Eclipse d20 – Runebearers

The idea that words and symbols have power is pretty fundamental to magic. Ergo, symbols on the skin should also offer power. Comics have Possession or various forms of magic, Naruto has Seals, Rifts has Tattooed Men (Underpowered? Overpowered? Who knows? It’s RIFTS), Legend of the Five Rings (and it’s d20 version) have Tattooed Monks (Not too horrible in the original Legend of the Five Rings game, pretty poor in d20), and D20 had it’s Dragonmarks.

The d20 versions in particular were somewhat underwhelming. Sure, there were – as usual – a couple of exploits, and there were uses in a few fairly specific builds, but for the most part being a Tattooed Monk or Dragonmarked character was a waste of precious resources. It mostly got you stuff that actual spellcasters could laugh at in fairly short order. So lets rebuild things:

The Primal Runes are expressions of primordial principles, aspects of the divine powers of creation, or archetypes extending across many realities – but regardless of their exact origin, their expressions always follow the same pattern – one reason why they are always considered Specialized and Corrupted.

  • Attuned: Each Rune is attuned to a particular principle – a manifestation of one of the foundations of the cosmos. While Runebearers may choose between a modest list of sub-affects, they are always within the nature of the Rune, always have the same limitations, and are always set up by the game master. The GM should preset the list of runes available in a setting.
  • Blatant: The runes mark their bearers, usually with stylized sigils, which are fairly readily recognized. Since the markings expand and become more intricate as the user masters higher level effects, a knowledgeable observer can often figure out the user’s precise abilities – often at range with effects as simple as “Detect Magic”.
  • Destiny: Runes are foci of destiny, nexi of probability, and manifestations of prophecy. Bearers of well-developed runes will invariably be drawn into quests, feuds, and disputes that will often divert them from their own business. Strange things will happen, unlikely setbacks will occur, and various narrative tropes will keep turning up.
  • Hereditary: Runebearing tends to run in families – although mixing such bloodlines is, for some reason, likely to result in a child or two bearing the Destruction or Shadow Rune. Very few wielders can safely use two or more Runes, but very little is truly impossible.
  • Influential: The runes influence their bearers. The bearer of a Storm Rune likely smells of ozone, is a bit flighty and impulsive, tends to prefer a sudden unplanned onrush to other tactics, likes to go out in the rain, and so on. Bearers who do not fully live up to such influences may have to make Will checks to avoid acting on such impulses at the whim of the GM up to three times per session.
  • Signs: Runebearers show minor physical tell-tales. Those with the rune of Fire tend to have red hair and reddish skin, often feel hot to the touch, and may occasionally accidentally set things on fire.
  • Social Expectations: Runebearers form a natural aristocracy. Coupled with the tendency for runes to run in families, this means that any Runebearer will be claimed as a member of a particular clan, be subjected to social expectations and duties, and will be watched and tracked. The Destruction and Shadow runes are often exceptions, carrying  massive social stigmas and suspicion instead.
  • Well-Known: Almost everyone understands the nature of the primal runes and the capabilities of their wielders.
  • Willful: The runes are difficult for mortals to control. Despite their effects reduction in effective level via Mana and the Compact Metamagic, users of levels beneath (2x the base level of the effect they are using -1) can have difficulties as set by the GM.

The Runebearer Package (18 CP, optionally -6 CP for the Disadvantages given above, for a total of 12 CP):

  • Shaping, Specialized and Corrupted for Increased Effect: Produces a maximum of fifteen first-level spell effects related to a particular theme, each usable once per day (three times a day for any Cantrips taken). All spells must be chosen from the lists given for each allowed theme, although individual spells may be chosen more than once. The user may select four options from the Cantrips and Level One spell options, two of each higher level through level six, and one seventh level effect (6 CP). Sadly, effects which require expensive material components or which have XP costs still have those costs.
    • Level Two effects are reduced to Level One through the expenditure of One Mana. Safe to use at level 3+.
    • Level Three effects are reduced to Level One through the expenditure of Two Mana. Safe to use at level 5+.
    • Level Four effects are reduced to Level One through the expenditure of Three Mana. Safe to use at level 7+.
    • Level Five effects are reduced to Level One through the expenditure of Three Mana and the use of an Expensive Material Focus. Safe to use at level 9+.
    • Level Six effects are reduced to Level One through the expenditure of Three Mana, the use of an expensive material focus (unique to each spell, usually 500-5000 GP, depending on GM whim), and owing a favor to the enabling powers. Safe to use at level 11+.
    • Level Seven effects are reduced to Level One through the expenditure of Three Mana, the use of an expensive material focus, and owing a favor to the enabling powers, and suffering 4d6 damage and becoming Fatigued in the casting (GM’s may permit extremely evil users to damage the creatures, plants, ecosystem, and environment in a fair radius. Such damage, while subtle, can take many years to heal). Sadly, this is the limit in possible reductions. Safe to use at level 13+.
  • 2d6 (8) Mana with Spell Enhancement, Specialized and Corrupted for reduced cost / only for Spell Enhancement, only for boosting the shaping effects above (4 CP).
  • Rite of Chi with +8 Bonus Uses, Specialized and Corrupted for reduced cost / only to recharge the pool above (6 CP).
  • Innate Enchantment, Specialized and Corrupted for reduced cost / only gets one of the following six options. (The 56 XP cost can be ignored) (2 CP).
    • Skill Mastery (Skill Group) (SL 1 x CL 1 x 2000 GP x .7 Personal Only, 1400 GP). A +3 Competence Bonus to four skills set by the Rune’s Theme.
    • Immortal Vigor I (+12 + 2 x Con Mod HP, 1400 GP as above).
    • Enhance Attribute: +2 Enhancement Bonus to an Attribute set by the Rune (1400 GP as above).
    • Magic Armor: The user’s armor and/or shield is treated as +2 if not already +2 or better (1400 GP as above).
    • Magic Weapon: The user’s weapons are treated as +1 weapons (1400 GP as above).
    • Aura of Light (or Darkness). Gain a +1 Sacred (Profane for some runes) bonus to Saves (1400 GP as above).

Naturally enough, the basic package can be expanded:

  • Rune Mastery (6 CP): Either add a second (or third or fourth) set of spells from those associated with your existing rune or – with game master permission – add an additional rune to your repertoire with it’s own set of spells (this may require an Immunity to the usual restrictions). In either case you will want…
  • Runic Empowerment (6 CP): Add +2d6 Mana and +4 Bonus Uses of Rite of Chi to your existing pools.
  • Runic Infusion (6 CP): Select four more Innate Enchantments from the list above. While these do not directly stack, characters with more than one Rune may select Skill Mastery or Enhance Attribute for differing Skills or Attributes.
  • Runic House (6 CP): Major Privilege. A full member of an established Runic House is an up-and-coming member of a major organization with both political and economic power. They will receive subsidized equipment, medical treatment, legal assistance, and other backing – especially when they are on house business. While this is far less important at high level, it can be a major advantage – or absolutely vital – at lower ones. Of course, they are also expected to undertake various tasks and missions for the house – but since the house wants them to come back successful, such missions tend to be within the characters limits and are often fairly profitable.

Obviously enough, a Rune could be improved in hundreds of other ways or be used to power (and thus render cheaper via Specialization or Corruption) a variety of other abilities – but these are the most obvious and common ways to build on them.

So here are some sample runes:

For the notes on the runes. It’s assumed that Runebearers are reasonably common in the setting, that getting to level three to five is not too uncommon for NPC’s with special abilities, and that the game master isn’t too restrictive about characters pushing things a bit on occasion (not strictly necessary, but useful) – and so there will be social effects. After all, if the runes are just another source of power available to occasional adventurers, that won’t have much of an effect – and there’s not a lot of point in bothering with runes if you aren’t going to make them an important part of your setting.

Creation Runes:

Creation / Crafting:
Skills: Craft (All). This includes Spellcraft.
Attribute: Wisdom
L1) Crafter’s Fortune, Mending (3/Day), Repair Light Damage, Psionic Minor Creation, Golem Strike, True Skill (The Practical Enchanter).
L2) Make Whole, Produce Kit (Hedge Wizardry), Force Ladder, Quick Potion
L3) Channel The Gift, Eldritch Armor III (The Practical Enchanter), Greater Laborer’s Word (1 Day of Work), Repair Serious Damage.
L4) Master’s Song (1 Week of Work), Metal Melt, Eldritch Weapon III (The Practical Enchanter), Treasure Stitching
L5) Equivalent Exchange (Sell or Purchase Items), Fabricate, Major Creation, Renovation
L6) Animate Object, Hammer of Mending, Wall of Gears, Wall of Stone.
L7) Create Demiplane (Lesser), Simulacrum.

Presumably the first Rune, and the primordial font of all other runes. The gift of the Creation Rune is – appropriately enough – civilization. The ability to easily create and maintain the tools and structures that form the basis of towns and villages. Certainly, the higher level powers are near-miraculous, but even the lower-level ones allow the easy creation of masterworks, swift maintenance for walls, wagons, weapons, and aqueducts, and the easing of a myriad tasks. If one wishes to build in the dangerous wilds of a d20 universe… your best hope of success is to find a high-level character to act as a patron – or to find even a low-level wielder of the more practical aspects of the Creation and Earth Runes. Where many are gathered together, there is industry – a font of practical supplies. Wealth and political influence tends to follow.

Destruction / Malignance:
Skills: Bluff, Perform, any one Knowledge, and Use Magic Device.
Attribute: Strength.
L1) Barbed Chains, Cause Fear, Curse Water, Death Knell, Doom, Murderous Command.
L2) Agonizing Rebuke, Blindness/Deafness, Commnd Undead, Whip Of Spiders.
L3) Animate Dead, Bestow Curse, Gloomblind Bolts, Possession.
L4) Caustic Blood, Create Soul Gems (two target version), Enervation, Phantasmal Killer.
L5) Bestow Threefold Curse (lay three curses at once), Feast On Fear, Mass Repair Undead, Unholy Sword (Weapon).
L6) Create Undead, Greater Curse Terrain, Planar Ally, Swarm Skin.
L7) Disintegrate, Plague Storm.

While the power of the Destruction Rune can be turned to the defense of civilization, it’s constant call is to tear things down – to reduce the lands to a howling wilderness, to make the wilderness a decaying haunt of the undead, and to ultimately return all things to nothingness. While, to some extent, the old must pass to make way for the new… by it’s nature the Destruction Rune does not discriminate. Most cultures will see the Destruction Rune as evil, a power to be feared and ostracized. Given that the runes have psychological effects on their wielders… that belief is not without justification.

Preservation / Guardian:
Skills: Concentration, Sense Motive, Intimidate, and Listen.
Attribute: Constitution.
L1) Endure Elements, Keep Watch, Lionheart, Mage Armor, Shield Of Faith, Warning Shout
L2) Force Shield II (The Practical Enchanter), Protection From Arrows, Shield Other, Lesser Spell Immunity
L3) Magic Circle (any one), Protection From Energy, Mass Resurgence, Eldritch Weapon III (The Practical Enchanter)
L4) Lesser Globe Of Invulnerability, Emergency Force Sphere, Delay Death, Battlemind Link
L5) Aura Of Evasion, Psionic Mind Blank, Village Veil, Wall of Stone
L6) Banishment, Forceful Hand, Globe of Invulnerability, Perceive Betrayal.
L7) Age Resistance (Greater), Spell Turning.

In the Preservation Rune lies safety. In civilization it is the sign of guardians who place themselves between the common folk and what would harm them. Travelers rely on it’s wielders for protection. Settlers rely on them to stand guard while their homes and defenses are built. Wealthy nobles rely on guards wielding the Preservation Rune. Justified or not , Preservation Runebearers are commonly seen as the quintessential heroes – but it is not uncommon for them to have a more quixotic bent or a more mercenary mindset.

Transformation / Primordialism:
Skills: Disguise, Profession (any one “primitive” profession), Survival (Includes Use Rope), and Tumble.
Attribute: Strength.
L1) Aspect Of The Wolf, Claws of the Bear, Embrace The Wild, Lions Charge, Speak With Animals, Sufefooted Stride,
L2) Bite of the Wererat, Animalistic Power, Personal Vigor, Create Treasure Map,
L3) Alpha Instinct, Bite of the Werewolf, Greater Magic Fang, Jaws of the Wolf.
L4) Battlemind Link, Bite of the Wereboar, Freedom Of Movement, Summon Stampede
L5) Bite of the Weretiger, Commune with Nature, Release The Hounds, Replay Tracks
L6) Bite of the Werebear, Leader Of The Pack (as per Danse Du Pack, The Practical Enchanter, but only 10 minutes/level), Primal Regression, Summon Flight Of Eagles.
L7) Changestaff, Greater Polymorph.

Unlike the other three Primordial Runes, the Transformation Rune has few cultural implications, and is seen more as a thing of the wilderness – wielded by explorers and rangers, but equally by wildmen and primitives. As is perhaps befitting, the Rune of Change is seen as fundamental to both advancement and regression, a thing of both invention and shapeshifters. Great warriors often wield the Transformation Rune – whether for good or for ill. To the content, they bring danger and disorder. To the oppressed, liberation and the hope of change. As such… they are never entirely welcome to those in power, who see no reason for change.

Elemental Runes:

Air / Storms:
Skills: Balance, Diplomacy, Listen, and Perform (any sound-focused form).
Attribute: Dexterity.
L1) Air Bubble, Endure Elements, Feather Fall, Fog Cloud, Shocking Grasp, Updraft.
L2) Binding Winds, Eagle Eye, Gust Of Wind, Wind Wall.
L3) Call Lightning, Downdraft, Sleet Storm, Wind’s Favor.
L4) Air Walk, Blast Of Wind, Greater Aggressive Thundercloud, Ice Storm.
L5) Call Lightning Storm, Control Winds, Fickle Winds, Storm Touch.
L6) Blazing Rainbow, Dispel Magic (Greater), Path Of The Winds, Plague Storm.
L7) Control Weather, Storm Tower.

While there are a few benign uses for the Air Rune, most of those are the province of truly powerful wielders, simply because they usually call for massive areas of effect. Such powerful wielders are immensely valuable in ship-based trading, in agriculture, and in many other areas. Control of the Weather aids in growth and harvest, ends droughts, and breaks storms. It may not still earthquakes, calm volcanoes, or stop tidal waves – but such things are rare, while destructive storms, dangerous blizzards, and shortages of rain are all too common. Families with strong links to the Air Rune tend to focus on training more than most, teaching their members to access those powerful – and oh, so profitable – effects. They are often trained as ship crewmen, in anticipation of them developing their greater powers.

Earth / Plant:
Skills: Appraise, Climb, Move Silently, and Survival (Includes Use Rope),
Attribute: Strength
L1) Enhance Herb (Paths of Power II), Entangle, Goodberry, Expeditious Construction, Hail Of Stone, Pass Without Trace,
L2) Bull’s Strength, Forest Friend, Full Pouch, Heat/Chill Metal,
L3) Chameleon Stride (Greater), Feather Step (Mass), Plant Growth, Stone Shape
L4) Commune With Nature, Jungle Mind, Land Womb, Sturdy Tree Fort
L5) Hungry Earth, Transport Via Plants, Wall of Stone, Wall Of Thorns.
L6) Binding Earth (Mass), Dust Form, Move Earth, Transmute Rock to Mud (Reversible).
L7) Master Earth, Animate Plants.

The Earth Rune is the rune of foundations, of agriculture and growth. With it even a relatively minor wielder may cause the fields to yield more, can feed and heal the folk of a settlement on simple herbs and berries, and may plow and dig wells, canals, and channels. With a bit more experience, they can discover all the riches of the earth and erect sturdy outposts from which folk may gather that wealth.

Fire / Plasma:
Skills: Craft (Alchemy or any fire-related), Disable Device, Heal, and Sleight Of Hand.
Attribute: Intelligence.
L1) Blades of Fire, Burning Hands, Campfire Veil, Kelgore’s Firebolt, Resist Energy (Fire Only), Wall of Smoke.
L2) Hearthfire (Hedge Wizardry), Pyrotechnics, Scorching Ray, Balor Nimbus.
L3) Fireball, Fire Spiders, Fire Wings, Flashburst.
L4) Firestride Exhalation, Fire Shield, Firestride, Wall Of Fire.
L5) Cone of Cold (Fire), Daltim’s Fiery Tentacles, Firebrand, Greater Fireburst.
L6) Fire Spiders, Fires of Purity, Scalding Mud, Summon Elementals (1d3 Huge Fire).
L7) Prismatic Spray, Sunburst.

Fire is one of the foundations of civilization. Yet the Fire Rune is primarily a sigil of war – for should you wish to cook, to scare animals away from your camp, to provide light, to smelt ore or forge metal, to brew potions, to drive a steam engine, or simply to provide warmth… a Hearthfire spell (and perhaps Resist Fire) will do. Certainly, you might want to use an explosion (Fireball) to help mine, or to extinguish a fire with Pyrotechnics – but even a minor Runebearer can accomplish such tasks. The greater spells of fire are almost always weapons of one sort or another. Still, a fire specialist is a welcome aide in battle.

Life / Renewal:
Skills: Diplomacy, Handle Animal, Heal, and Speak Language.
Attribute: Charisma.
L1) Cure Light Wounds, Lesser Restoration, Lesser Vigor, Remove Sickness, Polypurpose Panacea, Youthful Appearance
L2) Calm Emotions, Close Wounds, Delay Poison, Stabalize.
L3) Cure Serious Wounds, Neutralize Poison, Remove Disease, Vigor.
L4) Cure Critical Wounds, Panacea, Remove Curse, Restoration.
L5) Breath Of Life, Heal, Monstrous Regeneration, Raise Dead.
L6) Dual Heal (two targets), Greater Good Hope (double effects), Heroes Feast, Inspiring Recovery.
L7) Resurrection, Restoration (Greater).

The Life Rune is usually the template for any healer’s emblem in a setting. Whatever form it tends to take – whether Rod of Asclepius, Eye of Horus, Healing Hand, Renewing Serpent, Medicine Bear, Antahkarana, Om, Yin-Yang, Medicine Wheel, Lotus, Tree of Life, Hamsa/Hand of Miriam, Dharma Wheel, Flower of Life, Reiki Symbols, or Spiral Sun – will become emblematic. Runebearers of Life, as powerful physicians and healers, are welcome almost everywhere, their services are coveted by the wealth and sought by charities. Even the most generous will generally be well supported by donations and grateful patients. While it can obviously be used in support of evil, It is rare that any wielder of the Life Rune will be regarded with anything save great respect – unless their personal habits are utterly odious.

Shadow / Darkness / Oblivion:
Skills: Bluff (includes Forgery), Gather Information, Hide, and Move Silently.
Attribute: Intelligence.
L1) Disguise Self, Insightful Feint, Minor Image, Net Of Shadows, Shadow Anchor, Shadowfade.
L2) Blindsight, Darkness, Dark Whispers, Searching Shadows.
L3) Clairaudience/Clairvoyance, Gloomblind Bolts, Scrying, Shadow Enchantment.
L4) Bestow Curse, Greater Invisibility, Shadow Conjuration, Shadow Form.
L5) Cloak of Shadows, Mislead, Prying Eyes, Shadow Walk.
L6) Greater False Vision, Greater Scrying, Shadow Evocation, Shadow Memory.
L7) Project Image, Shadow Conjuration (Greater).

Popularly – if somewhat unfairly – seen as the Rune of Thieves, Assassins, Spies, and Rogues, the Shadow Rune has always been as much about what might lie within the shadows as of the darkness itself. Still, given that fundamental uncertainty about its nature, it is not surprising that the Shadow Rune bestows powers that are far more flexible than those of any other rune. Of course, that same flexibility – and it’s inclusion of mental effects – only adds to the reasons why others find the Shadow Rune and its wielders so suspicious. Sadly, given that the influence of the rune on their minds, all too many Shadow Runebearers fully justify that prejudice.

Water / Swamp:
Skills: Disguise, Escape Artist, Survival (includes Use Rope), and Swim.
Attribute: Wisdom.
L1) Align (Bless, Curse, Etc) Water, Corrosive Touch (as per Shocking Grasp, but Acid), Detect Poison, Fogsight, Hidden Spring, Obscuring Mist.
L2) Chill Metal, Cure Moderate Wounds, Fog Cloud, Warp Wood.
L3) Poison, Neutralize Poison, Quench, Water Breathing.
L4) Control Water, Holy (or Unholy, etc) Storm, Raise From The Deep, Rusting Grasp.
L5) Airy Water, Control Currents (1 Hour / Level), Insect Plague, Summon Nature’s Ally VI (Water Elemental Only).
L6) Blazing Rainbow, Drown, Summon Elementals (1d3 Huge Water). Tidal Surge.
L7) Submerge Ship, Vortex.

The Water Rune is surprisingly subtle and versatile, if only because it is one of the few runes that offers even limited healing powers in addition to both utility powers and combat functions – if no particular defenses. Still, basic offense, concealment, minor healing, the ability to explore the depths, and raise or hinder ships, makes a bearer of the Water Rune welcome aboard any vessel or in any coastal settlement.

Archetypical Runes:

Communication / Writing / Runecraft:
Skills: Autohypnosis, Any one Knowledge, Decipher Script, and Speak Language.
Attribute: Dexterity.
L1) Amanuensis 3/Day, Ancient Knowledge, Arcane Mark 3/Day, Comprehend Languages, Incendiary Runes, Instant Portrait.
L2) Activate Item (Wand, scroll, staff, whatever), Lesser Arcane Seal, Speaking Stones, Whispering Wind.
L3) Illusory Script, Secret Page, Sepia Snake Sigil, Tongues.
L4) Amnesia, Bit of Luck, Contingent Scroll, Sending.
L5) Commune with Texts, Greater Dispel Magic, Greater Harrowing, Mage’s Decree.
L6) Chains of Light (Runes), Demanding Message (Mass), Greater Seal (The Practical Enchanter), Planar Ally.
L7) Banishment, Limited Wish.

In all language – in speech, in gestures, and in writing – there is an echo of the Primal Runes. A strength that can bind and shape the deep energies of creation, bringing order from chaos. The Communication Rune is the bridge over which that echo passes, the language which helps define what the world IS instead of simply reflecting thoughts about it. It is tied deeply into the foundations of what it means to be intelligent and capable of passing on lessons to younger members of your species – to have a culture. Wielders of the Communication Rune are found as messengers, clerks, judges, grand viziers, and commanders – anywhere where there is a premium on the ability to communicate, to support the official niceties that maintain society, and to understand large amounts of information. At their peak, a wielder of the Communication Rune can speak reality into being, although – as mere mortals – there are severe limits to this ability.

Defense / Traps / Wards:
Skills: Balance, Craft (Traps, etc), Disable Device, and Search.
Attribute: Dexterity.
L1) Alarm, Dispel Ward, Hidden Ward, Mage Armor, Resist Energy, Sanctuary.
L2) Arcane Lock, Fire Trap, Misdirection, Rope Trick.
L3) Dispel Magic, Explosive Runes, Glyph of Warding, Nondetection.
L4) Emergency Force Sphere, Magic Circle (Select), Reverse Arrows, Ruin Delver’s Fortune.
L5) Chromal Barrier (as per Prismatic Wall, but only one color), Mages Private Sanctum, Scry Trap, Zone Of Respite.
L6) Greater Glyph Of Warding, Guards and Wards, Sign of Sealing, Hide The Path.
L7 Refuge, Teleport Trap.

The Defense Rune is, of course, most valued by those with places and items that need to be protected or secured. While relatively few of it’s powers are particularly mobile, it offers a wide variety of protections – especially if someone learns to imbue areas with personal protections. A structure – whether shop, moneychangers, or fortress – protected by a skilled wielder of the Defense Rune can be difficult to even locate, much less damage or penetrate.

Investigation / Curiosity / Search:
Skills: Decipher Script, Gather Information, Open Lock, and Search.
Attribute: Wisdom.
L1) Bloodhound, Detect Secret Doors, Heightened Awareness, Instant Search, Lay Of The Land, Residual Tracking.
L2) Blood Biography, Circle Dance, Locate Object, Share Husk.
L3) Allied Cloak, Aura Sight, Helping Hand, Seek Thoughts.
L4) Dungeonsight, Implacable Pursuer, Legend Lore, Locate Creature.
L5) Contact Other Plane, Geas/Quest, Mages Private Sanctum, Mind Probe.
L6) Find the Path, Mass Fleeting Memory, Psychic Asylum, Unerring Tracker.
L7) Retrocognition, Vision.

The questions have rung out across the centuries: “What happened?” “Why did this happen?” “Who did this?”. Those who wield the Revelation Rune can usually find out. While there tends to be communication and cooperation between it’s wielders, they rarely gather in one place, for their curiosity – and the questions of their patrons – tend to lead them in many directions. Still, while “truth” is widely sought, this is also the rune of blackmailers and spies. Others are bounty hunters, rangers, and hunters of wild beasts – searching out their prey as the “more sophisticated” bearers search out truth.

Revelation / Divination / Senses:
Skills: Appraise, Listen, Sense Motive, and Spot.
L1) Detect Magic 3/Day, Detect Poison 3/Day, Ebon Eyes, Embrace The Wild, Investigative Mind, Ancient Knowledge.
L2) See Invisibility, Discern Shapechanger, Know Vulnerabilities, Eagle Eye.
L3) Akhasic Communion, Arcane Sight, Identify (Pathfinder Version), Oracular Vision (Any divination effect of level two or less).
L4) Detect Scrying, Divination, Echolocation, Legend Lore.
L5) Dragonsight, Dream, True Seeing, Zone of Revelation.
L6) Analyze Dweomer, Immediate Truth (Use one “True” (strike, skill, etc, see The Practical Enchanter) spell as an immediate action), Prophetic Lore, Telepathy.
L7) Arcane Sight (Greater), Scrying (Greater).

The Revelation Rune reveals much, if rarely all – but those looking for forgeries, or counterfeit money, or poisoned food, or infiltrators, or are seeking justice, or who wish to learn about some ancient relic… would do well to find a bearer of the Revelation Rune.

Symbiosis / Beastmaster / Animal Husbandry:
Skills: Handle Animal, Heal, Intimidate, Ride.
Attribute: Charisma.
L1) Calm Animals, Charm Animal, Commune with Birds, Speak with Animals, Enrage Animal, Invisibility to Animals.
L2) Bestow Curse (Domestication, Desexing, or similar veterinary “work” only), Hold Animal, Summon Swarm, Nature’s Favor.
L3) Dominate Animal, Greater Magic Fang, Cure Critial Wounds (Animals Only), Master Animal (Permanent Train Animal)
L4) Animal Growth, Summon Nature’s Ally V (Animals Only variant, -1 level). Breeders Blessing (improves results, especially over generations).Winged Mount.
L5) Awaken, Heal (Animals only), Release The Hounds, Summon Nature’s Ally VI (Animals Only variant, -1 level).
L6) Dragonblood Beast, Share Skin, Summon Nature’s Ally VII (Animals only variant, -1 level), Summon Stampede.
L7) Animal Shapes, Atavism (Mass).

The gift of the Symbiosis Rune is prosperity. For even at it’s lower levels it offers dominion over the beasts of the fields and the ability to produce improved strains of them. Strong and docile plowhorses and packhorses, fierce warhorses, improved mastiffs for defense, training the great cats and elephants for war, more productive cows, healthier and better-laying chickens… the second half of the agricultural revolution, and all the wealth it brings, lies in the province of the Symbiosis Rune. Moreover, they can obtain results that would take other breeders a thousand years or more within a few decades.

Travel / Movement:
Skills: Climbing, Jump, Survival (includes Use Rope), and Tumble.
Attribute: Constitution.
L1) Abjuring Step, Benign Transposition, Expeditious Retreat, Jump, Mount, Updraft.
L2) Dimension Leap, Dark Way, Baleful Transposition, Swift Fly.
L3) Conjure Carriage, Fly, Mass Feather Step, Phantom Steed.
L4) Dimension Door, Flight of the Dragon, Planar Adaption, Wind At Back.
L5) Ether Step, Overland Flight, Plane Shift, Teleport.
L6) Find The Path, Mass Planar Adaption, Wind Walk, Word of Recall.
L7) Teleport (Greater), Walk Through Space.

The Travel Rune does not greatly change the world at lower levels, where it’s basic effects are mostly short ranged and personal, however useful such tricks are to an adventurer. Still, masters are greatly valued as emissaries, couriers, and traders in relatively small amounts of high-value goods. If you want to move a thousand tons of rice, you send it by ship. If you want to move five tons of artwork, send it by airship. If you want to move a briefcase full of precious stones quickly and securely… call in a master of the Travel Rune.

Wanderer / Pilgrim / Explorer:
Skills: Diplomacy, Knowledge (Local or Geography), Speak Language, Survival (includes Use Rope).
Attribute: Intelligence.
L1) Mage’s Comfort, Purify Food and Drink (3/Day) Prestidigitation (3/Day), Unseen Servant, Dawn 3/Day, Second Wind.
L2) Clothier’s Closet, Hearthfire (Hedge Magic), Hide Campsite, Peacemaker’s Parley.
L3) Bit of Luck, Create Food and Water, Hedge Mastery (cast two levels worth of Hedge Magic spells within the next hour), Servant Horde.
L4) Bountiful Banquet, Good Hope (10 Minutes/Level), Grove of Respite, Secure Shelter.
L5) Greater Age Resistance, Greater Hut, Hidden Lodge, Life Bubble.
L6) Heroes Feast, Superior Resistance, Transport Via Plants, Word Of Recall.
L7) Bestow Planar Infusion III, Mages Magnificent Mansion.

The Wanderer Rune is a force of rest and comfort – useful to wanderers whether they possess it themselves or whether they are merely staying with someone who does possess it. In either case, the promise of rest and sanctuary can be a precious thing – while even a relatively low-level wielder can easily set up a small inn or traveler’s rest and make a comfortable living wherever people pass. While the Wanderer Rune is notably inoffensive compared to many others, solving logistic issues is no small contribution to travel, exploration, and military expeditions can be invaluable – enough so that many treat anyplace run by a bearer of the Wanderer Rune as neutral territory.

Mages Comfort (Bard I, Sorcerer/Wizard I, Illusion (Shadow), Casting Time 1 Minute, Components V, S, Area: Special, Duration Two Hours Per Level, Saving Throw None (Harmless), Spell Resistance No).

Mages Comfort makes an area (campsite, apartment, extradimensional space, etc) pleasant to stay in with blankets, cushions, comfortable chairs, endtables, beds with nice mattresses, and other “real enough” furnishings. Anything removed from the area will, however, vanish instantly and none of the items can be effectively used as weapons, restraints, or for purposes other than comfort.

Greater Hut (Bard 5, Sorcerer/Wizard 5). An upgraded version of Tiny Hut, with a radius of up to thirty feet – sufficient to shelter an entire expedition. The outside blends into the local environment. Anyone attempting to get in without permission must save (Will, one try) or be unable to enter. The shelter will collapse if the caster leaves for more than ten minutes and Disintegration destroys it.

There are other ways to use runes of course. For example, you could set up a world where all magic depended on the Runes, and thus was inherently limited. Allow each spellcaster access to – say – three runes, perhaps forbidding some combinations. (For example, Destruction would likely be incompatible with the Creation, Life, and Defense runes). That would still limit spellcasters a great deal – eliminating most problematic spells and greatly reducing the complexity inherent in a vast spell list – while simultaneously allowing hundreds of unique magical combinations.

If even that is not enough… it should not be difficult to add additional runes. A few – such as Enchantment and Conjuration – are problematic for obvious reasons, Illusion would be entertaining, if ultimately a bit limiting. But Radiance, Metal, Insects (or Spiders), Spring, Summer, Fall, and Winter, a set of Martial Maneuvers, Shamanism? Mystic Archery? Infernal or Celestial Magic? All those little fields that are a bit too narrow and specific to build a character class around can easily become Runes. What will that red dragon do when the fighter suddenly activates his Ice Magic Rune and takes the stance of the Unrelenting Glacial Advance style?

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