Runewrite

Runewrites use magical sigils and imbue them with the power of a spell. This allows their magic to be stored and used by others.

Runewrite

The oldest form of Mana Manipulation and still considered to be superior to Spell Casting in many ways. Rune Writing, like spell casting briefly accesses the Mana stream in order to execute commands, the method of access however, differs considerably. Complex Runes are written in pigment on objects or in the air in the form of glyphs and persist until activated or their energy dissipates. This allows Mages to essentially store spells for later use or to magically ward their surroundings.

Most runewrites train for years to just to learn the basics of rune inscription and mastery of such arcane arts can take a lifetime.

Playing a Runewrite

XP Cost: 4 Prerequisites: Intellect 14

Choosing this Archetype grants you the following:

Training

Gain Training in Arcane, Fine Motor any 3 of the following Skills: Apothacy, Perception, Insight, Debate, Engineering, Investigation or Medicine.

Gain Training in the use of 1 Melee Ranged or Thrown Weapon Type.

Gain the ability to read and write the language known as Runic.

Equipment

Acquire a Runebook, Tablet, Scroll, or other written collection of known Runes to your Inventory. You need your spell collection in order to cast your spells. If it is separated from you or destroyed you will be unable to cast unmemorized spells without the notes contained within. A runewrite can create a lost spell collection by paying 1,000 Silver or copying or stealing another mages spell collection.

Acquire a Common Suit of Light Armor of your choice to your Inventory.

Acquire a Common Weapon of your choice to your Inventory.

Ability

Rune Casting The Ability to cast any Rune that you have in your Runebook and have the necessary Mana to cast. Writing a rune requires the same Action type as casting the contained spell.

Trait

Runewrite Spell Collection Gain the Arcane Spell “Mana Bolt” at this time.

Acquire any 2 Arcane Spells of Tier I or any 1 Arcane Spell of Tier II.

Archetype Ability

Runic Defense When you Roll Initiative you may use your Reaction to Reduce your Mana Maximum by -1 to gain a bonus to your AC equal to your INT Modifier until the end of Active Combat. You may use a Motion or Reaction to Drop this Magic Defense and Immediately Regain the Mana Used to Initiate this Ability. You may never gain the benefit of more than 1 Magic Defense type at any time.

Choose Rune Type

All Runewrites use either glyph or physical Runes to create their Spells. Choose which kind of runes are available to your Runewrite.

Glyph Runes

Glyph Runes are written using a glyph pen or any piece of crystal. A small amount of mana is forced into the pen or crystal by the user and when shapes are traced in the air they hover and glow dimly in various colors. This allows Mages to create Glyph Runes, which due to their static and magical nature make for excellent Wards and Protective Spells. Glyph Runes are Immobile and Dissipate slowly over time. Refer to the chart below for the rate of decay.

Tier I Spells 48 + Intellect Modifier Hours till Dissipated 
Tier II Spells 24 + Intellect Modifier Hours till Dissipated
Tier III Spells 12 + Intellect Modifier Hours till Dissipated

All Runes are triggered by whatever prerequisite the creator chose. As long as a target is in Range and the prerequisite has been met, the Rune is triggered and the Spell contained within is released. If a targeted Spell is housed inside the Rune and it is triggered outside of the Spell’s Range, there is no Effect and the Spell releases in a visible puff of harmless Mana.

All runes have a Maximum Trigger Range that is based off of the level spell contained within. Refer to the table below for rune trigger ranges. The caster can choose to have the housed spell trigger at any one range within the given range.

Tier I Spells 10 + Intellect Modifier Meters
Tier II Spells 40 +  Intellect Modifier Meters
Tier III Spells 90 +  Intellect Modifier Meters

Material Runes

Material Runes are written in any pigment on Tiny Items of high value, the higher the value the better. Paper and rare metals such as gold and silver are favored rune mediums, however, others use beautiful river stones and animal antlers as “Value” is somewhat subjective. This is done because the spell's energy will eventually disintegrate the object on which it is written and for reasons unknown the magic seems reluctant to destroy items of higher monetary or sentimental value. This allows discerning Mages to essentially store multiple spells for later use conveniently stored and ready to go. Refer to the table below for the rate of disintegration.

Spell Level High Material Value 1GP or Higher Medium Material Value 1 SP or Higher Low Material Value 1 CP or Higher
Tier I Spells 20 + Intellect Modifier Hours 9 + Intellect Modifier Hours 3 + Intellect Modifier Hours
Tier II Spells 16 + Intellect Modifier Hours 7 + Intellect Modifier Hours 2 + Intellect Modifier Hours
Tier III Spells 12 + Intellect Modifier Hours 5 + Intellect Modifier Hours 1 + Intellect Modifier Hours

All Runes are triggered by whatever prerequisite the creator chose as long as a target is in range and meets the prerequisite the Rune is triggered and the spell contained within is released. All runes have a trigger range that is based off of the level spell contained within. Refer to the table below for rune trigger ranges.

Tier I Spells 10 + Intellect Modifier Meters
Tier II Spells 40 +  Intellect Modifier Meters
Tier III Spells 90 +  Intellect Modifier Meters

Traits and Abilities

Purchase with XP

Traits

Favored School of Magic

XP Cost: 1 Prerequisites: Runewrite

Choose a favored school of Magic from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy or Transmutation.

You gain a number of Tier I spells of the chosen School equal to your Intellect Modifier.

School of Magic Focus

XP Cost: 2 Prerequisites: Runewrite, Favored School of same type

Choose a focused school of Magic from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.

You gain a number of Tier II spells of the chosen School equal to your Intellect Modifier.

School of Magic Specialist

XP Cost: 3 Prerequisites: Runewrite, Focused School of same type

Choose a school of Magic to specialize in from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.

You gain a number of Tier III spells of the chosen School equal to ½ your Intellect Modifier.

Cantrip Rune

XP Cost: 3 Prerequisites: Runewrite

Choose a Tier I Arcane Spell within your runewrite rune collection. You may now cast that spell without referring to your runebook. Once per turn, the Cost to cast the chosen spell is reduced to 0 Mana. You may choose a new Spell to be your Cantrip whenever you acquire new Spells.

Contained Runes

XP Cost: 1 Prerequisites: Runewrite

Better penmanship means better Runes. Your practice has paid off and your runes tend to last much longer than the average mage’s.

Your Runes last an additional number of hours equal to your Intellect Modifier before dissipating.

Resilient Runes

XP Cost: 1 Prerequisites: Runewrite

The items on which you place runes gain a 5 HP magic shield that is resistant to Impact Damage that protects them from harm. The shield does not recharge and the item is destroyed normally if the damage exceeds the shield’s value and meets the item’s HP value. The shield only protects the tiny item used for the Rune from targeted attacks. The wielder or holder of a Resilient Rune gains no defense benefit.

Hidden Runes

XP Cost: 1 Prerequisites: Runewrite, Contained Runes

You can pay an additional 1 Mana when creating a new Rune to cause it to become invisible.

Battle Casting

XP Cost: 2 Prerequisites: Runewrite

You can now choose to exclude any tiles in the area of your spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.

Mana Recycling

XP Cost: 2 Prerequisites: Runewrite

You have learned to reabsorb the energy from spells that do not connect with their intended target. You do not lose the Initial Mana when your Targeted Spells Miss, only when they Hit. Any Mana used to Overpower a Spell is still considered to have been spent. This effect only applies to spells that have an attack roll and/or require a Spell Attack Action to Cast.

Rune-Finger

XP Cost: 2 Prerequisites: Runewrite

You can now force Mana into the tip of any of your fingers to write Runes, instead of either conventional method.

Precise Runes

XP Cost: 2 Prerequisites: Runewrite

The flawless precision of your runescript means you don’t need to invest quite so much mana per Rune. ½ Mana Cost per Rune Cast.

Ageless Runes

XP Cost: 2 Prerequisites: Runewrite, Contained Runes

Your Runes now dissipate in twice as many hours.

Deep Runes

XP Cost: 2 Prerequisites: Runewrite, Precise Runes

Your untargeted spell effects housed in runes always deal maximized damage to the creature that triggered the Rune.

Robe Graduate

XP Cost: 1 Prerequisites: Runewrite

You may acquire a Mage’s Robe in a color and cut of your choice.

You are considered to have a diploma proving you have completed the first portion of your Arcane Education.

Hat Graduate

XP Cost: 2 Prerequisites: Runewrite, Robe Graduate

You may acquire a Mage’s Hat in a color and cut of your choice.

You are considered to have a diploma proving you have completed the 2nd portion of your Arcane Education.

Wand / Staff Graduate

XP Cost: 3 Prerequisites: Runewrite

You gain the Tier II Enchantment Spell “Create Wizard’s Wand / Staff”.

You gain the Tier I Enchantment Spell “Repair”.

You gain a 2 Meter length of Enchanted Hardwood that has 14 Item HP and is not Flammable that may be used for the creation of your wand or staff.

You are considered to have a diploma proving you have completed the final portion of your Arcane Education.

Abilities

Layered Runes

XP Cost: 3 Prerequisites: Runewrite, Precise Runes

You can store multiple Spells of the same type in one rune. Each additional Rune decreases the hours Till Dissipated by 1d6. All spells in the same rune are activated by a single trigger.

RuneScript

XP Cost: 3 Prerequisites: Runewrite, Precise Runes

You no longer need to write your Runes in Runic, you can now choose to write your runes in any language you know. They appear as simple words or letters to the naked eye. Requires a DC 14 Arcane Skill Check to reveal their magic nature.