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Are there plasma for expanding the selection of runes?
I think back to the Vikings handbook days and wonder if there are ideas afloat?
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It's probably not canon, and I doubt Jeff will flesh out anymore, but maybe the next revision? I've started digging through other games and incorporating some rune magic from other RPG sources (For example, Mystic Secrets_ The Lore of Word and Rune - Monte Cook has some great ideas on Rituals and runic magic). I also use some Historical references for Runes, like "Futhark: A Handbook of Rune Magic," which I have on PDF, and others. Then there is the possibility of combining runes to get a secondary output.
I'd start there and Expand as you like. Just remember, It's your game, the rules are just suggestions...
For example, I've started looking into Leylines and adding some of them across the maps of Hyperborea. Locations where magic is heightened, and the possibilities of Portals to other places and times, I use this as a method to pull historical races into Hyperborea, not unlike the Cannon Winds of Hyperborea pulling peoples into the world.
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BlackKnight wrote:
It's probably not canon, and I doubt Jeff will flesh out anymore, but maybe the next revision? I've started digging through other games and incorporating some rune magic from other RPG sources (For example, Mystic Secrets_ The Lore of Word and Rune - Monte Cook has some great ideas on Rituals and runic magic). I also use some Historical references for Runes, like "Futhark: A Handbook of Rune Magic," which I have on PDF, and others. Then there is the possibility of combining runes to get a secondary output.
I'd start there and Expand as you like. Just remember, It's your game, the rules are just suggestions...
For example, I've started looking into Leylines and adding some of them across the maps of Hyperborea. Locations where magic is heightened, and the possibilities of Portals to other places and times, I use this as a method to pull historical races into Hyperborea, not unlike the Cannon Winds of Hyperborea pulling peoples into the world.
Great ideas! Yes I believe we are in the process of adding as well. I was just wondering if there was anything on the horizon.
Definitely a class that has possibilities from history and legend.
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What are some runes you guys have added?
Looking for ideas to implement.
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Vetus Miles wrote:
What are some runes you guys have added?
Looking for ideas to implement.
Here are a couple:
Rune of Ill Fortune: A rune that makes the target suffer a -1 to rolls for 10 minutes/CA of the Runcaster.
Rune of Long Striding: Grants +2 Climb/Jump/Swim checks and +5' movement speed for 10 minutes/CA of the Runecaster.
Rune of Flight: Doubles the range increment of a Weapon/Missile, ex a dagger is 5/10/15 becomes 10/20/30, or an arrow from a Comp long bow is 80/160/240 would now be 160/340/480.
From there you get the picture. Noting that Rune Casting is an art that incorporates Multiple runes and it's about how they are drawn, and the Flourishing around the rune(s) themselves.
For The Ley Lines stuff, there is a bunch of stuff out on the Kobold Press site for Mitgarrd, and it looks like it could easily be converted in for Ley Lines...
Last edited by BlackKnight (11/27/2024 8:21 pm)
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So, is it just a verbal poem to release the magic of runes once prepared?
Does that take a whole round or can you release it with a verbal and attack?
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The poem is recited during the rune creation process (p.87 of the Player's Manual), not upon casting. It does take a cast ("invoke") action, and since the Runegraver is a cleric subclass I'd rule that they can maintain their weapons and shield in hand while invoking, but no other action (aside from moving beforehand, like any spell caster).
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Well, they do need to be able retrieve the rune, cut their palm, and drip blood on the rune they are using.
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The cut the hand part was part of the prep right?
Once you invoke the rune the pain hits you for the dmg if I’m not mistaken.
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Yes, the cutting of the palm and dripping blood on the rune is done when "enchanting" the rune, not during the "invoking" of the rune. The 1HP/spell level "pain" takes effect upon invoking. The analog to other spell casters is "enchanting" = "memorization" and "invoking" = "casting".
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Ah, true, I guess I missed the detail of separation of bloodletting and damage being taken.
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I did as well initially. Now I imagine Runegravers brandishing their runes in the same way a cleric brandishes their holy symbol.
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I imagined the same. But having a necklace or some such with several runes on it. That made me laugh and think of a kid with a charm bracelet and scrambling to find the right rune in an dangerous dynamic situation.
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Yes, or fishing around in a pouch for the right rune. All the more reason for it to take their action.
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Vetus Miles wrote:
I imagined the same. But having a necklace or some such with several runes on it. That made me laugh and think of a kid with a charm bracelet and scrambling to find the right rune in an dangerous dynamic situation.
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Ha, Exactly!
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Indeed, perfect example!
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As others have pointed out, the Rungraver Creates the runes as a Ritual outside of combat. Then When he calls on his runes, he activates them as needed. His Runes/Day casting ability is how much energy he expends activating a Rune and how much his body can exert within a given amount of time without resting. That's the way I treat all spellcasters. Spells, whether from a God, A Book, or some other Token/Fetish, require the Energy of the caster to cast them. I break it down by spell levels, and I allow Book casters to have all their spells memorized, and pick and choose which spell is cast at the moment as it's the energy they put into the spell that is the casting, not the memorization, At least in my view. Thus if a 5th-level Wizard wanted to cast 3 extra 1st-level spells instead of his 3rd-level spell, I'd allow it. Just as if he wanted to sacrifice 3 firsts to get an additional 3rd, that would be ok also.
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That’s a nice flexibility.