Here is the first rules supplement for Dwarven Glory, covering the arcane art of runecasting:
- Download: Runecasting (Rules Supplement)
Dwarven Glory uses Simon J. Bull’s “SotU Refired” as a basis, which was itself inspired by Nicolas Dessaux’s original “Searchers of the Unknown”.
Rune Descriptions
Rules Supplement: Runecasting
As stated in the Core Rules, a rune is a particular magic effect which is linked to a specially-prepared carving. This supplement provides additional rules, clarifications, and examples of common runes.
Runecasting consists of three elements; scribing a rune, preparing its arcane energies, and then triggering the effect. Scribing a rune requires tools and generally takes 1 turn for wood, 1 hour for stone, and 1 day for metal. (This is typically done before the start of an adventure.) Preparing a rune infuses it with arcane energy and requires 1 turn. To then trigger a prepared rune, the caster much touch it and recite an appropriate poem or ode, taking 1 round. A Lore check is then made, success meaning that the rune is activated as expected. Failure does not destroy a rune, and the caster may try again next round. Unless otherwise stated, each rune lasts for a full day once activated.
A maximum of 1 rune per caster level can be prepared at a time (usually at the start of each day). A runecaster cannot prepare or trigger runes while wearing medium or heavy armour or using a shield.
Common Runes
The following 20 “common runes” are those best known to runecasters:
d20 Roll | Rune Name | d20 Roll | Rune Name | |
---|---|---|---|---|
1 | Beast-Rune | 11 | Luck-Rune | |
2 | Berzerk-Rune | 12 | Poison-Rune | |
3 | Binding-Rune | 13 | Sanctuary-Rune | |
4 | Catch-Rune | 14 | Shield-Rune | |
5 | Cunning-Rune | 15 | Shout-Rune | |
6 | Curse-Rune | 16 | Sight-Rune | |
7 | Death-Rune | 17 | Speed-Rune | |
8 | Fortune-Rune | 18 | Strength-Rune | |
9 | Healing-Rune | 19 | Triumph-Rune | |
10 | Iron-Can’t-Bite | 20 | Wisdom-Rune |
Rune Descriptions
(Due to length, the compiled list of rune descriptions is posted separately.)
Learning New Runes
A starting runecaster may choose to master runes in exchange for initial equipment. After that, runes must be gained through adventuring. Although runes are a written type of magic, a character cannot learn how to use a rune just by studying one. There is much more to mastering a rune than simply writing it. The runecaster must have a living example of the rune – whether from an instructor, a power rune, or divine intervention. Learning runes from an instructor requires a teacher of higher level than the character and typically involve a high cost and/or some form of service (a “special quest”).
Power Runes
As stated earlier, a runecaster can only prepare 1 rune per caster level. One way to bypass this limitation is to create power runes. Each power rune must be invested with some of the runecaster’s personal power, requiring 100 gp, 50 XP, and one day of time. Once created, a power rune does not count against the number of runes prepared by the caster. In addition, it can be triggered normally by any runecaster (not just its original creator). Note that power runes are also one method of learning new runes.
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