Magic
Runes are always inscribed on something. They are activated when
read. You only get a save to avoid reading them if you detect the
writing is dangerous, otherwise the spell effect will trigger.
Illiterate creatures, or very unintelligent beings with a -2 or worse
Int modifier, can also avoid activating this rune on accident due to
the slowness and deliberate nature in which they can read, if they
can read at all.
[1]
Phalanx Rune - 1st
level
When
read, all of the other text on the scroll or within the book is
shuffled into rows and columns, and 'marches' like an army instead.
You can only 'defeat' a rank by reading it, and all ranks march
linearly. This essentially means you cannot read anything secretive
or sensitive until the very end if the spell-scribe wanted to protect
it; greatly increases research time and makes the book impossible to
use for quick research. This spell is mostly written on books to
protect their secrets.
[2]
Alteration Rune - 1st
level
This
rune doesn't automatically activate when it is read, it must first
detect changes made to the text it is written on- the original draft
of the text is what is now forever bound by the rune. It can “scan”
a number of pages equal to the caster level of the one who scribed
it, so a very well furnished spellbook may have multiple runes spaced
out every 'chapter'. If the book has been altered in some way in the
text, such as through ripping out pages, spilled ink, gotten wet, or
doodles drawn in the margains; the rune will activate when it is read
to reformat the book's text back into order. Due to the limitations
of this spell and the magic, words will become cramped into the
corners to avoid wet spots, text will use ellipsis and
generalizations to parse over missing sections from destroyed pages,
and excess ink or graffiti within the book will be reused to make the
text bold at random points, and so on. This cannot repair all the
damage done to a body of work, just to the text, helping to keep it
back in shape. Some clever spell casters may also use this to do
things like create self-wiping notepads or cleverly hide notes in
wizard school that they can destroy in an instant.
[3]
Rune of Inspiration -
2nd
level
When
this rune is read, the reader feels a rush of creativity and mental
resurgence. They instantly gain another saving throw against any
minor mental effects currently plaguing them, like a brain fog curse,
and gain a +1 to their Intelligence modifier for their next action.
Whenever this rune is read, it turns gray from its normal brilliant
blue coloring and takes 1d4 weeks to recharge. Magic users often
scribe these into their spellbooks on a specific page or even on the
end of their staff, covering it with a cloth until it is time to use
the magic rune for a burst of mental activity.
[4]
Blinding Flash Rune -
3rd
level
When
read, this rune destroys itself in a blinding flash of light. The
target must make a saving throw else they go blind for 1d4 days. If
the being had poor eyesight to begin with, or was reading with
glasses, they may go blind permanently instead on a second saving
throw.
[5]
Rune of the Cell -
3rd
level
This
rune only works on beings who are either two dimensional, or are
beings who were warped into a flatland/flat world space. Touching or
trying to behold this symbol while close enough reveals it is a box;
and the being is warped inside. To them in the flat world, it has
surrounded them entirely, where as in the three dimensional world
looking in, their figure is simply trapped in a small square rune.
The 3rd
dimensional being can then destroy this figure by pressing their
finger into the page, or burning it or whatever other method to
annihilate this being, or can set them free by erasing part of the
Rune. This useful rune is often employed against spies trying to
steal secrets directly out of a Wizard's library, as only a few books
need to be trapped to hopefully catch a thief, or to catch flatlander
creatures like word-worms and spell-thieves among the text. High
level thieves can express a moment of inter spatial power to slip out
of this rune if they are skilled enough, leading to incredible
exploits of the 2nd
dimensional rogues and their ability to move “over” and “under”
things; inconceivable to the minds of beings native to that
dimension.
[6]
Flying Curse Rune -
3rd
level
When
this rune is read, it peels itself off the paper and has three
additional effects. First, it sours all milk in the area, sickens
livestock, and makes births more painful. Second, it floats above the
reader's head, flapping away with little wings if they try to attack
it or cast a spell to make it go away. Third, it emits a loud crow's
caw every few minutes, drawing attention to the unfortunate cursed
individual. As such, those affected by this rune are cursed and
driven out of communities, shunned through no fault of their own due
to the misfortune they bring to others. Beyond wishes and
curse-ending spells; this spell can be cured by hitting and 'killing'
the rune with a surprise or ranged attack by an exceptional
individual, or by having the mark branded into your skin. This causes
1d6 permanent damage to your Charisma
score, but ends the aura.
[7]
Rune of Restoration -
4th
level
This
powerful Rune spell was devised by ancient spell-scribes as their own
method of immortality. While it is very difficult to rune, and
requires many years to both hunt down the rare inks and quills
necessary as well as the process of drawing this intricate rune in
exact perfect detail; it has a great power. The moment the user reads
this rune, they are restored to their same physical and mental state
when they first read it. They forget everything they learned after
they read the rune for the first time, but regain their youth,
health, and all other features. By using this rune, it is possible to
turn back the clock, but you also lose all experience points, levels,
mutations, etc. Unfortunate use of this rune could cause the user to
get trapped in an infinite time loop, such as being trapped in
another dimension where you are horribly maimed, read the rune, and
then repeat the process forever without remembering what happened or
how to escape. If the rune is altered with even the slightest ink
smudge or paper crinkle it can cause disastrous paradoxes in time and
space. The Wizard must make a hard save or be trapped in paradox
crystals, endlessly reading the rune over and over and beholding its
infinite true form.
[8] Cold Rune
- 4th
level
The
Cold Rune is slightly different. When it is first carved or drawn, it
is locked in place with magic ice. Over the next 10 years, the
surrounding lands become colder and colder, the winters longer and
the snow thicker. The sun gets darker and struggles to rise over the
horizon. The people will start to suffer and be forced to leave the
land or die in such extreme conditions, though some cultures like
dwarves or elves will adapt much better then others. The Cold Rune
effect eventually turns the land into a land of never melting ice,
endless frost and winter, where the ice fairies dance and call
home.
The only way to end the Cold Rune's spell is to find the rune, chip away the ice protecting it, and read the incantation aloud. The person who reads the incantation will freeze and turn to snow, blowing away in the mind, as the land returns to its natural state. Due to the sacrifice required to use this spell, few are willing to venture to the lands of permafrost and give up their lives to bring back the spring.
The only way to end the Cold Rune's spell is to find the rune, chip away the ice protecting it, and read the incantation aloud. The person who reads the incantation will freeze and turn to snow, blowing away in the mind, as the land returns to its natural state. Due to the sacrifice required to use this spell, few are willing to venture to the lands of permafrost and give up their lives to bring back the spring.
Y'know, there's practically a whole adventure buried in this list - a trapped storybook guarding secrets kept by metaphor, its text its guardians, its fonts holding hidden meaning, its pages protected by runes.
ReplyDelete