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Thread: Rune Magic

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    Default Rune Magic

    I was wondering if anyone here has yet come across a type of Magic that involves runes, as well as mixing and matching the runes to achieve different effects. Oh, and if you have, I hope it was from D&D 3.5.
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    Default Re: Rune Magic

    There is a rune magic use in the magic of fearun book, or the faerun players handbook. It's 3.0? But hasn't been revised so it's used in 3.5.
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    Default Re: Rune Magic

    rune casting just substitutes a new material component instead of somatic components, IIRC.
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    Default Re: Rune Magic

    There's the runeblade class in Monte Cook's Book of Experimental Might. It's pretty interesting.

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    Default Re: Rune Magic

    There's the Runepriest, not 3.5 though.

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    Runecaster is 3.5, and it is as Coidzor describes. You can also go with Geometer in CArc for a similar effect.

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    There is a PrC in Comp Arcane based around Rune Magic, but really it's just a wizard who can carry a cliff-notes spellbook and gets to use the "Glyph" spells.

    There is the Runesmith in Races of Stone, a Dwarven wizard that gets to ignore Arcane Spell Failure.
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    Runesmith is crazy good, but it requires you to be a Dwarf. You get the ability to let other people in your party cast some spells from your list, which is pretty freaking awesome.

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    Quote Originally Posted by Tvtyrant View Post
    Runesmith is crazy good, but it requires you to be a Dwarf. You get the ability to let other people in your party cast some spells from your list, which is pretty freaking awesome.
    The adaptation lets you open it to any race, but advises the DM to make it harder to enter for non-dwarves.

    The spell-sharing is indeed awesome, but keep in mind it carries a +2 level cost on the spell (akin to a +2 metamagic) and you must keep the spell prepared in one of your slots until your ally uses it. (For example, to share an Alter Self spell, you would need an open 4th-level slot to store it in, and it would disappear once the ally made use of it.) You can also only have a number of shared runes = your Con modifier.

    The ability is still very useful, you just have to keep that caveat in mind. The advantages though are numerous: it costs no XP or gold to make a shared runespell like this, (free "scrolls!") there is no distance limit (even planar!), no level limit aside from the +2 spell level increase, and they use your current caster level rather than being fixed like scrolls and wands are. They also have no duration - they last as long as you keep the spell prepared.

    Quote Originally Posted by The Giant View Post
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    Quote Originally Posted by Psyren View Post
    The adaptation lets you open it to any race, but advises the DM to make it harder to enter for non-dwarves.

    The spell-sharing is indeed awesome, but keep in mind it carries a +2 level cost on the spell (akin to a +2 metamagic) and you must keep the spell prepared in one of your slots until your ally uses it. (For example, to share an Alter Self spell, you would need an open 4th-level slot to store it in, and it would disappear once the ally made use of it.) You can also only have a number of shared runes = your Con modifier.

    The ability is still very useful, you just have to keep that caveat in mind. The advantages though are numerous: it costs no XP or gold to make a shared runespell like this, (free "scrolls!") there is no distance limit (even planar!), no level limit aside from the +2 spell level increase, and they use your current caster level rather than being fixed like scrolls and wands are. They also have no duration - they last as long as you keep the spell prepared.
    AND while they do that, you get to wear full plate while showing those pansy elf wizards how a REAL wizard works.
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    Default Re: Rune Magic

    Not sure I would like it being used by none dwarves, but YMMV. Geometer I would actually tack onto Runesmith because you can get Glyphs that way. I know they aren't that great, but I like Glyphing my sword sheathe so that anyone other then me drawing the blade explodes. Works well with spell books too, just use a greater glyph and then a summon spell. Anyone steals the book and opens it gets grappled by a gargantuan centipede.

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    Default Re: Rune Magic

    Quote Originally Posted by Psyren View Post
    You can also only have a number of shared runes = your Con modifier.
    Not quite true. You can prepare a number of shared runes each day equal to your Con mod. Keeping in mind that uncast spells from a previous day's preparation remain prepared, one could reasonably assume that you could keep preparing [Con mod] spells each day until your full repertoire is shared in that way. Not all that useful for a PC, granted, but for a wizard cohort...?
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    Default Re: Rune Magic

    The runethane from arcana evolved is a rune-based spellcaster. Thematically it's kind of like a cross between a wizard and an artificer.

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    Quote Originally Posted by Chrono22 View Post
    The runethane from arcana evolved is a rune-based spellcaster. Thematically it's kind of like a cross between a wizard and an artificer.
    Not 3.5, though. Would require a fair amount of rejigering to get it to fit on basic D&D3.5 format.
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    Default Re: Rune Magic

    A type of Magic that involves runes, you say? I have just the thing:

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    Quote Originally Posted by NecroticPunch View Post
    I was wondering if anyone here has yet come across a type of Magic that involves runes, as well as mixing and matching the runes to achieve different effects. Oh, and if you have, I hope it was from D&D 3.5.
    What do you want out of a rune magic system? While you're looking for 3e, I can think of a number of different systems called "rune magic" that have wildly different uses.

    There's the "replace somatic components with pre-drawn runes."
    There's the "runes as a special form of spell-containing trap."
    Both of those were from FR books.

    There's Ars Magica's Ultima Thule, which has a system based on the Futhark, where different runes are formed into "phrases" that have syntax and intention; Isa in one place means something different than Isa in the same place, and can either mean "last for a long time" or "cause chunks of ice to fall on someone".

    Rifts Rune Magic involves making indestructible sentient magic items.

    Runequest uses "rune" as more or less synonymous with "spells".

    2e had two different rune systems, both of which were very limited spellcasting systems.

    A lot comes from "what do you want", rather than whether or not it is called "rune magic".
    Last edited by Mark Hall; 2010-11-17 at 12:06 PM.
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    Default Re: Rune Magic

    There's some in Dragon Compendium Vol. 1...
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    Default Re: Rune Magic

    Well here is a little d100 list I've whipped up for some rune effects. Sorry but I don't know how to make it into a nice little table. All effects stack, and last for 24 hours unless otherwise specified. A character may only cast the runes once per 24 hour period unless specified.

    Now all that is needed to design 5 or 10 level prestige class around it. Higher levels would let you cast more runes at a time, or cast runes for others, or even an entire group. Maybe a higher ability would allow a re-cast once per day if the cast was terrible? Lots of possibilities. Thinking maybe a 2/3 progression casting prestige class? What would the requirements be?

    01-02 Fehu Merkstave, DM may force character to re-roll once in next 24 hours, keeping the worst result.
    03-04 Uruz Merkstave, -4 to STR.
    05-06 Thurisaz Merkstave, -4 to AC.
    07-08 Ansuz Merkstave, -4 to next will save rolled in the next 24 hours.
    09-10 Raidho Merkstave, -10ft penalty to all forms of movement.
    11-12 Kenaz Merkstave, -4 penalty to all knowledge, craft, and profession skills.
    13-14 Gebo Merkstave, -4 penalty to CHA.
    15-16 Wunjo Merkstave, -2 penalty to attacks, skills, and saves.
    17-18 Hagalaz Merkstave, Character goes berzerk upon entering the next combat within the next 24 hours (as cursed sword of berzerking).
    19-20 Nauthiz Merkstave, Fatigued.
    21-22 Isa Merkstave, -4 penalty to WIS.
    23-24 Jera Merkstave, -4 penalty to next attack, skill, or save in next 24 hours.
    25-26 Eihwaz Merkstave, -4 penalty to CON.
    27-28 Perthro Merkstave, -4 penalty to initiative.
    29-30 Algiz Merkstave, -4 penalty to AC.
    31-32 Sowilo Merkstave, DM may treat one of character's rolls in next 24 hours as a natural 1.
    33-34 Tiwaz Merkstave, -4 penalty to all saves.
    35-36 Berkano Merkstave, cure spells cast upon the character heal 50% fewer hitpoints.
    37-38 Ehwaz Merkstave, in next combat, character may not charge or take double moves.
    39-40 Mannaz Merkstave, -4 penalty to INT.
    41-42 Laguz Merkstave, -4 penalty on saves vs. fear or fear effects.
    43-44 Ingwaz Merkstave, -4 penalty to sense motive, spot, listen, and search.
    45-46 Dagaz Merkstave, DM may impose a -10 penalty on one of the character's rolls in the next 24 hours.
    47-48 Othala Merkstave, once in the next 24 hours, when one of the character's companions fails an attack, skill, or save, the DM may have the character fail their next attack, skill, or save.
    49-50 Fehu, Re-roll any one roll in the next 24 hours, keep best result.
    51-52 Uruz, +4 enh. bonus to STR.
    53-54 Thurisaz, +4 deflection bonus to AC.
    55-56 Ansuz, +4 bonus to next will save rolled in the next 24 hours.
    57-58 Raidho, +10ft enh. bonus to all forms of movement.
    59-60 Kenaz, +4 enh. bonus to all knowledge, craft, and profession skills.
    61-62 Gebo, +4 enh. bonus to CHA.
    63-64 Wunjo, +2 morale bonus to attacks, skills, and saves.
    65-66 Hagalaz, Gain one use of barbarian rage ability in next 24 hours.
    67-68 Nauthiz, Freedom of Movement.
    69-70 Isa, +4 enh. bonus to WIS.
    71-72 Jera, +4 bonus to next attack, skill, or save in the next 24 hours.
    73-74 Eihwaz, +4 enh. bonus to CON.
    75-76 Perthro, +4 insight bonus to intitiative.
    77-78 Algiz, +4 sacred bonus to AC.
    79-80 Sowilo, treat one roll in next 24 hours as a natural 20.
    81-82 Tiwaz, +4 bonus to all saves.
    83-84 Berkano, cure spells cast upon the character are treated as Empowered.
    85-86 Ehwaz, act as under the effect of Haste for 1 round in next 24 hours.
    87-88 Mannaz, +4 enh. bonus to INT.
    89-90 Laguz, +4 to saves vs. disease and poison.
    91-92 Ingwaz, +4 enh. bonus to sense motive, spot, listen, and search.
    93-94 Dagaz, know the solution to one dilemma in the next 24 hours.
    95-96 Othala, once in the next 24 hours, when a companion suceeds on an attack, skill, or save, the character automatically suceeds on their next attack, skill or save.
    97-00 Re-Roll.

    ***Bonus points if anybody wants to put this in a nice table.
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    Quote Originally Posted by Crow View Post
    ***Bonus points if anybody wants to put this in a nice table.
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    There's your "nice table."

    Also, thought I'd throw this in: Runecaster
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    Default Re: Rune Magic

    *Spider Sense Tingles*

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    Quote Originally Posted by Mark Hall View Post
    What do you want out of a rune magic system? While you're looking for 3e, I can think of a number of different systems called "rune magic" that have wildly different uses.

    There's the "replace somatic components with pre-drawn runes."
    There's the "runes as a special form of spell-containing trap."
    Both of those were from FR books.

    There's Ars Magica's Ultima Thule, which has a system based on the Futhark, where different runes are formed into "phrases" that have syntax and intention; Isa in one place means something different than Isa in the same place, and can either mean "last for a long time" or "cause chunks of ice to fall on someone".

    Rifts Rune Magic involves making indestructible sentient magic items.

    Runequest uses "rune" as more or less synonymous with "spells".

    2e had two different rune systems, both of which were very limited spellcasting systems.

    A lot comes from "what do you want", rather than whether or not it is called "rune magic".
    The bolded one is the one that I was looking for. Please, for all the gods that may be, tell me that Ars Magica is D&D 3.5. If it's not, I will find you, and Eat your heart and crap out your soul!
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    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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    Quote Originally Posted by NecroticPunch View Post
    The bolded one is the one that I was looking for. Please, for all the gods that may be, tell me that Ars Magica is D&D 3.5. If it's not, I will find you, and Eat your heart and crap out your soul!
    You can just fluff regular magic that way. No one knows the exact verbal components of a spell. What's to stop Ice Storm and Dimension Door from having the same magic words, only spoken in a different order or with different emphasis on certain syllables, save your own imagination?

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Quote Originally Posted by gogogome View Post
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    Quote Originally Posted by Psyren View Post
    You can just fluff regular magic that way. No one knows the exact verbal components of a spell. What's to stop Ice Storm and Dimension Door from having the same magic words, only spoken in a different order or with different emphasis on certain syllables, save your own imagination?
    No, I want a system of magic that is more versatile, where I can say, ok I want blank and blank, which will combine to make blank.
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    Illic est haud affectus, illic est hunger.
    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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    Quote Originally Posted by NecroticPunch View Post
    The bolded one is the one that I was looking for. Please, for all the gods that may be, tell me that Ars Magica is D&D 3.5. If it's not, I will find you, and Eat your heart and crap out your soul!
    Not the least bit 3.5. In fact, Ultima Thule was released for the now-defunct 4th edition of the game, as opposed to the current 5th edition. It is, however, available for purchase, and I think I have a spare copy of it at home that you can PM me about buying.
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    Quote Originally Posted by NecroticPunch View Post
    No, I want a system of magic that is more versatile, where I can say, ok I want blank and blank, which will combine to make blank.
    Your only recourse is homebrew, 3rd-party or some liberal fluffing of Incarnum/Binding (the only two D&D systems that support "building-block-style" magic, IIRC.)

    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Quote Originally Posted by gogogome View Post
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    You could always make a homebrew class that gets a ton of low level spells and then lets you cast a ton of them per turn.

    Such as:
    1 level 1 spell a turn at level 1 :P
    2 level 1 spells a turn at level 3
    3 level 1 spells a turn at level 5
    4 level 1 spells a turn at level 7
    Up to 9 level 1 spells a turn at level 17; you would only know up to level 3 spells, but you could recombine them at will, with a level 3 spell taking up 3 level 1 turn slots. Then you would have about 50 total slots, or 5 rounds of max casting at level 20.

    So essentially you would be a full caster like a wizard with an ungodly number of low level spells, and you can nova them as you like because they don't have the power/utility of higher level spells (no teleport).

  27. - Top - End - #27
    Orc in the Playground
     
    OldWizardGuy

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    Default Re: Rune Magic

    Quote Originally Posted by Mark Hall View Post
    Not the least bit 3.5. In fact, Ultima Thule was released for the now-defunct 4th edition of the game, as opposed to the current 5th edition. It is, however, available for purchase, and I think I have a spare copy of it at home that you can PM me about buying.
    Rune magic was redone in Hedge magic revised edition for fifth edition ars magica and the book is still in print.

    But Ars Magica and D&D are very different games.

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    RangerGuy

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    Default Re: Rune Magic

    Artificers could easily be refluffed as runecasters. Instead of infusions you have runes. You wouldn't even need to worry about changing any of the components or casting times.
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    Cadian 9th's Avatar

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    Default Re: Rune Magic

    There's Craft Rune Circle from Races of Stone, requiring caster level 5th: it has rules for making wondrous items/other items into rune circles. Sure, it takes longer to make, but its generally 1/2 the price and permanent.

    Are we talking using Runes or like drawing pentagrams?

    Ditto on NecroticPunch
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    Titan in the Playground
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    Default Re: Rune Magic

    As far as I can see the closest thing to what the OP wants is Truenaming...which unfortunately sucks. But if Truenaming worked it would work like the OP's description. As is it does a little: reversible utterances for example add that attitude.
    Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor

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