
Runes
Skill, Magical/Alchemical
Engrave runic devices. At most 3 per person except for witches, warlocks, druids and shamans.
From the book
Runes are writings of magical power that work only when carved or etched into an object; bracers, swords, shields, axes, daggers, wands and staves are the usual choices. Nothing is needed but a sharp tool, and engraving one takes an hour and always succeeds.
Rune magic is strong and hard to master. Apart from witches, warlocks, druids and shamans, nobody can carry more than 3 runic devices at once, and each also counts toward the limit of 7 magic items a person may bear. The runes given are mostly Germanic, but since many primitive peoples used similar marks, shamans may use them too, perhaps in slightly different shapes.
Typical runes grant +1 saves against cold, fire, magical fear or the special attacks of undead, +1 protection to a shield, armor, bracers or amulet, or +1 to hit and damage on a weapon. Others let the bearer sense Black Magic within 10 feet, make an item shine in a 20-foot radius, or always know where north lies. Two are curses: the death rune, on certain rune wands, lets the maker drop one victim within 20 feet into a coma that kills in seven days (save vs Will), and the possession rune, cut into shackles, makes the prisoner obey the maker. The yew rune turns a staff or wand into a rune staff or rune wand that can hold up to three extra runes, a day's work; only druids and shamans can use them.
At a glance
- Skill group
- Magical/Alchemical
- How it works
- 100% success; 1 hour to engrave with a sharp tool; runic devices count toward the 7-magic-item carry limit
- Learned by
- Astrologer (7), Druid (7), Mage (9), Shaman (9), Witch (9), Witchdoctor (9)
- Rune staff or wand
- Yew rune plus up to 3 more runes; 1 day to make