Argon writes "In
Secret of the Runes, we found out about the origin of Rune Lore. In
this long awaited follow up to the Postfest IV article, we will
address the lost Joten magic’s and an alternate Wizard class called
the Rune Caster, plus some Rune Feats.
Secret
of the Runes II
The magic, or Rune Lore, will
be released in a separate article. “May Dumathoin the Keeper of
Secrets guide us well.”
Origin
of the Runes
Futhark
is the alphabet of the Jotun, the Runic alphabet from which language
was born. Futhark is the only link we have to the “Sannr” of the
cosmos; the only trace our “Ellri-kin” were able to leave us.
“Why
is it that our alphabet reveals so much about whom we are and why we
are, yet still holds so many secrets?” Bruntunuld thought to
himself. “There is more to this then I can read, or merely see. I
must meet with Truhtin Malgairtun, he is assembling all the Seithr of
our tribe.” Bruntunuld gathered some of his effects and rushed to
meet with Truhtin.
Here
we speak more of the Runic shapes, than of the origins of the
mysteries they represent. The actual mysteries are timeless and were
created – or more properly, “came into being” – with the
emergence of the Nine Worlds. In fact the Runes are important agents
in this process of “creation,” or “shaping” and precede the
arising of animate beings into the Worlds. The Runic forms may be
spoken of in a somewhat more historical context.
These
shapes are ultimately born from the holy signs conceived within the
minds of the Seithr and their Runemal – and probably much
earlier – as abstract graphic expressions of the innermost content
of their ancestral and magical teachings. They are found in great
abundance on the most ancient rock carvings of Oerik. Bruntunuld,
disgraced Seithr of the Steinkl of Stomm, describes the “primal
Joten” sitting atop a mountain receiving conceptual flashes of
inspiration, which he then emotionally expresses in markings that
come to be those concepts.
In
the earliest period, these so-called “pre-Runic signs remained
totally ideographic, or hieroglyphic. However, when contact was made
with the Joten races, the notion of phonetically representing
language by symbols was slowly introduced into the Dwarven
territories. Many scholars believe that the Runes were formulated by
the first AEsir, in the first and second age of Oerth. All these
theories are interesting and hold many truths, but they are is not
our main interest. It is important to note that when ancient Flan
peoples chose a Rune to represent a sound, in their language, they
would usually choose a shape that in some way resembled the
corresponding Dwarven, Joten, Oeridian, or Suloise character. This
undoubtedly played a large role in the formulation of Galdrar
and their association with certain Runic forms, as many of these
people were not yet exposed to these cultures.
The
internal structure, ordering, naming and symbolic content, of these
glyphs are totally unaffected by the Joten races. There is a magical
“deep structure” that governs these factors. This “deep
structure” was well known by the Priests and Runemal of Dumathoin
and they carefully formulated the Runic ideology and transmitted it
across tribal boundaries, through preexisting Joten rites. Through
this ancient guild of Rune Casters, the Runic system was able to
maintain a high level of internal integrity, despite crossing
countless tribal lines, until one day it was locked away for several
ages.
Mythically,
it is through the AEsir, Annam, that the other AEsir and Joten
are able to receive Rune wisdom. Annam was the first being to be
fully initiated into the Runic mysteries; that is, he first extracted
the Rune wisdom directly from its source and formulated it within his
being in such a way that it could be communicated to other beings.
The initiatory myth is represented by the Poetic Edda, in the song
called “Annamal” – “The sayings of Annam.” Stanzas 138 and
139 of this song read:
I
know, that I lay
on
a bed of bones and flesh
all
of the nights nine,
wounded
by ashen spears
and
given to Annam;
myself
to myself
on
that field
that
no Joten knows,
from
where it rises.
They
dealt me no bread
nor
drinking horn,
I
looked down,
I
took up the Runes
I
took them screaming,
I
fell back from there.
This
describes an initiatory process of a Shamanistic type, in which the
initiate passes through the Nine Worlds each representing a Plane of
existence. He temporarily enters a realm of the dead. At that moment
the initiate receives the entire body of Rune wisdom and it is etched
into his being. In the next instant, the initiate returns to the
Primal Plane with the Rune wisdom permanently encoded and ready for
use, or communication.
Runic
Practices
There
are many Runic practices, the three known on Oerth are Joten, Dwarven
and those of mankind. Runes are found carved on wood, stone, metal
and bone objects.
Wood
is most certainly the favored medium for portraying Runes –
especially for magical purposes. As evidenced by the Joten words for
pieces of wood associated with the Runes, which are numerous. Three
Joten examples of this connection would be the words stafr
(stave, letter, secret lore), teinn (twig, talismanic word for
divination) and hlutr (lot for divination, talismanic object –
on which Runes also were carved).
There
are also a few stone talismans, but of course the large Rune stones
for Cultic, or Funeral ceremony purposes, represent the most numerous
Runic inscriptions in stone.
Metal
is extremely popular for talismanic purposes. The bracteates
(thin metal disks inscribed with Runes and various other designs)
represent an important tradition in magical Runic practice. Other,
more utilitarian objects made of metal (especially axes and swords)
also are inscribed with Runes in order to impart special magical
powers to them so that they might perform their functions with more
distinction, or protect the user.
Bone
objects also are not uncommon and these usually are connected with
magical practices as well. The Runes were risted with either
knife points, or special pointed instruments dedicated to the Runic
art.
Runic
practices focus on coding intricate patterns that no uninitiated
person can understand fully. The basis of Runic code is somewhat
numerical in nature, though the symbolism of the Runic language does
not easily define its numerical value.
The
following is a new playable class known as the Rune Caster.
This class has its own list of magical Runic formulas to draw from.
The Joten races refer to Rune Casters as Vitki, Dwarves call them
Runemal, and men call them Rune Casters. All three races represent
the majority, though some humanoid races have developed talents with
Rune Lore as well.
Rune
Caster
The
Rune Caster – a.k.a. Vitki – is an alternate Wizard class.
Instead of glancing over tomes and summoning unseen energies into a
magical effect, the Vitki rists objects, or places, with the
Sannr – as the Joten races call it. The Sannr – a formula of
Runes – can be invoked in different ways and not just by a Rune
Caster.
The
major difference between traditional Wizards and Rune Casters is the
way the magic is carried out. A traditional Wizard will cast his
spell and have its effect take place either right away, or at a set
time. While a Rune Caster rists the Sannr onto an object and
its effects take place whenever the bearer of the Rune invokes it,
using the proper ritual to activate the Rune.
Rune
Casters also differ from Wizards in that no one can teach you a Rune.
You either have the innate wisdom to take in the Rune, or you do not.
No schooling, or mentor-ship, can enable you to take in the Rune
Lore. Wizards can study magic, find lost tomes, or cast spells and
observe their effects, to better understand said magic spells and
learn them. In this way a Wizard chooses his/her spells, while the
Runes choose the Vitki.
Rune
Caster
Alignment: Any.
Hit Die: d6.
Class Skills: The
Rune Caster class Skills (and the key ability for each Skill) are
Concentration
(Con), Craft
(Int), Diplomacy (Cha), Decipher
Script (Int), Knowledge
(all Skills, taken individually) (Int), Profession
(Wis), Risting (Int), Ride (Wis), Rune Craft (Int), Spot (Wis), and
Survival (Wis).
Skill Points at
1st Level: (3 + Int modifier) ×4.
Skill Points at
Each Additional Level: 3 + Int modifier.
Table
1: The Rune Caster
Level
|
BAB
|
Fort.
|
Reflex
|
Will
|
Special
|
1
|
0
|
+0
|
+0
|
+2
|
Rune
Lore
|
2
|
+1
|
+0
|
+0
|
+3
|
|
3
|
+1
|
+1
|
+1
|
+3
|
|
4
|
+2
|
+1
|
+1
|
+4
|
|
5
|
+2
|
+1
|
+1
|
+4
|
Bonus
Feat
|
6
|
+3
|
+2
|
+2
|
+5
|
|
7
|
+3
|
+2
|
+2
|
+5
|
|
8
|
+4
|
+2
|
+2
|
+6
|
|
9
|
+4
|
+3
|
+3
|
+6
|
|
10
|
+5
|
+3
|
+3
|
+7
|
Bonus
Feat
|
11
|
+5
|
+3
|
+3
|
+7
|
|
12
|
+6/+1
|
+4
|
+4
|
+8
|
|
13
|
+6/+1
|
+4
|
+4
|
+9
|
|
14
|
+7/+2
|
+4
|
+4
|
+9
|
|
15
|
+7/+2
|
+5
|
+5
|
+9
|
Bonus
Feat
|
16
|
+8/+3
|
+5
|
+5
|
+10
|
|
17
|
+8/+3
|
+5
|
+5
|
+10
|
|
18
|
+9/+4
|
+6
|
+6
|
+11
|
|
19
|
+9/+4
|
+6
|
+6
|
+11
|
|
20
|
+10/+5
|
+6
|
+6
|
+12
|
Bonus
Feat
|
Table
2: The Rune Caster Active Runes Per Day
Level
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
9th
|
1st
|
2
|
|
|
|
|
|
|
|
|
|
2nd
|
3
|
1
|
|
|
|
|
|
|
|
|
3rd
|
4
|
1
|
1
|
|
|
|
|
|
|
|
4th
|
4
|
2
|
1
|
|
|
|
|
|
|
|
5th
|
4
|
2
|
2
|
1
|
|
|
|
|
|
|
6th
|
4
|
3
|
2
|
1
|
|
|
|
|
|
|
7th
|
4
|
3
|
3
|
2
|
1
|
|
|
|
|
|
8th
|
4
|
4
|
3
|
2
|
1
|
|
|
|
|
|
9th
|
4
|
4
|
4
|
3
|
2
|
1
|
|
|
|
|
10th
|
4
|
4
|
4
|
3
|
2
|
1
|
|
|
|
|
11th
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
|
|
|
12th
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
|
|
|
13th
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
|
|
14th
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
|
|
15th
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
|
16th
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
|
17th
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
18th
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
19th
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
20th
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
Class Features: All
of the following are class Features of the Rune Caster.
Weapon and Armor Proficiency:
Rune Casters are proficient with any light melee and martial weapons
and with light armor and all shields, except tower shields. Rune
Casters are not affected by arcane spell failure, as the ritual to
rist a Rune is done prior to invoking it.
Spells: A Rune Caster invokes
Runes which are drawn from the Rune Lore list. A Rune Caster must
choose and prepare his Runes ahead of time (see below).
To learn, or
prepare a Rune, the Rune Caster must have a Wisdom score equal to at
least 10 + the Rune level. The Difficulty Class for a saving throw
against a Rune Casters Sannr is 10 + the Rune level + the Rune
Casters Wisdom modifier.
Like most
spellcasters, a Rune Caster can invoke only a certain number of Runes
of each Rune level per day. His base daily Rune allotment is given on
Table: The Rune Caster. In addition, he receives bonus spells
– per day – if he has a high Wisdom score.
Unlike a bard, or
sorcerer, a Rune Caster may know any number of Runes. He must choose
and prepare his spells Runes ahead of time by getting a good night’s
sleep and spending the Crafting time necessary to rist the
Rune. While Crafting, the Rune Caster decides which Runes to prepare
for the day.
Bonus Languages: A Rune Caster
may substitute Joten, or Dwarven, for one of the bonus languages
available to the character because of his race.
Rune Lore: At 1st level, a Rune
Caster gains Rune Lore as a bonus Feat.
Bonus Feats:At 5th, 10th, 15th,
and 20th level, a Rune Caster gains a bonus Feat. At each such
opportunity, he can choose an item creation Feat (Forge Ring, Craft
Wondrous Items, or Craft Magic Arms and Armor), or a Rune Feat. Runes
do not benefit from Meta Magic, or Spell Mastery Feats. The Rune
Caster must still meet all prerequisites for a bonus Feat, including
caster level minimums.
These bonus Feats
are in addition to the Feats that a character of any class gets from
advancing levels. Otherwise, the Rune Caster is not limited beyond
his class limitations in taking a Feat.
Rune
Feats
Rune
Lore:
All Rune Casters start with this Feat, it is the language of the
Runes and the innate understanding of this obscure ability. However,
one must possess a Wisdom Score of 10, or more, to even begin to
comprehend Rune Lore. Any other class which takes this Feat gains the
Rune Craft Skill and might be able to ascertain what affect a Rune
might have, much like Spell Craft determines the affect of a spell
that has been – or is about to be – cast. This Feat does not
grant those of other classes the ability to cast Runes.
Continuous
Rist: A
Rune Caster with this Feat can forgo the Crafting time for risting
a Rune, if he has risted
and cast it the day before. Let’s say the Rune Caster risted
the “Drizzle” Rune yesterday and cast it as well, the next day he
can forgo the risting
time, if he chooses to prepare the Drizzle Rune again the next day.
Note:
If the Rune Caster risted the Rune yesterday and did not cast
it, he would not have to rist it again, unless he wanted to
prepare a different Rune, then he can expend it, so that he can
prepare another Rune that day. Also if he risted the Rune
three days ago and cast it two days ago, but did not rist it
again, or use Continuous Rist on the Rune yesterday, he would
not be able to do so today.
Rune
Staff: While
many
Rune
Casters learn the NiQ Rune, those with this Feat can Craft the staff,
or wooden pole, with added benefits. If the Rune Caster wishes to
Craft a non magical pole, or stave, he can do so and anyone who has
this placed on their property receives a non magical circumstance
penalty of -2 on all reaction rolls, even their closest friends and
family. If the Rune Caster invokes the NiQ Rune with this Feat, the
circumstance penalty stacks with the Runes effect. The non-magical
effect lasts until the staff, or pole, is destroyed and then it
lingers for a number of days equal to the Caster's rank in his
Risting
Skill. For the NiQ Rune, check the Rune's description in the Rune
Lore section.
Rune
Knife: Most
Rune Casters carry a knife which is risted
with various Runes. Many times this knife is used in mixing inks, or
aids, in risting
a Rune. A Rune Caster with this Feat can attack with this knife as if
it were a magical weapon, as far as overcoming damage reduction;
otherwise it behaves as a normal weapon.
Vitki
Rister: A
Rune Caster can take this Feat once he has 5, or more, ranks in his
Risting
Skill. All Runes risted by the Rune Caster receive a +1 to their DC
for every 5 ranks the Caster has in his Risting
Skill. So +1 at 5 ranks, +2 at 10 ranks, +3 at 15 ranks, +4 at 20
ranks, etc.
Rune
Binding: A
Rune Caster must be at least 5th
level to take this Feat. A Rune Caster also needs to have at least 5
ranks in his Risting
Skill. The Rune Casters can rist
a bracteate
symbol onto the surface of the ground. Any creature not native to the
Prime Material plane, which happens to step into the circle, is bound
inside, if it fails a save DC equal to the Rune Casters level + the
Caster's Risting
Skill rank. The creature is bound until the symbol is broken, or
crossed, by someone native to the Plane of existence. The creature
can take no actions if caught inside this binding circle.
Note:
the Rune Caster often uses this to trap such creatures until they can
be banished to their home plane. If the creature is attacked, the
symbol is broken and he is free to act once again.
Vitki
Bracteate:
A Rune Caster who has attained 7th
level may use his bracteate
to hold undead and extra-planar creatures at bay; he also needs to
have learned the Rune Binding Feat. A Rune Caster with this Feat can
turn undead and extra-planar creatures like a Cleric’s turn
undead
ability.
Note:
Undead and extra-planar creatures cannot be destroyed with this
ability.
Note: Part three will detail some of
the available Rune Lore available to the Rune Caster class.
"