Rune Magic

Krieg

First Post
I'm currently in the hunt for ideas for alternate magic systems employing runes.

Right now I have the systems put forth in AU & the FRCS. I also have the 2nd Ed Vikings supplement.

I know that FFGs Spells & Spellcraft, AEGs Magic & Winter Runes from Troll Lord Games all contain alternate rules.

Can anyone give me info on how the rules are implemented in any of these products? Or recomend other products that have a good working set of rune magic?

Any help is greatly appreciated!!

Thanks!
 

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Krieg said:
I know that FFGs Spells & Spellcraft, AEGs Magic & Winter Runes from Troll Lord Games all contain alternate rules.

Can anyone give me info on how the rules are implemented in any of these products? Or recomend other products that have a good working set of rune magic?
The Spells and Spellcraft version is called Ward Magic. It has a new Item Creation feat feat, called Weave Wards with pre-reqs of Int 13, and Arcane Caster lvl 5. However, elsewhere in the text, it does mention divine casters as well as bards, so I'm not sure what their intention was. It does not seem unbalancing to me to create a divine version of the feat, or one that uses Cha for Sorcerers and Bards.

Wards are spell effects tied to a certain location. There is a list of allowed spells which includes most of the Abjuration school that you would expect (protection from evil and stoneskin, but not mage armor, for instance). It does not include other spells that you might expect, such as dimensional anchor or entropic shield. The list also includes some spells from the Divination school, such as the various detect spells, tongues, and, oddly enough, analyze dweomer. The list does go to 9th level, but the only 9th level spell on it is prismatic sphere.

People are attuned to a given ward by carrying a ward token. The token allows the person to activate or control the ward. There are two kinds of tokens: keystones, which anyone can use, and can activate spells up to 2nd level, and master keystones, which require spellcasting ability, and provide access to all spells of the ward. If a person has the correct token, they can activate one of the ward's spell effects as a standard action. They must be within the token's area of effect (30 ft radius sphere from the ward's anchor point). There are also brief rules for creating intelligent wards.

Wards work somewhat like staves: they are charged, they can have multiple spells tied to them, and each spell can, at the creator's option, cost more than one charge. This reduces the cost of the spell, also like staffs. Wards cost 100 gp/lvl of highest spell + 75% of cost of next highest spell + 50% of cost all other abilities. Tokens also cost to create: 15xp and 50gp.

If I were to create a divine version of the Weave Ward feat, I would probably look at the Hallow/Unhallow spell list for guidelines on what spells to allow.

Hope this helps.

Jason
 


Krieg said:
I'm currently in the hunt for ideas for alternate magic systems employing runes.

Right now I have the systems put forth in AU & the FRCS. I also have the 2nd Ed Vikings supplement.

I know that FFGs Spells & Spellcraft, AEGs Magic & Winter Runes from Troll Lord Games all contain alternate rules.

Can anyone give me info on how the rules are implemented in any of these products? Or recomend other products that have a good working set of rune magic?

Any help is greatly appreciated!!

Thanks!

Bad Axe Games, in their Heroes of High Favor: Dwarves, has a decent rune system.

Each rune has a matching feat. A Dwarf with the appropriate feat can "activate, identify, or craft" an item with the feat. The system makes runes a way to add low-key, 1 use-per-day magical abilities to an item while it is being crafted. The crafter does not have to be a spellcaster. Divine spellcasters (esp. the Rune Priest PrC, also in the book) are able to do a bit more with rune-enhanced items.

The effects of the rune are on the scale of granting the user a virtual feat, or the use of an appropriate class ability, for a number of rounds equal to his/her Charisma bonus. The effect is supernatural (su) and divine in nature. The book was written for 3.0, but should not be hard to update to 3.5.
 



I think my favorite "Rune User" was the Diabolist class from the Palladium FRPG. Each Rune was an effect that could be combined in a Magic Circle to create the desired effect. You could create a Magic Protection circle with the Inflict rune combined with Pain and Blindness. If anyone broke the circle the wards activated and released their magic. You did the same if you wanted to create a circle that healed... you could use the Inflict and Healing runes in the circle. They had NO spell slot casting ability. All of their magic revolved around making runes, wards, and circles.
 

If you are willing to do conversion work, or just want some ideas, try GURPS Celtic Myth (I believe the Rune system is in other GURPS products as well, but thats off the top of my head). It has an extinsive selection of Druid Runes.
 

Stormborn said:
If you are willing to do conversion work, or just want some ideas, try GURPS Celtic Myth (I believe the Rune system is in other GURPS products as well, but thats off the top of my head). It has an extinsive selection of Druid Runes.
If only Druids had had runes, I would have said "cool." :) There is a good GURPS Vikings supplement, which seems like it would have to have a section on it.
I know I saw something somewhere that looked like it did runes well, and maybe that was it.
 

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