowning and the numbing cold of northern seas. It must be shaped for a specific person and carved onto a piece of wood, then set adrift upon the water. While the wood floats, the bearer gains limited protection from drowning: they can hold their breath twice as long as normal, and they make Swimming checks with a +5 bonus. In addition, any cold damage suffered is reduced by half.