
Rune magic (general rules)
Alchemy, Rune
Runes are power-bearing marks that only work when cut into an object such as bracers, weapons, shields, wands or staves; ordinary users may carry at most three runic items.
From the book
Runes are marks of magical power that do nothing until they are engraved or etched into an object. The usual choices are weapons such as swords, axes and daggers, along with shields, bracers, wands and staves. Carving one needs no special materials, only a sharp tool to cut the surface; it takes one full hour and always succeeds.
Runes are potent, and only those trained in such enchantments can handle many at once, so nobody may carry more than three runic devices at a time. Witches, warlocks, druids and shamans are exempt. Every runic device also counts as a magic item toward the maximum of seven a person may carry. Only rune staves and rune wands can bear more than one rune (see the yew rune), and only druids and shamans can use those.
The runes given are mostly Germanic, but many primitive peoples used similar marks in their magic, so shamans should be allowed rune magic too; the Game Judge may make shamanic runes look a little different.
At a glance
- Common items
- Bracers, swords, shields, axes, daggers, wands, staves
- Magic item limit
- Runic devices count toward the 7-magic-item maximum
- Origin
- Primarily Germanic; shamanistic runes may look slightly different (Game Judge's option)
- Materials
- No special materials; a sharp tool to engrave or etch
- Time to complete
- 1 full hour
- Chance of success
- 100%
- Also appears as
- Rune Staff, listed among the magic staves