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Rune Magic

Telperion said:
Burok Torn: City Under Siege

Just ordered it off of eBay. :)


tarchon said:
You mean like actual historically inspired rune magic or in the modern RPG sense of any magic that uses writing?

Now that is an interesting question. I was thinking mostly of FUTHARK inspired ideas, but would definitely be open to other possibilities.

kolvar said:
Runemagic.
Its all runes, no spells, maybe to complicated for your taste.

Hmm, I think I've seen that one before or possibly one very similar. Definitely worth looking at for ideas.

sledged said:
The 2E FR accessory Giantcraft had rules for rune magic and a runecaster class.

Just downloaded the .pdf. It looks like these rules are very similar (if not identical) to those presented in the Vikings supplement. It does look like they added more runes in this product though. (Yay!)

Calico_Jack73 said:
I think my favorite "Rune User" was the Diabolist class from the Palladium FRPG.

Definitely a darker feel than what I am looking for. I remember thinking the symbols looked cool when I was kid!

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.

Ah-hah, now this is definitely interesting as I had never thought about using Ogham. hmm

tarchon said:
If only Druids had had runes, I would have said "cool." :)

Celtic Ogham "runes"...

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There is a good GURPS Vikings supplement, which seems like it would have to have a section on it.

GURPS Vikings has about a half a page on Runic magic, it is handled similarly to D20's "Inscribe Rune" Feat (ie it's basically the same as normal magic, it just needs to be inscribed). Campaign Classics (Rolemaster) Vikings supplement does have a Rune Carver class which is essentially a Cleric using the symbols list with a few additions.


Thanks for all the help so far folks! I definitely have a few more directions to explore now!
 
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FWIW Here is the reason I am looking for .alt rune magic rules...

Futhark & Malgrym:

The resident weapon/armorsmiths are Dwarven twins, Futhark & Malgrym. However, even discounting the rarity of twins among the stout race, they are not your typical Dwarven Smiths…

In fact, some would be hard pressed to identify them as Dwarves at all. Neither brother tops the 4’ mark, nor do they match the typical Dwarf in thickness of build (1). When they first made their way out into the world, a few even made the mistake of labeling them as “gnomes”, much to the chagrin of the ones making the mistake. The misunderstanding is a bit more understandable when one realizes that both brothers are virtually hairless, bald as eggs and with nary a whisker between them.

Upon closer examination, it is apparent that the condition is not restricted to the head & face, as the brothers lack the shaggy shoulder, back, chest and arm covering so typical for their race. It is not known whether the condition is innate or carefully cultivated by the brothers.

There are of course many rumors surrounding the situation, ranging from a non-Dwarven father to a shame so encompassing that the brothers shave themselves as penance. These rumors are never spoken within earshot of the brothers and the brothers do not volunteer any information on the subject.

However, the most startling aspect of the brothers’ appearance is not their non-hirstuteness. Rather, it is their choice of body decorations. Both brothers are covered head-to-toe with tattoos, sigils, runes, glyphs, symbols & other arcane markings. There is not a single square of skin that is not covered with some of marking or design. If the viewer is able to perceive arcane auras he will soon discovered that many (if not most) of the tattoos radiate magical energy of one sort or another.

The brothers’ choice of vocations also serves to set them apart from mainstream Dwarven society. Futhark is a priest who has chosen to receive favor from powers outside of the traditional Dwarven pantheon. If Futhark’s heresy wasn’t enough to set beards wagging, Malgrym’s devotion to the arcane arts is incomprehensible to the average Dwarf. The brothers are officially pariahs in their home and have little to no contact with their family. Dwarves passing through in an official capacity are careful to avoid any contact with the brothers, preferring to ignore their existence altogether. However, despite the brothers’ institutionalized status as outcasts, it is not uncommon to find individual Dwarves visiting their forge on dark nights, presumably seeking their services as weapon/armorsmiths in exchange for raw ore. In fact, some say that the Dwarven Thane himself wields an axe that was born in Futhark’s forge (2). Despite the brothers’ eccentricities, they have few peers in the Smith’s arts.

The complex of caves in which the Dwarves choose to live and work is nearly as unsettling as their appearance. The waiting room is a semi-hemisphere of perfectly formed stone. There are absolutley no cracks, joins, or tool marks marring the surface of the stone. Even more striking the walls, ceiling & floor are again covered with incomprehensible sigils, glyphs & runes. There is no space that is not marked in some way. If viewed through an arcane eye, the sheer amount of magical energy held within the runes covering the chamber is mind numbing to the average Mage or Priest. (3)

The periphery of the room is marked by a number of stone statues representing past Dwarven Thanes (4). Outside subject choice and excellence of construction, they share little in common. Also notable is the sharp increase in temperature when compared to the outside, regardless of season. Visitors approaching the cave entrance are treated a blast of hot, dry air from within. Perhaps because of the heat, the brothers are typically encountered with a simple cloth covering their midsections and nothing else. It is common to find the brothers, regardless of season or inclement weather, taking a break from the heat, lounging on stone divans & drinking ale just outside the entrance to their home/workshop.

The rest of the complex is of identical construction to the waiting room (5). The myriad of runes continue to cover every surface witihin the complex (6). Farther within the complex lie a communal cooking/eating living chamber, flanked by two separate sleeping areas for the brothers. Also, within the complex lies a large room continuing the Forge, Malgrym’s spell chamber & the brothers’ vault.

In many respects, the forge is the heart of the complex as it is where the brothers spend the majority of their time. Along the bag wall of this large chamber lies a roughly circular pool of lava, aproximately 5’ in diamater. Malgrym’s Magma Mephit familiar can often be found resting within the pool. In the center of the room sits two rune-encrusted anvils, upon which the brothers give birth to the majority of their creations. The rest of the room consists of workbenches & tool racks for the various implements of the blacksmith’s trade. Seperated from the forge by 10’ of solid rock (and enclosed entirely within said rock) lies the brothers treasure chamber (7). This chamber holds the brothers completed magical works & the valuable raw ores used in their trade (mithril, adamantite, gold, meteoric iron etc).

The final room in the complex is Malgrym’s lab/study/spell chamber. This hemispherical room is where Malgrym keeps his “spellbooks”. Malgrym’s spellbooks are actually in the form of the Runes covering the various surfaces of the chamber. Perhaps not as mobile as most Wizard’s spellbooks, but signifigantly more durable! Malgrym spends more time resting in this chamber than he does the room ostensibly set up for that purpose. Virtually no one is granted access to this chamber, but if they were they would notice a suit of Dwarven sized full plate holding a Greataxe, standing to one side of the chamber. This is actually Malgrym’s Shield Guardian (8) and can be typically found here, unless Malgrym has use for it elsewhere.

(1) Years of wielding a forge hammer have left Futhark with a noticeably larger build than that of his brother. His unusually thickened & hardened skin distinguishes Malgrym. Malgrym’s skin most closely resembles boiled leather in consistency.

(2) The Dwarf leader’s fabled weapon is indeed a product of Futhark & Malgrym’s labor.

(3) The runes consist of a vast web of magical glyphs, symbols etc. Uninvited guests will be under a constant barrage from the harmful effects of such spells.

(4) One of the statues is actually a Dwarven sized Stone Golem constructed by the brothers.

Stone Golem, Construct CR 9; Size: M Type Construct; HD (12d10); hp 66; Init -2 (-2 Dex, +0 Misc); Spd Walk 20’; AC 22 (flatfooted 22, touch 22), Slam (Natural/Primary) +15/+15 0’/B (2d8+5 20/x2 Neither H) or ; SA: Can’t Run (Ex),Magic Immunity(Ex),Slow(Su),Immune to Mind-influencing effects, poison, disease, and similar effects.,Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, Spell Rune – Hold Person, activated when the Golem is physically attacked.; Vision: Darkvision (60’) AL: None; Sv: Fort +4, Ref +2, Will +8; Str 20, Dex 7, Con --, Int --, Wis 18, Cha 1 Skills and Feats: N/A.

(5) The entire complex is under the protection of a Hallow spell cast by Futhark, with the secondary spell being Dimensinal Anchor. This ensures that all of the brothers’ visitors come through the front door!

(6) The runes covering the surfaces within the complex consist of various Explosives Runes, Spell Runes, Symbols, FireTraps & Glyphs of Warding. These are keyed to warn & protect against various intruders, with the most potent guarding against Drow, Githyanki & agents of Shadow. Each room (including the vault) and each opening between rooms is subject to a Maw of Stone spell (FRCS) keyed to intruders. In addition the brothers have used their respective “Inscribe Rune” and “Etch Object Rune” abilities respectively, to inscribe literally hundreds (if not thousands) of Runes containing various spells upon the surfaces of their complex. This gives them access to an almost limitless supply of spells (when casting Runes as scrolls) when within their home!

(7) The brothers typically access the room via a Passwall spell, or by sending an Earth Elemental to fetch what they require.

(8) Malgrym’s Shield Guardian:

Shield Guardian, Construct CR 6; Size:M Type Construct; HD (10d10); hp 55; Init -1 (-1 Dex, +0 Misc); Spd Walk 30’; AC 20 (flatfooted 20, touch 20), Greataxe (Natural/Primary) +18/+13/+8 0’/B (1d12+4+3 20/x3) or ; SA: Spell Storing(Sp)(Lightning Bolt),Shield Other(Sp),Guard(Ex),Find Master(Su),Immune to Mind-influencing effects, poison, disease, and similar effects.,Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, Spell Rune – Fire Shield, activated when the guardian is physically attacked.; Vision: Darkvision (60’) AL: None; Sv: Fort +5, Ref +4, Will +4; Str 18, Dex 9, Con --, Int --, Wis 8, Cha 1 Skills and Feats: N/A.
Possessions: +3 Greataxe, Ghost Touch
 
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The brothers as currently statted...

The Dwarven Smiths:

Futhark, M Dwarf Cleric6 Runecaster10 CR 16; Size: M Type Humanoid; HD (6d8)+(10d8)+32; hp 112; Init 0; Spd Walk 20'; AC 17 (flatfooted 17, touch 17), +21/+16/+11 (Hammer 2d4 + (5, Magic) + (1d6 Flaming) + (5 Strength), x2 +1d10 (Burst)) or; SA: Spontaneous casting, Stonecunning, save +2 vs. poison, save +2 vs spells, +4 dodge vs giants, +1 to hit orcs/goblinoids, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check, Turn Undead 2/day, Bonus Caster Level for Cleric (10); Item Image (+5 Hammer, Flaming Burst), Magic Tattoo (+2 saves), Magic Tattoo (SR 13), Magic Tattoo (+2 Dex) Vision: Darkvision (60') AL: TN; Sv: Fort +18, Ref +6, Will +20; Str 14 (20), Dex 8 (10), Con 14, Int 16, Wis 18, Cha 8

Skills and Feats: Concentration +7, Craft (Armorsmithing) +26, Craft (Blacksmithing) +15, Craft (Stonecarving) +22, Craft (Stoneworking) +15, Craft (Tattoo) +8, Craft (Weaponsmithing) +26, Spellcraft +11; Armor Proficiency (Heavy) (1x), Armor Proficiency (Light) (1x), Armor Proficiency (Medium) (1x), Augment Summoning, Craft Magic Arms and Armor, Endurance, Exotic Weapon Proficiency (Forgehammer), Great Fortitude, Inscribe Rune, Iron Will, Magical Artisan (Craft Magic Arms and Armor), Master Smith *, Scribe Scroll,Shield Proficiency,Simple Weapon Proficiency, Weapon Focus (Forgehammer)

Possessions: Flaming Burst Forgehammer +5, Belt of Giant Strength +6, Bracers of Armor +7, Ring of Elemental Resistance (Fire, Major) (on toe), Iron Figure (for substition spell), small pouch containing 15-20 useful Spell Runes of various levels (including many for healing).

Deity: None N Domains: Rune (Free scribe scroll feat) Earth (Turn or destroy air creatures as a good cleric and rebuke or command earth creatures as an evil cleric. 3 + CHA modifier attempts per day.)

Typical Spells Known: Cleric: (6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1) – Detect Magic, Guidance, Light, Mending, Read Magic, Resistance 1st – Bless, Cause Fear, Command, Doom, Sanctuary, Shield of Faith, Magic Stone (Domain) 2nd – Enthrall, Hold Person, Lesser Restoration, Shield Other, Spiritual Weapon, Zone of Truth, Soften Stone (Domain) 3rd – Bestow Curse, Dispel Magic, Earth Bolt (OA), Meld into Stone, Substitution (OA), Summon Monster III, Stone Shape (Domain) 4th- Dismissal, Divine Power, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Spike Stones (Domain) 5th – Break Enchantment, Circle of Doom, Mark of Justice, Spell Resistance, Wall of Stone (Domain) 6th – Animate Objects, Banishment, Forbiddance, Stoneskin (Domain) 7th – Destruction, Repulsion, Summon Monster VII, Earthquake (Domain) 8th – Firestorm, Summon Monster VIII, Symbol (Domain)

* New Feat
Master Smith (General)
You are especially adept at forging martial items.
Benefit: You gain a +2 bonus to all Craft (Armorsmithing) and Craft (Weaponsmithing) checks.

Note: Futhark is on a first name basis and has a good relationship with an 8HD Xorn, this creature will respond when Lesser Planar Ally is cast. Any bargaining will take place at a later time due to the closeness of their friendship. The Xorn often visits Futhark and can frequently be found within the complex.

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Malgrym, M Dwarf Wizard7 Graven One9 CR 16; Size: M Type Humanoid; HD (7d4)+(9d6)+19; hp 61; Init 0; Spd Walk 20'; AC 17 (flatfooted 17, touch 17), +8/+3 (Staff 1d6x2); SA: Familiar Benefits (Alertness, Share Spells, Empathic Link, Touch Spells), Stonecunning, save +2 vs. poison, save +2 vs spells, +4 dodge vs giants, +1 to hit orcs/goblinoids, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check, Bonus Caster Level for Wizard (5), Flesh Runes (Greater Dispelling, Globe of Invulerability, Dimension Door, Circle of Death), Item Image (Staff of Fire), Magic Tattoo (+2 saves), Magic Tattoo (+1 AC), Magic Tattoo (+2 Dex), Tattoo of Power (DR 10/+2), Graven Image (Bulette), Graven Image (Dire Wolverine), Graven Image (Dire Bear); Vision: Darkvision (60') AL: TN; Sv: Fort +11, Ref +6, Will +13; Str 10, Dex 8 (10), Con 12, Int 20, Wis 16, Cha 12

Skills and Feats: Concentration +11, Craft (Armorsmithing) +12, Craft (Blacksmithing) +17, Craft (Locksmithing) +7, Craft (Metalworking) +15, Craft (Stonecarving) +15, Craft (Stoneworking) +17, Craft (Tattoo) +24, Craft (Trapmaking) +10, Craft (Weaponsmithing) +12, Knowledge (Arcana) +13, Knowledge (Engineering) +10, Knowledge (History) +10, Scry +10, Speak Language +2 (Celestial & Infernal), Spellcraft +15; Craft Wondrous Item, Etch Object Rune, Item Image, Magical Artisan (Etch Object Rune), Scribe Scroll, Spell Girding, Spell Mastery (Magic Missile, Create Magic Tattoo, Stoneskin, Dimension Door, Globe of Invulnerability), Toughness (1x),
Possessions: +5 Ring of Protection (on toe), Ring of Fire Elemental Command, Staff of Fire, Nolzur’s Marvelous Pigments, small pouch containing 15-20 useful Spell Runes of various levels.

Typical Spells known: Wizard: (4/6/5/5/4/4/2) 0- Detect Magic, Detect Poison, Daze, Flare 1st – Charm Person, Grease, Hold Portal, Identify, Reduce, Shield 2nd – Create Magic Tattoo (FRCS), Mark of Fire (BOEM), Mirror Image, Repair Moderate Damage (T&B), Scare 3rd – Dispel Magic, Displacement, Flame Arrow, Suggestion, Terra Cotta Warrior (OA) 4th – Fire Shield, Greater Mark of Earth (BOEM), Snake Darts (OA), Stoneskin 5th – Feeblemind, Firebreath (OA), Hold Monster, Mordenkainen’s Faithful Hound 6th – Bigby’s Forceful Hand, Flesh to Stone

(Malgrym’s full spellbook is not recorded here, but is quite extensive and includes ALL spells involving glyphs, runes, magical writings, & many fire spells)



Familiar, Magma Mephit Outsider CR 5; Size: S Type Outsider; HD (16); hp 30; Init +5 (+1 Dex, +4 Misc); Spd Walk 30', Fly 50'; AC 20 (flatfooted 19, touch 20), Claw (Natural/Primary) +8/+8 0'/PS (1d3 + 2 fire 20/x2 Neither M) or; SA: Summon Mephit (Sp) 1/day, Fast Healing 2(Ex) if touching lava or flame, Cone of Magma (Su), Shapechage (Sp) 1/hr, Pyrotechnics (Sp) 1/day, Improved Evasion, Share Spells, Empathic Link; Vision: Darkvision (60') AL: TN; Sv: Fort +8, Ref +6, Will +8; Str 10, Dex 13, Con 10, Int 13, Wis 11, Cha 15
Skills and Feats: Bluff +5, Craft (Armorsmithing) +6, Craft (Blacksmithing) +6, Craft (Metalworking) +6, Craft (Weaponsmithing) +6, Hide +11, Listen +6, Move Silently +7, Spot +6; Alertness, Improved Evasion, Improved Initiative

Note: Futhark & Malgrym have access to many magic items, feel free to add/create any that fit.
 
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Mhm, you can do that with a lot of the described systems (Reminds me a lot of something in the Book of Eldritch Might I (I think "the graven one" or so)). The main problem, probably is, that most of the systems here require a prc to create a runecaster. The heroes of high favor: dwarves is probably a good way to go for something like this.
The runemagic system I mentioned has been around for quite some time, now, although it is now updated to 3.5. It could accomplish what you intend but it is probably more complicated than its worth for this.
 

kolvar said:
Mhm, you can do that with a lot of the described systems (Reminds me a lot of something in the Book of Eldritch Might I (I think "the graven one" or so)).

FWIW at the time of the original write-up the BoEM's Graven One was used for the Malgrym (the Wizard).

I'm primarily looking for flavor ideas as much as anything. I definitely want to keep the feeling that the dwarves are not stereotypical dwarves, that the magic they use & the gods they follow are exotic.

Essentially I want there to be a perception that while the brothers use runic magic they don't use "proper" dwarven runic magic.

I like the idea of Giants being the source of their runic knoweldge. It would certainly be frowned upon by general Dwarven society & could bring in an intersting backstory as to the "true" source of runic magic.

Similarly the GURPS Celtic Ogham suggestion would bring in a very different feel to their magic.
 
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