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runesmith.txt.Z
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The Runesmith
Prepared by D J Brattan II - 20/08/93
Magic pervades the Warhammer World and permeates all things. It flows into the
material realm from beyond the Chaos Wastes as an ever shifting flux of energy.
This energy can be perceived and used by the races of the Warhammer World.
Some races such as Elves and Men can use magic to cast spells. Dwarfs on the
other hand are extremely resistant to magic and its influence and only the most
skilled can perceive its presence.
Dwarfs have learned to use magic in a different way, by incorporating it into
magic items such as swords and armour. The dwarfs are the greatest and most
successful of all races when it comes to making magic items. Indeed, many of the
most powerful magic weapons used by elves and men were made by the dwarfs using
their unique skills.
A dwarf who makes magic items is called a Runesmith. As dwarfs have no direct
equivalent to a human wizard the Runesmith is a very important individual. The
Runesmiths are an ancient guild of craftsmen. For thousands of years they have
preserved the secrets of how to forge magic runes and how to make weapons,
armour and other items of incredible power.
The Runesmith Guild
The guild itself is basically a clan containing only a few families who's
knowledge and skills have been passed on from generation to generation. Even
these families jealously guard their secrets from each other, so that the
knowledge of how to use certain special runes may reside in only one or two
individuals throughout all of the dwarf realm.
The ancient secrets of the Runesmiths have been passed down by word of mouth
from the time of the ancestor gods. Each Runesmith teaches the basic skill of
fire and forge to young members of his family, and he selects the most talented
of these as his apprentice. Some family lines have been exhausted and so
apprentices are adopted into families to ensure the traditions survive but this
has not prevented the loss of whole fields of study through the lack of an heir.
The heir is chosen via a long and arduous selection process, testing the dwarfs
magic sense, manual skill and loyalty to their limits. A hopeful dwarf can come
from any background but must first pass the tests which are outlined below. The
apprentice once chosen, learns from his master how to make magic runes and
assists in the complex rituals that accompany the forging.
On the deathbed of the Runesmith, the apprentice not only inherits his master's
role but his special ancestral name as well. They are very secretive and it is
not uncommon for a Runesmith to protect his knowledge by dying with it or by
imprinting it into a tablet of stone with a magic lock upon it. This makes it
impossible for this knowledge to fall into the hands of the unworthy.
The more accomplished Runesmiths devote years of their lives to the search of
further rune lore. If a weapon or magic item is found, a Runesmith will examine
it carefully to find lost runes of some ancient and fabled Runesmith, for their
presence marks out the a weapon as special and valuable beyond price. Only
another Runesmith can follow the signs that mark out the presence of a long lost
rune.
Runes
The dwarf language itself is a set of runes designed to be carved in stone or
engraved on metal. magic runes differ to ordinary runes in shape and detail,
but much of what makes a rune magical is how and when it is engraved. Magic
runes trap magical power - their presence binds and holds magic drawn from the
winds of magic that flow throughout the Warhammer world. Most dwarf runes trap a
small amount of magic power but only Runesmiths can forge the awesome master
runes or the secret runes of Grungni, Grimnir and Valaya.
A great magic rune glows dull red or flashes when it is replete with magic
energy. However, many runes once the power is triggered is drained of power and
cannot be used until it recharges. While in this state the rune will no longer
glow but its outline is still detectable if faint. Recharging usually takes a
full day (24hrs) but some of the more powerful runes can take longer. Some runes
were charged with so much power it their creation that after eons of use, they
have only dulled a little in brightness.
Runesmith's Apprentice
As previously stated, any Dwarf can try to become apprenticed to a Master
Runesmith. To be accepted, the Dwarf can come from any logical occupation (ie
some convincing of the GM will be necessary for a Trollslayer to be granted a
chance) has to undergo a test which is outlined below. If successful, the Dwarf
is then adopted into the master's family to carry on the tradition and name,
forgoing any claim to their old identity and family. The character is then sworn
to secrecy that all that will be taught to them will remain secret upon pain of
death, ostracization and or having their name written in the Book of Grudges.
After the test and the swearing in comes the preliminary training which takes
six months. After this time the Dwarf can then call themselves the Apprentice to
whatever Runemaster and has the below skills and Advance Scheme available to
them.
Advance Scheme M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +2 +10
Skills
Arcane Language - Dwarf
Dispell Magic
Metallurgy
Read & Write
Rune Lore
Smithing
Trappings
Anvil
Apron
Hand Weapon - Hammer
Runesmith
As with the apprentice, the Runesmith has to be tested again by the Master for
suitability for training in the next level of Smithing. The same test as
outlined below will have to be braved again before the Runesmith can avail
themselves of the new skills and knowledge. The Runesmith must complete their
current advance scheme and gain all skills of the current level before saving
up the 100xps necessary to undergo the testing. A further swearing in follows a
successful application with similar outcomes if the secrets are not kept.
Only a Runesmith of 4th Level can ever call themselves a Master and only then if
they have the Create Master Rune skill, which is only passed on when their
Master dies. This means that very few characters can ever hope to attain this
title.
Advance Scheme - Level 1 M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+10 +1 +3 +10
Advance Scheme - Level 2 M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +10 +1 +1 +4 +10 +1 +20 +10 +20 +10 +10
Advance Scheme - Level 3 M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+20 +10 +1 +2 +5 +20 +1 +30 +20 +30 +20 +20
Advance Scheme - Level 4 M Ws Bs S T W I A Dex Ld Int Cl Wp Fel
+30 +10 +2 +2 +6 +30 +2 +40 +30 +30 +30 +30
Skills Level 1
Create Rune - 1 class
Scroll Lore
Secret Language - Classical
Skills Level 2
Arcane Language - Magick
Create Rune - 2 classes
Magic Sense
Skills Level 3
Chemistry
Create Rune - 3 classes
Magical Awareness
Skills Level 4
Create Master Rune
Create New Rune
Create Rune - 4 classes
Identify Magic Item
Trappings
Anvil & Tongs
Hand Weapon - Hammer
Stone Tablet and Writing Stick
1D4 Magic Items
10D6 Gold Crowns
Career Entry
Special - any Dwarf who has completed a basic career scheme.
Career Exits
None
New Skills
Dispel Magic - As the skill outlined previously with the Runesmith having the
same chance of Dispelling magic as a Wizard of equivalent level.
Create Rune Classes - There are four standard rune classes available to the
Runesmith. The skill Create Rune allows the Runesmith to learn how to create
runes of a particular class, for example, a third level Runesmith can learn to
create three of the Rune classes. As a Runesmith rises in level and gains the
knowledge of more rune classes, s/he must declare what class is learnt and this
choice can never be later revoked.
Each separate Rune of each class must be learnt as spells are learnt by a
Wizard. An intelligence test must be undergone when a particular Rune is to be
learnt similarly and a maximum number of Runes can be learnt.
Create Master Rune - The special skill of Create Master Rune is the only way a
Runesmith can learn to create these powerful runes. Once learnt, the Runesmith
can then consider himself a master in his own right but this particular skill
is usually only taught on the masters deathbed if at all. The number of master
runes allowable is restricted by the maximum number of runes known (see below).
Create New Rune - Allows the Runesmith to create his own runes. The new rune
that is to be attempted can only be of a similar nature to a rune already known
ie a rune that causes fear can be modified to be a rune that causes stupidity
or a rune that protects from fire can be modified to protect from cold or even
electricity.
The properties of a new rune must be discussed with the Game Master and once
settled on, a Intelligence test must be passed. If passed the new rune is
created and the Runesmith is free to use this rune on any new item in the same
way that the basis rune is used ie the new rune of cold protection can only be
used as a talismanic rune similar to the rune of the furnace on which it was
based.
If the test is failed, the Runesmith cannot attempt to create any other new
rune for six months while s/he delves the books for the correct recipe. After
this time, the same new rune or another can be attempted.
Runesmith Advancement Table
Runesmiths must be approved by their master before either becoming an Apprentice
or gaining a further level. This testing is accomplished by the character
gaining 100xps which is traded for a dice roll on the below table. This dice
roll can be modified by +10% if the character has served the Master well in
some way such as brought him rare components to make a runic item ie Raw
Gromril. The dice roll can also be modified by +10% for each Runic item that is
donated to the master. The dice roll can be further modified by -15% if the
character has served the master badly in some way - ie has spoken badly of him,
broken a runic item made by the master, killed his kin etc.
- 05 made outcast of current clan and can never try for Runesmith advancement
again. This leaves the dwarf little choice but to become a troll slayer.
06 - 35 must take a trial. This trial is usually a quest to find and return a
certain runic item but may also be kill an Orc hero or Dragon etc.
36 - 60 must accumulate another 100xps before trying again.
61 - 80 judged worthy and may enter the next level of Runesmithing.
81 - 95 favoured by the master. Judged quite worthy. Is immediately taught one
new rune of a currently known class.
96 + The Masters Prime Choice - judged more than worthy. Taught a new class
of rune immediately and also is given the knowledge of a rune in that
new class. This means they do not have to learn the class available at
the new level by expending extra xps.
Maximum Number of Runes Known
The maximum number of runes that can be learnt in total including master runes
is found by the below formula :
Willpower / 10 (rounded down) x Level
Example : a third level Runesmith with Willpower of 57 can know a maximum of
20 runes. If at any stage the willpower is raised, the extra runes knowable are
available to be learnt.
Runic Magic
Runic items are no different to other magic items except for the origin of the
item. They are treated the same as other items and therefore can be identified,
dispelled or destroyed similarly. The rituals that are involved in he creation
of an item are long and tedious and only a stubborn dwarf would have the
patience to endure them. Up to three runes can be cast on an item according to
the strictures outlined below :
1. The rule of Three - No item can have more than three runes. The
strain of more runes usually shatters the object being forged.
2. The rule of form - Weapon runes can only be engraved on weapons,
Armour runes on armour, Engineering runes on machines, and
talismanic runes on talismans.
3. Rule of Pride - Runesmiths may only use a specific combination
of runes once. This means that a Runesmith who creates a weapon
with the parrying rune alone on it cannot make another weapon
the same. However, he can combine the parrying rune with
another, say the rune of cleaving to create an new combination
on another weapon.
4. Jealous Runes - No Master Rune can be used more than once and no
other rune can appear with it on an item.
5. The Combining Rule - Besides the Master Runes, other runes can
be used in any combination up to the limit of three runes as
previously stated. Therefore, a rune of fury (+1 attack) can be
struck on a weapon three times to give it +3 to attacks.
6. Rule of Purity - Runes cannot exist on an item that is already
magical. Similarly, a weapon struck with a rune cannot be given
other magical properties at a later stage.
Learning of New Runes
There are various sources for recipes for creating new runes. The runesmith
could find old manuscripts in an abandoned Dwarven Dungeon, could find a runic
item and learn how to create it from there or could seek learning from the
Master himself. This last one is costly in experience (100xps x No of Classes
Known) and a magic item must also be offered in the bargain.
The rules for learning new Runes are the same as for a Wizard learning a new
spell. ie have to pass an intelligence test etc.
Making a Runic Item
The task of creating a runic item is not a simple one. First of all the
Runesmith needs a forge, anvil, smithy tools and of course raw materials from
which to make the item itself. The forge itself costs 100G to build with all the
special needs of the Runesmith accomodated in the design. The raw materials for
a runic device can also cost between 100G and 600G (1D6x100).
Next is the special component given in the below descriptions. These will be
either expensive or will be annoying or downright dangerous to collect. These
have to be gathered by the Runesmith themselves as only they know how to
ritually slaughter a beast to keep the item 'pure'.
Lastly, the Runesmith needs an apprentice and specific quantity of time of
uninterrupted study, ritual and manual labour. This means if the Runesmith is
interrupted while at work for any reason, the ritual is broken and has to be
started all over again with new raw materials and components. For this reason it
is not safe to try and talk to a working runesmith and the runesmiths themselves
tend to live apart from the rest of their clan.
The creation of a Rune does not need magic points to be expened as a magic spell
would. Therefore it is not necessary for a Runesmith to have magic points as a
Wizard would. however, many of the strictures that a Wizard must observe in
casting spells.
Rune Descriptions
The Weapons Class
1. Breaking
2. Cleaving
3. Curse
4. Cutting
5. Fire
6. Fate
7. Fury
8. Lesser Death
9. Might
10. Parrying
11. Return
12. Smiting
13. Striking
14. Swiftness
The Armour Class
1. Iron
2. Fortitude
3. Fear
4. Resistance
5. Spell Eater
6. Stone
The Engineering Class
1. Accuracy
2. Burning
3. Disguise
4. Forging
5. Fortune
6. Immolation
7. Penetration
8. Seeking
The Talismanic Class
1. Furnace
2. Luck
3. Passage
4. Protection
5. Renewal
6. Spells
7. Spellbreaking
8. Steadfastness
The Master Class
1. Adamant
2. Alaric the Mad
3. Banishment
4. Daemon Slaying
5. Death
6. Dismay
7. Dragon Slaying
8. Gromril
9. Groth One-Eye
10. Skalf Blackhammer's
11. Snorri Spangelhelms
12. Spite
13. Swiftness
14. Valaya
The Weapon Class
Breaking
Class : Weapon
Creation Time : one month
Components : A one-handed weapon, a piece of gold twine tied in a knot
Duration : Once a day
When this rune weapon comes into contact with a magic item, the dweomer on that
item is broken and the magic ability of the target item is lost. If an object
has more than one ability then only one is destroyed. The user must declare
beforehand what item is being aimed for and a successful hit is all that is
needed to break the item.
Cleaving
Class : Weapon
Creation Time : One month
Components : a one handed weapon and the shoulder blade of an ox
Duration : permanent
This rune confers an additional +1 to the Strength statistic of the bearer. Only
when the sword is drawn is the benefit felt so the owner of the sword is not
permanently stronger.
Curse
Class : Weapon
Creation Time : two months
Components : a one handed weapon and the fangs of a vampire bat.
Duration : Once a day
If the wielder causes wounds with this weapon on an enemy, they can elect to
deplete the toughness of the enemy by an equal amount to the strength of the
bearer. ie a dwarf of strength 4 who hits and wounds a troll of toughness 5
negates 4 points of toughness causing the troll to have a toughness of 1 from
then on. The targets toughness can never be less than 1 however so any extra
losses are ignored.
Cutting
Class : Weapon
Creation Time : one month
Components : a one handed weapon and a crushed diamond of value 100gp
Duration : permanent
Any hit by this weapon ignores armour when the target figures the wounds
inflicted.
Fire
Class : Weapon
Creation Time : one month
Components : any hand held weapon and 1 pound of sulphur
Duration : permanent
When drawn from the scabbard, this weapon will burst into flame. The weapon then
does extra damage to flammable targets as per rules for fire. This does have its
drawbacks however as it is hard to disguise and also obvious in a dark room etc.
Fate
Class : Weapon
Creation Time : two months
Components : one handed weapon and a claw of a hippogriff
Duration : once a day
At the bearers choosing, this weapon will inflict twice as many wounds as
normal. This means that the user totals the wounds inflicted from a successful
hit as normal and then after all bonuses are added, the amount is doubled. The
user must declare that this rune is being used after the hit is made but before
the wounds are figured.
Fury
Class : Weapon
Creation Time : three months
Components : a one handed weapon and a centipede
Duration : permanent
The user gains an extra attack in battle when using this weapon and no other. A
shield can be used with this weapon but not a second weapon.
Lesser Death
Class : Weapon
Creation Time : three months
Components : a one handed weapon and the blood of the intended race.
Duration : permanent.
This rune is different to most others in that as part of the striking of the
rune, the name of a certain race of creature is blended into it. The weapon
will then cause automatic criticals when a creature of this kind is successfully
hit. Instead of totalling wounds as normal, roll a D20 (or D6 for fast critical
resolution) and the result is the level of critical sustained. This is deadly
especially in the hands of an otherwise weak player or a trollslayer against a
dragon.
Might
Class : Weapon
Creation Time : two months
Components : A one handed weapon and the beak of a wyvern
Duration : once a day
This weapon on the whim of the bearer will bestow the bearer with twice their
normal strength (max of 10). Once activated this rune will last until there are
no enemy in sight. After this the rune will fade until the next day while it
recharges. This is very handy in large pitched battles where many enemy abound
but remember, if there is no threat to the character, the rune is 'earthed' and
the extra strength is lost for that day.
Parrying
Class : Weapon
Creation Time : Three months
Components : a One handed weapon and the horns of a lesser daemon
Duration : permanent
The Daemon horns are woven into the fabric of the weapon and allow the user to
automatically parry one attack per round. This means that an opponent with one
attack can never hit, but if two opponents attack only one attack from one
opponent may be parried. The opponents to be parried has to be chosen before
the to hit rolls are made and therefore the parry may be useless if that
particular enemy fails to hit anyway.
Return
Class : Weapon
Creation Time :
Components : a one handed weapon and the feathers of a cockatrice
Duration : once a day
This allows the bearer to draw the weapon and throw it at a target,
automatically hitting it. Only one attack of this kind can be made each day but
the weapon will instantly return to the owner the next round. The weapon can be
tossed at a target up to 30yds away but the target must be seen with the naked
eye.
Smiting
Class : Weapon
Creation Time : three months
Components : a one handed weapon and the tooth of a hydra.
Duration : Once a day
This will inflict not one but D6 hits for each successful attack made in one
round. The bearer must choose before any attacks are rolled whether to use the
rune and what the target is. If the attack hits its target, roll a D6 and that
many hits have actually been made against the target. Roll separately for the
damage of each hit. If the bearer has more than one attack, the attacks can be
split up against multiple targets but the wounds from each hit cannot be spread
about multiple targets. ie Blad the troll slayer has three attacks. He chooses
to put one attack against three different orc opponents. Two of the hits are
successful so one orc suffers 4 hits and another suffers 2. The third orc gets
off free and sinks his dagger in the trollslayers back. Not an heroic way to
die.
Striking
Class : Weapon
Creation Time : one month
Components : any hand held weapon and the eyes of a cat
Duration : permanent
This rune makes the weapon very light and easy to manoeuvre. This gives the
wielder +10% to WS when using this weapon only.
Swiftness
Class : Weapon
Creation Time : one month
Components : any hand held weapon and the hoof of a pegasus
Duration : permanent
This rune makes the weapon cut through the air as if in a vacuum and seems oily
to the touch. It bestows +10% to Initiative of the wielder when this weapon is
used and the weapon will never be snagged nor the bearer disarmed when using
this weapon.
The Armour Class
Iron
Class : Armour
Creation Time : three months
Components : a piece of armour and meteoric iron
Duration : permanent
The piece of armour struck with this rune will bestow +1 to the toughness of the
wearer. This means only one piece need have this rune to affect the wearer. More
than one piece of armour with this rune will NOT bestow another point of
toughness but will stop an attack by a magical creature such as a daemon if it
hits this body area on a 4,5 or 6 on a roll of a D6. This rune is usually struck
on a shield or helmet.
Fortitude
Class : Armour
Creation Time : three months
Components : Heart of an ox and a piece of armour
Duration : permanent
This rune bestows the ability to absorb an extra wound of damage. This means the
bearer has an extra wound no matter where the damage was struck similar to Iron
above. This does not have the benefit of adding to toughness tests as Iron
would. Again more than one piece does not add more than one wound but this rune
does also count as affective against magical creatures or attacks.
Fear
Class : Armour
Creation Time : Four months
Components : The skull of an enemy and a helmet
Duration : once a day
This rune can only be struck on a helmet and the skull is woven into the fabric
of the helm. This allows the wearer to cause fear as the Battle Magic spell once
a day.
Resistance
Class : Armour
Creation Time : four months
Components : the hide of an ogre
Duration : Once a day
This piece of armour will allow the wearer to negate the outcome of one attack
a day. This means that after a hit has been made against the wearer but before
the wounds are found, the wearer can choose to have that attack annulled. The
attack then counts as missed. As with Iron, more than one piece of armour with
this rune does not mean more than one attack is annulled. The rune is usually
struck on a shield or helmet.
Spell Eater
Class : Armour
Creation Time : five months
Components : A wizards staff
Duration : Permanent
This spell will bestow the skill of Dispel magic as if the character was a first
level wizard. If the bearer already has this skill, their chance is raised by
+10%. Note Wizards are not allowed to wear armour and so will not be able to use
an item with this rune.
Stone
Class : Armour
Creation Time : three months
Components : a river worn stone
Duration : permanent
This piece of armour is raised in armour value by one point. This means that a
breastplate with this rune is of armour value 2 and if the breastplate were of
Gromril it would have armour value of 3. This only affects the body area covered
by the armour.
The Engineering Class
Accuracy
Class : Engineer
Creation Time : two months
Components : the eyes of a giant snake
Duration : once a day
A war machine with this rune can be used to make one attack per day that is
totally accurate. Only other magic can negate the affects of this rune. This
rune can also be struck on gunpowder weapons and crossbows.
Burning
Class : Engineer
Creation Time : one month
Components : a little salt petre
Duration : permanent
This rune causes any projectile shot from this machine to burst into flame. This
will affect flammable targets according to the fire rules. This can also be
struck on steam engines or forges allowing the fire to burn indefinitely on the
whim of the owner. Note flammable projectiles can be dangerous especially in
wheat fields, dry forests or near kegs of gunpowder.
Disguise
Class : Engineer
Creation Time : three months
Components : the skin of a chameleon
Duration : permanent
This rune distorts the fabric of space time around the intended machine, making
it look as though the machine is invisible. This camouflages the machine from
enemy detection but once a person has been shown the sight of the machine, it
can never again be hidden from that characters eyes.
Forging
Class : Engineer
Creation Time : four months
Components : tail of a beaver
Duration : permanent
This rune is struck on a forge and causes any work undertaken on that forge to
be completed in half the normal time. This means that creation of runic items
on this particular forge will also take half the normal creation time.
Fortune
Class : Engineer
Creation Time : two months
Components : eggshell of a giant eagle
Duration : once a day
This rune allows the user of a siege engine, crossbow or gunpowder weapon to
negate one missed shot a day. Once a shot is determined as being missed, the
character can trigger the rune and nullify the outcome. This means he can then
immediately roll the to hit dice again.
Immolation
Class : Engineer
Creation Time : two months
Components : The tongue of a salamander
Duration : permanent
This rune is unique in that its creation serves as its ultimate destruction.
When a machine with this rune falls into the hands of the enemy, the owner of
the machine need only vocalise a secret word and the machine bursts into flame
as if struck by the wizard spell Blast. This destroys the machine and has the
potential to damage the enemy as well. The owner can be any where on the face of
the Warhammer world and still the secret word when spoken will affect the
target.
Penetration
Class : Engineer
Creation Time : three months
Components : The talons of a manticore
Duration : permanent
Any missile shot from this engine, crossbow or gunpowder weapon adds +1 to its
strength if it successfully hits its target. This cannot be used in conjunction
with magic missiles.
Seeking
Class : Engineer
Creation Time : three months
Components : The ears of a giant bat
Duration : permanent
This rune causes the siege engine, crossbow, gunpowder weapon to be shot with
keener accuracy. The shooter gains +10% to BS when using this weapon only. This
cannot be used in combination with magic missiles however.
The Talismanic Class
Furnace
Class : Talisman
Creation Time : four months
Components : glacial ice
Duration : permanent
This talisman will bestow the bearer with protection against fire based attacks
including fireball spells. Any attacks from flaming weapons do normal damage
without the fire bonus and the bearer is immune to red dragon breath.
Luck
Class : Talisman
Creation Time :
Components : The tail of a great cat (lion etc)
Duration : once a day
This talisman will bestow the skill of luck on the bearer. If at any stage the
talisman is taken off, the luck for that day is negated. A character who already
has the skill of luck does not get any bonuses from this rune.
Passage
Class : Talisman
Creation Time : four months
Components : a drill bit made of gold (50gp worth)
Duration : once a day
The bearer of this talisman can walk or look straight through one piece of
terrain a day. This includes walking through solid rock walls up to a distance
of ten yards. If the bearer tries to walk through an object that is wider than
this will suddenly find that they no longer have the ability and become part of
the wall itself ie. instantly dead. As stated above, the user can try to peer
through an object of no more than ten yards thickness and can see as if that
object were not there similar to Superdwarfs Xray vision (a fabled character of
dwarf folklore).
Protection
Class : Talisman
Creation Time : three months
Components : Some of the Runesmiths own blood
Duration : permanent
This bestows +10% to the willpower of the bearer. If the bearer is a mage, this
will mean that extra spells can be known by them. If this is the case, the extra
spells chosen will have to be marked as belonging to the talisman and if the
talismans power is lost or denied, these spell will be lost to the spell user.
If the talismans power is then regained, then spells are then regained as well.
Renewal
Class : Talisman
Creation Time : four months
Components : a flawless gem of 500gp worth
Duration : permanent
This talisman stores up to D10 magic points. The mage has to charge the talisman
with its own spell points and can recall them at any point instead of using
their own magic points. This means that the mage can put ten points in the
talisman and then meditate regaining those used spell points. This give the mage
the potential to have a significantly greater amount of points than would
normally be available to them at any one time. Once the talisman is created
throw a D10 to find the maximum amount of points that can be held by the item.
If this is ever exceeded, the item may short circuit and shatter. The chance of
this happening is 10% per extra point over the threshold. This makes using found
talismans of this sort dangerous to use as only another Runesmith can ever know
the capacity of the object for certain.
Spells
Class : Talisman
Creation Time : four months
Components : a harpies tongue
Duration : permanent
Similar to the Renewal talisman, this runic item stores one particular spell to
be used as if cast by that magician. This means the mage can place a fireball of
devastating strength in the talisman and then meditate to regain those magic
points used. A maximum of ten points can be stored in this way and these can
only be used for the one spell. This means that a four point fireball can be
stored with six extra magic points to help against it being dispelled by an
unkindly enemy mage.
Spellbreaking
Class : Talisman
Creation Time : two months
Components : the ashes of a burnt magic scroll
Duration : permanent
As the armour rune, this talismanic rune bestows the skill of dispel magic on
the wearer. If the wearer already has this skill then it adds +10% to their
ability to dispel.
Steadfastness
Class : Talisman
Creation Time : three months
Components : brain of a badger
Duration : permanent
The user of this talisman is immune to the psychological affect of fear. If
faced by a monster who causes terror, the wearer will only act as if affected by
fear instead of terror.
The Master Class
Adamant
Class : MASTER
Creation Time : twelve months
Components : the hide of a dragon
Duration : permanent
The armour struck by this rune has +4 extra armour points
Alaric the Mad
Class : MASTER
Creation Time : six months
Components : the mandibles of a gigantic spider
Duration : permanent
The wielder of a weapon with this rune will ignore the affects of his target
armour when he successfully hits. This does not affect the affects of magical
armour however. Therefore magical plate with a +1 bonus struck by this weapon
will stop 1 point of damage only (not two).
Banishment
Class : MASTER
Creation Time : six months
Components : the ashes of a cremated hero
Duration : once a day
Once a day any undead creature that takes wounds from this creature can be
banished - ie destroyed, never to rise again. The target gets a willpower roll
to save against the affects.
Daemon Slaying
Class : MASTER
Creation Time : six months
Components : feathers of an angel
Duration : once a day
Once a day, any daemon that is successfully hit by the wielder of this weapon
can choose to slay it outright. The daemon then gets a willpower test or be
slain.
Death
Class : MASTER
Creation Time : six months
Components : the skull of a dragon
Duration : permanent
This weapon will always inflict a critical when it hits. Instead of tallying
wounds when a hit is made, roll a D20 (or D6 for fast criticals) and consult
the critical table. This is the result of the attack. If the bearer has multiple
attacks, the targets of these attacks must be elected before the hits are
determined.
Dismay
Class : MASTER
Creation Time : six months
Components : the larynx of a troll
Duration : once a day
Once a day, the musical instrument struck with this rune can be sounded. The
result is all enemy within hearing must take a willpower test or flee. monsters
without ears or the ability to hear (including most undead) are not affected.
Dragon Slaying
Class : MASTER
Creation Time : six months
Components : Blood of a dragon
Duration : permanent
Any hits made by the weapon bearing this rune will do automatic criticals to a
dragon as described for the Death rune above. Only dragons are affected and
unfortunately dragons can detect the rune by sight so the wielder will have to
face all dragons in the vicinity. What a shame.
Gromril
Class : MASTER
Creation Time : six months
Components : three pounds of Gromril
Duration : permanent
The wearer of a piece of armour bearing this rune will have a toughness of 10.
However, the bearer cannot wear any other form of armour while bearing this as
the rune itself is even more jealous than normal master runes. Good for troll
slayers if placed on a shield. Not so good for Knights Panther
Groth One-Eye
Class : MASTER
Creation Time : six months
Components : The horn of a unicorn
Duration : permanent
The wearer of a helmet struck with this rune will act as if s/he had a
leadership of 100% and will make leadership tests similarly. if the helmet is
not worn the leadership reverts to normal.
Skalf Blackhammer's
Class : MASTER
Creation Time : twelve months
Components : the spleen of a warboar
Duration : permanent
Any successful hits by a character wielding a weapon with this rune do an
automatic amount of damage. Instead of rolling the damage dice, it is counted as
a six (although no extra dice are rolled). This means that the weapon will never
do extra damage as if a d6 was rolled as in normal combat.
Snorri Spangelhelms
Class : MASTER
Creation Time : six months
Components : the sting of a scorpion
Duration : once a day
This is cast on a weapon and on the choice of the wielder makes all attacks
automatically hit for one round. This even affects monsters of a magical nature
including daemons and ghosts etc. Wounds are determined as normal.
Spite
Class : MASTER
Creation Time : six months
Components : The fangs of a giant snake
Duration : permanent
Any wounds suffered by the wearer of the piece of armour struck by this rune
will rebound on the attacker. That is the amount of actual wounds deducted from
the wearers wounds will also be deducted from the enemies wounds. This could
well result in a critical hit on an enemy just by the bearer getting hit.
Swiftness
Class : MASTER
Creation Time : six months
Components : The whiskers of a giant rat
Duration : permanent
Any attacks made by the bearer of a weapon with this rune are always before any
enemies attacks. Only an enemy with surprise could ever hope to hit first in a
round.
Valaya
Class : MASTER
Creation Time : six months
Components : a silver mirror worth 100gp
Duration : once a day
The bearer of the talisman with this rune can automatically dispel the affects
of one spell cast against them per day. When this talisman is used against the
spell, the spell will fail.