RUNE MAGIC

First Level Spells

Arcane Bolt
Level: 1+
Area: 1 person
Range: 36 m/yds
Effect: 1D6 + 2D6 per Level after Level 1
Duration: 1 round
DV: 14 + 2 per Level
END: 16
Time: 20 minutes
Skills: Runes, Odal
This spell can grow in power, depending on how many points the spell caster has put into it. Thus if a Hero knows this spell at level 4, then he can cast a 7D6 bolt with a Difficulty Value of 20. The spell does Knockout Damage. It requires a non-reusable focus of at least the size of a wand or arrow which is consumed when the spell is released.

Sense Magical Aptitude
Level: 1
Area: 1 person
Range: Touch
Effect: Detect the Magically Gifted Talent
Duration: 1 round
DV: 14
END: 1
Time: 1 round
Skill: Runes, Hazel
Quickly tracing a pattern in the air, the Rune Priest is quickly able to ascertain whether an individual has the aptitude to learn magic.

Second Level Spells

Third Level Spells

DokAlfen Eyes
Level: 3
Area: 1 persons eyes
Range: Touch
Effect: Recipient gains ability to see heat
Duration: 1 Hour
DV: 18
END: 16
Time: 1 minute
Skills: Runes, Lagus
Casting this spell requires runes to actually be drawn in ink upon the eyelids of the recipient. The Rune Priest will require a feather quill pen, ink, and a very steady hand. The effect of this spell is to grant the ability to actually see heat sources as if they shed normal light. This allows the recipient to see his surroundings in hues of red (warm) and blue (cool). It is possible to be far enough underground or in a desert where there is no heat source whatsoever. In this case, the character’s surrounding will appear as dark as it would without the spell. This spell is triggered whenever the bearer of the runes wills it.

Woden’s Strength
Level: 3
Area: 1 person
Range: Touch
Effect: Increase STR Stat by 3 points.
Duration: 1 turn
DV: 14
END: 4
Time: 1 hour
Skills: Runes, Sol, Rad
When cast and written upon the skin, the recipient may trigger it to gain a temporary boost to his Strength Stat of 3 points. This affects all damage an any skills depending on the Strength Stat. This spell may be triggered even by those without the Magically Gifted Talent so long as they are a devoted follower of Woden.

Fourth Level Spells

Bindings of Self
Level: 4
Area: Cone beginning at rune to 12 m/yds
Range: 12 m/yds
Effect: 5D6 vs. Resistance.
Duration: 1 round
DV: 22
END: 8
Time: 5 minutes
Skills: Runes, Isa
This rune is placed on an object such as a wand or staff. When the spell is triggered by the priest, it affects a cone-shaped area starting at the rune and extending 12 yards. The affected area is 12 yards wide at the maximum range. This spell effectively paralyzes foes caught in the area of effect. Only an effort of will can eventually set a person free. The player rolls 5D6 and finds the total of the dice for each victim. If this total exceeds the victim’s Resistance, then the victim will be affected by the spell.

Although the spell is active only on the round it was released, foes who have succumbed to the spell can only escape through an act of sheer willpower. Each victim may spend a round to roll a number of dice equal to their Willpower. If this equals or exceeds the total rolled by the attacking priest, the character is free. If not, record the total rolled. Next round the character may try again and add the result to his previous total. Thus a character can not be permanently held by the Bindings.

This spell may be used on the Battlefield, but the caster must be in a hex adjacent to the enemy and not yet engaged in Melee. The effect lasts one Battlefield Turn.

Blind
Level: 4
Area: 1 person
Range: 2 m/yds
Effect: 3D6 Hits to the Eyes.
Duration: 1 round
DV: 18
END: 1
Time: 20 minutes
Skills: Runes, Haegl, Thorn
This is a very dangerous and despicable spell that is easily capable of permanently destroying a person’s eyes. The spell requires the caster to scribe a rune upon a piece of parchment written in special, poison ink. This ink is difficult to obtain, as the poison must be extracted from an adder. Each casting of the spell will consume 5 gold coins worth of the material. After the rune is written, the paper is crumpled and placed in a vial with warm oil. When needed, the priest empties the vial upon his hands and then must flick the droplets into his target’s eyes (a hand-to-hand combat maneuver at a -6 for targeting the head, unless the target is not resisting). Roll 3D6 and compare it with the total Hits of the victim. If this total is equal to or greater than half the target’s total Hits, he is blinded permanently. Whether or not the spell is successful in blinding the victim, the character will still take 3D6 Hits of damage if the priest’s Hand to Hand attack was successful.

Detect Magic
Level: 4
Area: 10 m/yd radius
Range: none
Effect: Rune glows soflty in the presence of magic.
Duration: 5 minutes
DV: 18
END: 16
Time: 1 hour
Skills: Runes, Peorth
This rune can be inscribed upon an object and will trigger when it comes within 10 yards of magical effects, spells, magic items, and creatures of the Otherworld. Like most rune spells, this spell fades after one use.

Missile Shield
Level: 4
Area: Caster only
Range: None
Effect: 2 + DEX + 3D6 vs. incoming missile attack
Duration: 1 turn
DV: 22
END: 1
Time: 5 minutes
Skill: Runes, Nyd
The Missile Shield provides some protection against thrown weapons, arrows and crossbow bolts. The rune may only be placed upon a ring, necklace or belt which would be worn by the beneficiary. The rune caster may activate this spell as a defensive action (thus a person may activate the spell through a defensive abort). The spell will work for one turn. To gain the benefits of the spell, the caster must perform no other action for each round other than to walk his MOVE in m/yds. When an attacker makes an attack with a thrown weapon, arrow or crossbow bolt, the spell caster may make a 3D6 roll plus 2 plus his Dexterity score. If this total is equal to or greater than the attacker’s Attack Value, then the weapon falls harmlessly to the ground without inflicting damage.

Fifth Level Spells

Confuse
Level: 5
Area: 14 yds radius
Range: 66 yds
Effect: 7D6 vs. Resistance
Duration: 1 round
DV: 22
END: 16
Time: 6 hours
Skills: Runes, Thorn
The effect of this spell varies depending on how well the 7D6 roll turns out. Add up the dice and compare it to the target character’s Resistance.

> Resistance = Target’s action moved to last
10 > Resistance = Loose action this round
20> Resistance =Wander off away for 1D6 rounds
30> Resistance = Attack random person for 1D6 round.

This spell must be cast into a non-reuseable baked clay rune. Releasing the spell requires breaking the clay form.

Rebounding Death
Level: 5
Area: 16 m/yds
Range: 66 m/yds
Effect: 4D6 Deadly Damage
Duration: 1 round
DV: 22
END: 16
Time: 20 minutes
Skills: Runes, Haegl
Using a disc which begins floating when the spell is released, Rebounding Death causes the sharp saucer to soar to its destination and slam into one target after another. Each living being in a 16 m/yd radius will be struck once by the disc. The disc is made from a specially made iron plate and the image of a wagon wheel is etched upon its surface. A blacksmith can manufacture one of this in about 2 days time for the cost of 50 silver coins. This includes time to etch the wheel pattern and sharpen the edge. This item is not reuseable as the disc tends to slowly break apart each time it hits something.

Sixth Level Spells

Bindings II
Level: 6
Area: Cone beginning at rune to 18 yds
Range: 18 yds
Effect: 9D6 vs. Resistance
Duration: 1+ round
DV: 26
END: 16
Time: 20 minutes
Skills: Runes, Isa, Wyn
This spell is as per Bindings of Self except it is much more powerful.

Magic Bomb
Level: 6
Area: 18 m/yd radius
Range: none
Effect: 11D6 to disepl or suppress all magic and magic items
Duration: 5 minutes
DV: 26
END: 32
Time: 1 hour
Skills: Runes, Haegel
This rune may be etched upon a throwable object and tossed so the caster will not be in the radius of effect. The cast can simply target an area instead of an individual. When this spell is triggered, the caster rolls 11D6 and totals the dice. Compare the result to 5 x the level of any spell within the effected area. If the roll exceeds this value, the spell is immediately deactivated. In the case of enchanted items, total up the number of OPs in enchantments in the item and compare the result to the total rolled by the caster of the Magic Bomb. If the roll exceeds the OP total, the item is deactivated for a period of 5 minutes.

Seventh Level Spells

Permanent Inscription
Level: 7
Area: 1 item
Range: None
Effect: Make one level 4 or lower Rune Spell permanent.
Duration: Permanent
DV: 30
END: 128
Time: 5 days
Skills: Runes, Odal, Cen
This spell utilizes massive energies to permanently burn a rune into an object. It is so powerful, in fact, that when the power of the rune permanently inscribed is released, it merely fades instead of disappears. In 24 hours, the rune will be again ready for use.

However, doing this has an accelerated effect on the decay of the item upon which a permanent inscription was made. If the item can decay naturally (such as wood, iron and other low quality materials) it will do so immediately as the strain of maintaining the power is drawn from the material itself. Therefore, Permanent Inscription must be placed only on non-decaying surfaces, such as gold, silver or items enchanted as indestructable.

Eighth Level Spells

Rune Beast
Level: 8
Area: 2 m/yd radius
Range: none
Effect: Summons a Rune Beast
Duration: 1 month
DV: 26
END: 64
Time: 1 day
Skills: Runes, Thorn
This extremely dangerous spell requires the Rune Priest to draw ornate and complex runes all day in the shape of his desired target -- the Rune Beast. This humanoid creature, when revealed in its true form appears to be an animated construct of drawn runes. When the spell is cast, the runes themselves move and gather themselves up to take the Beast shape. At this point, the Priest is required to make a WILL + Concentration skill roll against against the creature’s WILL + Concentration + 10. If this contest is successful for the priest, the creature will serve the priest faithfully and to the best of its ability for a period of one month. If the priest fails, the Rune Beast goes mad and will wantonly destroy anyone and anything in its path. In either case, the creature dissipates at the end of one cycle of the moon (one month).

Rune Beast stats:

INT 2 WIL 5 PRE 10 TEC 3 REF 5
DEX 5 STR 13 CON 7 BOD 7 MOV 7
RES 15 LUCK 7 SPD 3 SD 14 END 70
REC 20 THR 19 Hits 35 Stun 35
Run 14 Sprint 21 Leap 7 Swim 7
Attacks:
9D6 Armor Piercing Deadly (barbed Rune tentacles)
Defenses:
26 KD (No vital organs at all)
Other Abilities:
Shapeshifting (may assume the general form of a tall, robed man the color of shadow).
Skills:
Hand to Hand (REF) 5, Evade (DEX) 5, Tracking (INT) 5, Stealth (DEX) 5, Camouflage (INT) 5, Concentration (WILL) 3.

Ninth Level Spells

Warg Curse
Level: 9
Area: 1 person
Range: Touch
Effect: Turn one human into a wolf shapeshifter
Duration: 20 years minimum (or lifetime of victim)
DV: 38
END: 128
Time: 1 month
Skills: Runes, Eh, Haegl
This is a lengthy ceremony sometimes taking a team of priests to complete. During the ceremony, complex runes are drawn or carved into the body of the victim. This ceremony is always done only with the sanction of the king, and as such the victim is usually declared an out-law. An out-lawed person has no rights and no value. Therefore, it is legal for any person to harm, abuse or kill an outlaw. An out-law also is banished from the kingdom which usually forces him or her into the forests, hills, and other places away from the cities, towns and villages of the kingdom. Finally, the victim suffers from the full effect of the Warg Curse. This causes an uncontrollable change into a horrible, monstrous form of a wolf when the character is excited or angered.

Rune Spells of the Messengers of Woden

Level Three Spells

Seeking Daggers
Level: 3
Area: 1 dagger
Range: As per the dagger
Effect: +5 AV when throwing the dagger
Duration: 1 Round
DV: 14
END: 4
Time: 1 Minute
Skills: Runes, Eoh
This spell enchants the dagger to be thrown with uncanny accuracy, as the rune will actually guide the missile to its intended target. Any character with the Magically Gifted Talent may pick up a dagger inscribed with this rune and use it.

Level Four Spells

Flame Blade
Level: 4
Area: 1 Weapon
Range: None
Effect: +3 DC Fire Damage, Continuing burn
Duration: 6 hours or until willed by user
DV: 18
END: 32
Time: 5 minutes
Skills: Runes, Thorn
This rune, when released by a Magically Gifted caster will cause the metal blade of a weapon to become red hot. The magical effect will not ruin the weapon, however it will not work on the non-metal portions of a weapon.

Immutable Will
Level: 4
Area: 14 m/yd radius
Range: Centered around caster
Effect: +21 Resistance
Duration: 5 Minutes
DV: 22
END: 8
Time: 20 minutes
Skills: Runes, Gyfu
This spell bolsters the ability of the caster and those near him to better resist psychological and magical effects. The additional 21 Resistance adds to the recipients’ normal Resistance score and can help them resist Presence attacks and many forms of magic which use Resistance as the defending score.

Level Five Spells

Decay
Level: 5
Area: 1 Item
Range: 14 m/yds
Effect: 9D6 vs. Inanimate objects
Duration: Permanent
DV: 22
END: 32
Time: 1 hour
Skills: Rune, Jera
This spell, effective only against inanimate objects, such as those made of stone, metal or wood, may cause them to rapidly decay to a fine powder. When releasing the spell, the caster may have to hit the target if it is moving (such are armor worn by someone or a weapon in their hand) with an entropic ray which projects from the rune when activated. The caster then rolls 9D6 and totals the result. Consult the following chart to determine if the spell will affect the target.

Material
Man-sized
1/2 man-sized
1/4 man-sized
Metal
20 Armor/30 SDP
20 Armor/15 SDP
20 Armor/8 SDP
Stone
28/30
28/15
28/8
Wood
7/5
7/3
7/1

Armor is made of a variety of materials. Use the Armor rating as both Armor and SDP. Thus, Leather armor (6 Armor) has 6 Armor/6 SDP. Weapons will generally use the 1/4 man-sized ratings.

If the caster is attempting to affect magical or quality weapons, add the total of the Option Points spent on the item and add this to the SDP of the item.

This spell has an all-or-nothing effect. If the Armor and SDP of the item is exceeded by the total rolled on 9D6, then it is destroyed. Otherwise, the spell has no effect.

Erasure
Level: 5
Area: 1 Person
Range: 2 m/yds
Effect: Victim forgets last 1 minute of time.
Duration: Permanent
DV: 22
END: 16
Time: 1 hour
Skills: Runes, Cen, Rad
When this spell is cast, roll 7D6 and compare the total with the victim’s INT x 5. No roll is required to “hit” the victim. If the INT x 5 is exceeded by the total rolled, the victim will forget one minute of time immediately previous to and including the moment the spell was released.

Spark of Force
Level: 5
Area: 18 m/yd cone
Range: None
Effect: Shove a victim up to 18 m/yds
Duration: 1 phase
DV: 26
END: 32
Time: 1 Round
Skills: Runes, Lagus
This rune, when triggered, will create a wave of force extending from the rune out in the direction it was aimed. Whatever it hits will be forced back 18 m/yds, unless they are rooted to the ground, in which case a Strength + 3D6 contest should be made against the spell’s 9 Strength + 3D6 in order to remain rooted. If an object blocks the path in line with the direction of the force, a victim will strike it and take Knockout damage equal to 1D6 per ever 2 m/yds the character has not yet traveled. Please note that although the time to cast is only one Round, it still takes a round for the caster to trigger the spell. Thus, the total minimum time is really TWO Rounds.

Level Eight Spells

Hardened Rune Inscription
Level: 8
Area: 1 Rune
Range: Touch
Effect: x2 Spell Level vs. spell disrupting magic & effects
Duration: Permanent, until rune is cast
DV: 22
END: 32
Time: 1 Day
Skills: Runes, Algiz
This spell, when cast upon a rune already inscribed upon on something, effectively doubles the level of the recipient spell when calculating the effects of magic destroying effects such as Magic Bomb and the like. When the Hardened spell is released, the effect of this spell ends.

Inertia Field
Level: 8
Area: 18 m/yds
Range: Centered on caster
Effect: Stops up to 15D6 of incoming missile attacks
Duration: 5 Minutes
DV: 22
END: 32
Time: 1 Day
Skills: Runes, Lagus
Inertia Field causes incoming missiles (such as quarrels, arrows, daggers, axes, javelins, and spears) to stop dead in the air and fall to the ground. This effect occurs to all missiles within the 18 m/yd radius of effect. This spell is therefore quite useful on the battlefield. In this case, since it benefits every individual within the radius of effect and affects every incoming missile, the Damage Modifier is ignored and only the damage dice counts against the total. Thus, the Inertia Field, at 15D6, can stop an arrow attack from a normal bow (3D6 Deadly Damage) five times. On the battlefield, this means five separate attacks by a unit with this kind of weapon will be ignored. Keep track of how much damage dice are blocked. When the number of dice blocked exceeds 15, the Field drops.

Note that this spell has no effect on “inertialess” attack forms. This includes lightning strikes, fire attacks, and attacks wholly powered by magical energies such as Gods’ Bolt and Arcane Bolt.

In battle, there are a few things to note. In standard Dawn of Legends, mass combat occurs in 1.5 minute turns causing this spell to last a maximum of three turns. Use the following simplified rule to run the effect in mass combat. Treat each unit’s attack as a single incoming missile attack. Keep track of the damage dice done, but ignore the Damage Modifier. This makes the spell technically much more powerful in mass combat, but this was the way spell was intended to be used by the Rune Masters.