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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

Read (Runes)<br />

Critical: Double the caster’s Personal Life Force and Magic<br />

Limit.<br />

Success: Find Life Force and Limit normally.<br />

Failure: The spell fails - or it works, with 1/4 its words<br />

rewritten by the GM.<br />

Fumble: The spell fails - or it works, with half its words<br />

rewritten by the GM.<br />

Modifiers: besides the usual modifiers for Hasty Ritual or<br />

Inspiration, Read (Runes) is -1 per full two words, numbers,<br />

or runes placed in the spell.<br />

A ritual that fails, or that does not generate enough Life<br />

Force for the target effect, does nothing and may not be<br />

attempted again that month. If a rune ritual works, its Life<br />

Force becomes a permanent negative modifier to the<br />

runere’s Magic Limit. Thus a runere who has cast three<br />

50-point rune rituals during his life has a -150 Magic Limit<br />

modifier.<br />

Targets: Normally, enchanted objects benefit any person<br />

who uses them, in the same fashion as normal objects. A<br />

runere can spend words to exclude certain persons from<br />

the benefits of a beruned item (“only my family,” “not for<br />

Picts”), but may earn Selfish, Arbitrary, and/or<br />

Love/Loyalty checks for doing so. Magic that works<br />

against or upon rather than for the item’s user must be<br />

specified as such (“Damage to wielder”).<br />

Enchanted objects directly benefit only one user, though<br />

by boosting one man’s Battle or Stewardship they may<br />

indirectly affect thousands of others. This also applies to<br />

an item shared by many people, like a hall or a boat:<br />

“Boost Hospitality” or “Boost Boating” normally apply<br />

just to the hall’s lord or the boat’s captain. If you want<br />

rune magic to affect more people, use the Multiple<br />

Targets modifier.<br />

Runes placed in nature - traced on a wind or in a<br />

spring’s water - are trickier. As a rule, such spells affect<br />

one target per year, usually the first person who contacts<br />

them (breathes the wind, drinks from the well) after the<br />

casting’s anniversary that year. Unless permanent (like<br />

damage) the effects on that target last until the casting’s<br />

next anniversary. The Multiple Targets modifier can<br />

extend these effects. Example: On Ceol, a runere traces<br />

30 Life Force of Ur into a well, boosted by +60 to affect<br />

six targets (Spell: “Ur Boost the Constitution of Six<br />

Drinkers”). Every year, the first six people who drink<br />

from the well after Ceol gain +I CON until next Ceol.<br />

Permanence: Like other Permanent items, be runed<br />

things can be Dispelled with a Permanent Dispel of equal<br />

value. Alternatively, new rune enchantments of equal<br />

strength to an old one can add runes, numbers, or words<br />

to it, but cannot delete or rearrange the existing spell.<br />

Rune effects suffer from Attrition (see page 137).<br />

Wording and Interpreting Spells: Four principles for<br />

the GM are --<br />

Interpret the spell as literally as possible using the<br />

runes and Life Force available to it, and the nature<br />

of the beruned item.<br />

The spell should be one complete sentence, not<br />

counting the runes. Spelling and grammar both<br />

“count,” and poetic effects like alliteration or<br />

rhyme may earn bonus Life Force.<br />

A runere unsure how his spell will “work” should<br />

consult an experienced nonplayer magician (a<br />

mouthpiece for the gamemaster), who can suggest<br />

likely outcomes.<br />

Runes, like all magic, are elusive and fickle and may<br />

not work the same way twice.<br />

Saxon Spellbook<br />

Here are some common Saxon magical effects. Some of<br />

them are preceded by a Rune Magic sentence and its<br />

(parenthesized) Read (Runes) modifier, but these can also<br />

be cast by Talented magicians, using the runes for color or<br />

extra Life Force.<br />

Bless<br />

Sword Sharpener: 30<br />

“Tir makes the sword bite harder” (-3). For each 30<br />

points invested in the magic, the weapon does +1 damage.<br />

120 Life points can imbue the item with +4 or +ld6<br />

(caster’s choice).<br />

Shield Strengthener: 30<br />

“Ur armors the shield” (-2). For every 30 points invested<br />

in the item, the shield will resist an additional 1 point of<br />

damage.<br />

Guide the Arrow: 60<br />

“Yr guide my aim” (-2). Adds +2 to the user’s appropriate<br />

Bow or Thrown Weapon skill. Placed on a single<br />

arrow, javelin, or other missile weapon.

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