This is the sneak preview of the rules for Runes. This preview has two sections; the updated section that describes the Runeforging skills, and the chapter that lists both the rules for runes and the runes themselves.

Runeforging

 

Runeforging

Cost: 5

You may have an additional Earth, Fire, or Water rune etched on your person. Characters are normally limited to a maximum of one of each.

You create magical runes from both common elements and exotic True Elements. In order to use Runeforging you must have a forge where you create and carve your runes. This forge is decorated with a book of Runes and other trappings to make the area look good and add atmosphere. Once you set up this forge for the event it cannot be moved.

Your book of runes should contain the descriptions of all the runes you might use for reference. This is particularly important if a Spirit of the Forge visits your forge and empowers you to consume True Elemental Void to give runes to other characters as they will need to consult the book to read what the effect of your runes are if they do not create a Grant effect.

Runes are divided into three types. Earth runes are carved onto armor. Fire runes are carved onto weapons. Water runes are carved so as to leave a crystalline or metallic symbol on your flesh without scarring the flesh or drawing blood. You spend attributes to etch these runes on your equipment or your flesh. Characters skilled at Runeforging can use True Elements instead of attributes to carve runes, and can create True Runes that can be stored and used by other characters.

The full rules for Runes and the list of Runes you can create is presented in the Runes chapter later in this rule book.

Forge True Elements

Cost: 2

Requirement: Earth, Fire or Water Runeforging

If you have the Earth, Fire or Water Runeforging skill you can consume True Elements instead of attribute points when you create runes using those skills. Each True Element is treated as one attribute point; True Earth can be used for Earth when using Earth Runeforging, True Fire can be used for Fire when using Fire Runeforging, and True Water can be used for Water when using Water Runeforging. Each event you are limited in how many True Elements you can consume to make Runes; you can use a number of True Elements in place of attribute points equal to your Air attribute. Even though you used True Elements to forge these runes, they last until you use a long rest to refresh the corresponding attribute.

Earth Runeforging

Cost: 5

You can spend points of Earth at your forge to create Earth Runes. Your Book of Runes now has formulas for all Earth Runes in this rule book. Spend one minute at your forge, choose one or more Earth Runes, and forge them onto a piece of armor. Only you can use these Runes (although Runes that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest to refresh your Earth.

Fire Runeforging

Cost: 5

You can spend points of Fire at your forge to create Fire Runes. Your Book of Runes now has formulas for all Fire Runes in this rule book. Spend one minute at your forge, choose one or more Fire Runes, and forge them onto a weapon. Only you can use these Runes (although Runes that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest to refresh your Fire.

Water Runeforging

Cost: 5

You can spend points of Water at your forge to create Water Runes. Your Book of Runes now has formulas for all Water Runes in this rule book. Spend one minute at your forge, choose one or more Water Runes, and forge them onto your body and spirit. These runes create a crystalline or metallic symbol on your skin without drawing blood. Only you can use these Runes (although Runes that themselves create a beneficial effect can be used on others) and their magic fades when you take a long rest to refresh your Water.

True Runeforging

Cost: 2

Requirement: Earth, Fire or Water Runeforging

You can consume True Elemental Void to create True Runes (the game term for tagged runes) that you can trade and forge onto others. While dormant, True Runes do not expire at the end of an event. This process usually takes days; you create your runes and consume True Elements at check in at the start an event. It is possible, though uncommon, to encounter a Spirit of the Forge during an event that will allow players to use True Runeforging in minutes instead of days, allowing players to make these runes during the course of an event. These Runes have game tags associated with them and unlike other types of Runes they can be traded to other players and used without any Runeforging skill.

Weapon Knowledge

Cost: 3

You have a better understanding of the weight and structure of the weapons you use. Once per short rest you may call out “Resist” to negate one Destroy or Disarm attack. This skill has no attribute cost.

 

Chapter Four – Runes

Runes are magical symbols etched onto the surface of weapons, armor, or flesh that can be invoked in the field of battle to create magical effects. Runes etched onto the flesh create a crystalline symbol on the skin which is sustained by magic; Runesmiths have learned techniques to place these runes without drawing blood or scarring the flesh. Runes are created using the Runeforging skills, and can be forged by either pouring your own magic – in the form of attributes – into the runes. Those with the Forge True Elements skill can also use components called True Elements to create runes instead of using their own attributes. These True Elements are treasures that can be found during the game.

Runes are created by either spending Earth, Fire or Water attribute points, or spending the same number of the corresponding True Elements. You create one or more runes by spending one minute of focus at your forge, role playing the forging. After spending a minute of time forging you can create a whole batch of runes. Once you leave the forge, however, you must once again start the forging from the beginning.

Normally runes can only be etched on your own weapons, armor, or flesh. Only the Runesmiths can use the effects of the runes they forge. Runes that create Grant effects, however, have magic that can be passed onto others. With Runeforging, you can either use this Grant effect directly on a willing recipient after your forging while you are at your forge, or you can etch the rune onto yourself and use the Grant effect later when it is needed in battle. Runes only affect the Runesmiths, but Grant effects from Runes can be used on others.

Runes can be enhanced in two ways.

By using True Elemental Air, you can make a more powerful rune. You must have the Forge True Elements skill to consume True Elemental Air during your forging. True Elemental Air acts like a catalyst to heat the forge and enhance the magic of the rune. Although you can spend Earth, Fire, or Water attributes or True Elements to create a Rune and enhance it with True Elemental Air, you cannot use your Air attribute for this forging; enhancing a rune requires you to consume actual True Elemental Air.

By using True Elemental Void, you can make tagged runes which are called True Runes in game. True Runes are powerful in two ways. First, the tagged rune remains dormant until you forge the rune on yourself or another character and hand the tag to them. This means that the tagged Rune will last until it is used. The dormant rune will not fade at the end of the event. You can hold onto it for multiple events if you want to do that. Once you forge the rune onto a character then the resulting rune will last until the end of the event. Second, you can forge Runes directly onto other characters and hand them the tagged Rune even if they are not Grant effects. This allows someone who does not know Runeforging to have some of the more interesting runes that are not Grant effects.

All of the runes in this book are available to characters with the corresponding Runeforging skill. It is rumored that other runes exist; tales have passed from Runesmith to Runesmith about runes that can be forged onto portals, and runes created from Chaos itself.

You cannot forge a rune unless you have the game description of the rune in your Book of Runes.

Durations

Runes that do not create Grant effects last until you refresh the attribute used to create them. Water runes, for example, fade when you use a long rest to refresh your Water attribute. This is true even if you used True Elements to carve them. Runes that create Grant effects follow the normal Grant rules; these effects last until they are used any unused Grant effects fade at the end of the event. Runes that allow you to use an effect some number of times will fade when you have exhausted all those uses, and any remaining uses will fade when you take a long rest to refresh the Attribute used to create the rune.

True Runes (the game name for tagged Runes) are different. While dormant, True Runes last until used. They will remain dormant and last from event to event until you use them. Once a True Rune is etched and you invoke its power the duration changes. Runes that create Grant effects follow the normal rules for those effects. Runes that create an ongoing effect will fade at the end of the event. Runes that can be used some number of times to create an effect will last until those effects are used, but rune will fade at the end of the event even if uses remain.

Earth Runes

Requirement: Earth Runeforging

These runes are etched onto your armor. Each rune requires you to use your Earth attribute, or True Elemental Earth in an equal amount if you have the Forge True Elements skill.

 

Rune of Armor

Cost: 1 Earth

You may only have one Earth Rune.

“With this rune, Grant Protection by Fire.”

If enhanced by 1 True Elemental Air:

You gain an additional armor point, up to the maximum allowed by your armor prop. This is not a Grant effect, and will not increase your armor beyond the maximum for your prop.

 

Rune of Deflection

Cost: 2 Earth

You may only have one Earth Rune.

“Grant Melee Defense: Guard by Rune.”

If enhanced by 2 True Elemental Air:

“Grant Melee Defense: Parry by Rune.”

 

Rune of Elemental Warding

Cost: 1 Earth

You may only have one Earth Rune.

“Grant Elemental Defense: Shield by Rune.”

If enhanced by 1 True Elemental Air:

“Grant Elemental Defense: Resist by Rune.”

 

Rune of Forging

Cost: 2 Earth

You may only have one Earth Rune.

You may use this rune 4 times before it fades. Touch a recipient with physical armor and call out “With this rune, Repair 1 Armor by Fire.”

If enhanced by 2 True Elemental Air:

You may use this rune 8 times before it fades. Touch a recipient with physical armor and call out “With this rune, Repair 1 Armor by Fire.”

 

Rune of Repair

Cost: 1 Earth

You may only have one Earth Rune.

Call out “With this Rune, Repair 2 Armor” to refresh your armor points.

If enhanced by 1 True Elemental Air:

Call out “With this Rune, Repair All Armor” to refresh your armor points.

 

Fire Runes

Requirement: Fire Runeforging

These runes are etched onto your weapons. Each rune requires you to use your Fire attribute, or True Elemental Fire in an equal amount if you have the Forge True Elements skill.

 

Rune of Adamantine

Cost: 1 Fire

You may only have one Fire Rune.

Call out “With this Rune, Resist” to negate the next Destroy effect used on your weapon.

If enhanced by 1 True Elemental Air:

Call out “With this Rune, Resist” to negate the next two Destroy effects used on your weapon.

 

Rune of Iron Grip

Cost: 1 Fire

You may only have one Fire Rune.

Call out “With this Rune, Resist” to negate the next Disarm effect used on your weapon.

If enhanced by 1 True Elemental Air:

Call out “With this Rune, Resist” to negate the next two Disarm effects used on your weapon.

 

Rune of Sharpness

Cost: 1 Fire

You may only have one Fire Rune.

“Grant Melee Attack: 3 Damage by Force”

If enhanced by 1 True Elemental Air:

“Grant Melee Attack: 5 Damage by Force”

 

Rune of the Spellcaster

Cost: 1 Fire

You may only have one Fire Rune.

You may use this rune 3 times before it fades. You may cast a packet or touch delivered spell while holding this weapon in your off hand. Blocking with this weapon interrupts your spell.

If enhanced by 1 True Elemental Air:

You may cast packet or touch delivered spells while holding this weapon in your off hand. Blocking with this weapon interrupts your spell.

 

Rune of Sharpness

Cost: 1 Fire

You may only have one Fire Rune.

“Grant Melee Attack: 3 Damage by Force”

If enhanced by 1 True Elemental Air:

“Grant Melee Attack: 5 Damage by Force”

 

Rune of Shock

Cost: 1 Fire

You may only have one Fire Rune.

“Grant Melee Attack: Agony by Lightning”

If enhanced by 1 True Elemental Air:

“Grant Melee Attack: Double Agony by Lightning”

 

Water Runes

Requirement: Water Runeforging

These runes are etched as crystalline or metallic symbols onto your skin. Each rune requires you to use your Water attribute, or True Elemental Water in an equal amount if you have the Forge True Elements skill.

 

Rune of Healing

Cost: 1 Water

You may only have one Water Rune.

“Grant Touch Attack: Heal 2 by Rune.”

If enhanced by 1 True Elemental Air:

“Grant Touch Attack: Heal 4 by Rune.”

 

Rune of Regeneration

Cost: 1 Water

You may only have one Water Rune.

You may use this rune once. After a short rest, call out “With this rune, Heal All” to heal yourself.

If enhanced by 1 True Elemental Air:

You may use this rune 3 times. After a short rest, call out “With this rune, Heal All” to heal yourself.

 

Rune of Regrowth

Cost: 3 Water

You may only have one Water Rune.

You may use this rune 4 times before it fades. You may add 1 to one Heal effect of 2 or more that you use on other characters.

If enhanced by 3 True Elemental Air:

You may add 1 to any Heal effect of 2 or more that you use on other characters.

 

Rune of Luck

Cost: 2 Water

You may only have one Water Rune.

One time during the event you may call out “With this rune, Stabilize” when you are unstable and your death count is running out.

If enhanced by 2 True Elemental Air:

One time during the event you may change your state from Unstable to Stable. You need not call out an effect. You need not wait until you are about to die to use this ability.

 

Rune of the Weaponmaster

Cost: 1 Water

You may only have one Water Rune.

If you are unskilled with a particular melee weapon or shield, you may bind this rune to that item. You may use it in combat as if you had the skill to use it.

If enhanced by 1 True Elemental Air:

You may use any melee weapon or shield in combat. You may also fight with a pair of one-handed, long sword sized weapons at the same time.