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Runes and Runic Magical Items


By : Ian R Malcomson


A sword +1.  Pretty common, in most games.  Some poor sod sacrificed a
Con point for that.  Makes you wonder why he bothered, and didn't save
up to create a sword +3 instead.

Now what, say, if the sword +1 wasn't actually a magical item in itself,
but was, say, a normal (well crafted) sword with a *rune* carved into it
that provided the +1.  Say 80-90% of swords are of *this* type, rather
than true, Con-busting items.

To balance things, say that the runic swords are subject to dispel
magic, magic resistance ("the demon made it's MR roll, so the sword
isn't +1, so it didn't hit"), and can be ruined by simply dragging a
nail (metal) across them.  Say that, because of this, the rune might be
ruined (20%? 10%? chance) whenever the weapon is used to hit.  That
makes magical swords that *can't* be so ruined a little more special.

Now create a 1st or 2nd level spell that Wizards used to create the
runes.  This way, the PCs could have a "magical" weapon at low-levels
without the "what level do I give my PCs magical weapons?" quandary.  It
also means that the Con point for creating a +1 sword becomes worth it.

Runes could also be placed on things to provide AC or saving throw
bonuses (an enruned Ring of Protection +1 as opposed to a true Ring of
Protection +1), give (limited and charged) magical spell-like properties
to items, etc.  The number of runes that can be placed on an item would
be limited by size.  The type of runes a wizard can carve using his 1st
or 2nd level spell should be limited by level (of the wizard).

RuneQuest has it's bladerunes.  Rolemaster has it's spirit runes.  Now,
with the above, AD&D can have it's own runic magical items too.

I've got something of a write-up for runic properties for my campaign,
which is derived from Saxon, Nordic and Celtic run.  For the purposes of
what I was suggesting, though, something more general is needed (that
individuals can then customise to their own campaigns).

Scribe Rune (Enchantment/Charm) (Sphere: All)
Level: 1 (Priest/Druid), 2 (Magic-User)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5 rounds
Area of Effect: One item
Saving Throw: n/a

This spell allows a spellcaster to scribe one rune on one item.  The
rune can have one property, selected from the following list, depending
on the caster's level.  Multiple runes may be scribed on a single item,
but the size of the item limits this.  In general, a blade the size of a
longsword could hold up to 6 runes.  A dagger could hold 2.  A large
shield could hold 20.  This reflects not only the physical size of the
item, but the "runic capacity" of the item - the specifics are left to
individual DMs.

Rune Effect                  Priest Level          Wizard Level
============================ ============          ============
+1 to hit                          1                     3
+1 AC                              3                     5
+1 damage                          5                     7
+1 saving throws                   7                     9
Spell: level 1 to 3               11                    12
Spell: level 4 to 6               14                    14
Spell: level 7 or 8              n/a                    16

Bonus runes: these remain until either dispelled (at the level of the
caster), destroyed/disrupted (simply damaging the rune will negate it's
effects), or accidentally released (see below).  "To Hit" and "Damage"
bonus runes are affected by the magic resistance of any creature they
are used against (which may reduce the weapon below the necessary "+"
value to affect it).  Bonus runes are cumulative (ie, two "to hit" runes
scribed on the same weapon will yield a +2 bonus), but are *not*
compatible with "true" magic - a +1 to hit rune scribed on a true sword
+1 will *not* yield a +2 sword.

Spell runes remain until they are used - a single rune contains a single
spell "charge", good for a single casting.  A spellcaster cannot scribe
a spell rune for a spell he does not personally know (but not
necessarily have in memory).  Spell runes are "cast" at the level of the
scribing spellcaster.  Multiple spell runes provide multiple "charges"
or additional spells.

Runes are subject to being accidentally released.  If an item upon which
a rune is scribed is used in a violent fashion (eg, in combat), or is
forced to make an item saving throw for any reason, there is a 10%
chance that the rune will be released.  Spell runes release their full
effect, centered on the item upon which they were scribed.  Bonus runes
are simply destroyed.  If an item *fails* any item saving throw, the
runes scribed on it are automatically released.

The DM may allow certain individuals to possess the knowledge of runic
enchantment *without* the use of the scribe rune spell.  In this case,
the DM should design specific powers for specific runes, and treat each
individual rune as a seperate proficiency/skill.  These runes carry a
30% chance of accidentally being released, automatically being released
if the item requires an item save, regardless of whether the save was
successful or not.

Here's something I have for my Dark Sun campaign but it goes along with the
whole rune thing and can be adapted for any campaign

Rune Wizard 
Character Class: Preserver, Defiler, Cerulean Wizard, Necromancer, Shadow
Wizard (NOTE: the latter three are considered classes in my campaign.)

Races: Per base class/sub-class

Requirements: Intelligence 14, Dexterity 16

Role: Rune wizards are wizards that have learned the power of the symbol and
rune. They rely on the magical symbols to channel their spells more so than
material or verbal components

Class Modification: Rune Wizards utilize spells that have to do with runes or
symbols. 

Weapon Proficiencies: The wizards who take this kit have the usual wizard's
weapon proficiencies. If they combine the kit with another class, they may
elect to use the weapon of that class. 

Non-Weapon Proficiencies: Rune Wizards receive the following Bonus
Proficiencies: Somatic Concealment. Required Proficiencies: Read/Write .
Recommended Proficiencies: Teaching, Mediation

Special Benefits: Because of their specialization and knowledge of magical
runes, Rune wizards can channel their magic almost solely through magical
symbols and do not ever need to use Verbal Spell Components. Also, any spells
that have to do with symbols or wards, such as the Wizards Mark spells are cast
at 2 levels higher for purposes of range, duration, and other variables.
Because of their knowledge of runes and the magical runes needed to write
spells, Rune Wizards receive 4%/level to read magical languages or decipher the
purpose of runes/symbols.

Special Hindrances: Because of their specialization in magical symbols, Rune
Wizards must use Somatic Spell Components for all spells, even if the spell
doesn’t normally require them. Rune Wizareds have an intimate knowledge of the
writings of magic, because of this their spells are very well written, which
gives the learning wizards +2%/level of the creating Rune Wizard to learn a
spell that was written by an Rune Wizard. This makes them wanted among their
peers to copy spells for them to learn or to steal their spellbooks.

All spellbooks possessed by Rune Wizards must be in written, text form. If they
find a spellbook that is not in this form they must copy it into a text form.
This can be deadly, especially in city-states.

Wealth Options: Rune Wizards receive the regular Wizard's starting money,
1d4+1x30CP

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Last Updated: 2.2.99
©1999 Lord Eadric