Heibesu uses a system of sixteen Runes which are used to cast Arcane magic.
Effects of Runes
The sixteen runes are the basic binding elements. Wizards and Inquisitors need to buy runes before using them. For Sorcerers, the « supply » of runes is literally endless as the runes only exist in the caster's mind. Sword-sages do not need to buy runes – they treat their body like a runic item – but they do need to find a tattoo artist with the Craft:Runes skill to tattoo the rune they want to use on their body. For more information, consult the relevant class information.
Combining Runes
While runic magic is powerful in and of itself, its true power shows through when core runes are combined together, creating spells with effects of both core runes. Shape and Range runes lose their core base effect and instead gain the effect as listed under Shape and Range runes. Some runes are harder to use in certain ways than others - they may be treated as higher or lower tier when used as a shape or range rune when determining the tier of rune a spellcaster can use.
Some example spells are listed below, although ultimately, the sky is the limit. More complicated spells should always be discussed with the GM – the effects of combining Fire and Wind may be obvious, but the far-reaching connotations of a spell combining Negate and Matter runes may be somewhat less clear. The GM always has the final say.
Blood and Void runes have specific rules concerning combinations and predetermined effects, see under their respective entries below.
The sixteen runes are the basic binding elements. Wizards and Inquisitors need to buy runes before using them. For Sorcerers, the « supply » of runes is literally endless as the runes only exist in the caster's mind. Sword-sages do not need to buy runes – they treat their body like a runic item – but they do need to find a tattoo artist with the Craft:Runes skill to tattoo the rune they want to use on their body. For more information, consult the relevant class information.
Combining Runes
While runic magic is powerful in and of itself, its true power shows through when core runes are combined together, creating spells with effects of both core runes. Shape and Range runes lose their core base effect and instead gain the effect as listed under Shape and Range runes. Some runes are harder to use in certain ways than others - they may be treated as higher or lower tier when used as a shape or range rune when determining the tier of rune a spellcaster can use.
Some example spells are listed below, although ultimately, the sky is the limit. More complicated spells should always be discussed with the GM – the effects of combining Fire and Wind may be obvious, but the far-reaching connotations of a spell combining Negate and Matter runes may be somewhat less clear. The GM always has the final say.
Blood and Void runes have specific rules concerning combinations and predetermined effects, see under their respective entries below.
Rune Uses
The runic patterns are attuned to the Leyfield. Runestones slowly degrade as they transfer energy from the caster to the Leyfield. With each successful use, the Runestone exhausts one 'use'. With a runestone runs out of uses, it become a mere stone, unable to transfer any more energy. Therefore it is needed to stock up on runestones. If the spell fails to cast, the runes are not consumed and can be reused.
Each runestone in a runic array loses one use per successful casting per occurrence of the rune in the runic array. It is needed to have at least as many physical copies of the rune as occurrences in the array : one cannot cast a spell with a Fire Core Rune and a Fire Shape Rune if they only have one copy of the Fire Rune, no matter how many uses are left on it. There is an exception if a caster overcharges a rune : in this case, the overcharged rune only loses one use no matter how many extra CP are added to it. When calculating how many uses a rune has, always use its tier as a Core Rune.
The runic patterns are attuned to the Leyfield. Runestones slowly degrade as they transfer energy from the caster to the Leyfield. With each successful use, the Runestone exhausts one 'use'. With a runestone runs out of uses, it become a mere stone, unable to transfer any more energy. Therefore it is needed to stock up on runestones. If the spell fails to cast, the runes are not consumed and can be reused.
Each runestone in a runic array loses one use per successful casting per occurrence of the rune in the runic array. It is needed to have at least as many physical copies of the rune as occurrences in the array : one cannot cast a spell with a Fire Core Rune and a Fire Shape Rune if they only have one copy of the Fire Rune, no matter how many uses are left on it. There is an exception if a caster overcharges a rune : in this case, the overcharged rune only loses one use no matter how many extra CP are added to it. When calculating how many uses a rune has, always use its tier as a Core Rune.
Rune Tier
Tier I Tier II Tier III Tier IV Tier V Tier VI |
Uses
(Std) 30 25 20 16 13 10 |
Uses
(Sup) 35 30 N/A N/A N/A N/A |
Core Runes
Core Runes describe the most basic effects of a spell, and spells are categorised by which Core Runes are used at their heart. For example, Flame Burst, the basic attack spell, uses Fire as a Core Rune, making it a Fire spell. Most runes do not deal direct damage/healing, but a runecaster can interact with the environment around them to inflict damage. Throw rocks off the ground at people, blow them off cliffs – you're a wizard, be creative and awesome !
Core Runes describe the most basic effects of a spell, and spells are categorised by which Core Runes are used at their heart. For example, Flame Burst, the basic attack spell, uses Fire as a Core Rune, making it a Fire spell. Most runes do not deal direct damage/healing, but a runecaster can interact with the environment around them to inflict damage. Throw rocks off the ground at people, blow them off cliffs – you're a wizard, be creative and awesome !
Tier One Core Runes (1 CP to activate)
- Wind Rune
- Earth Rune
Rock is defined as solid, naturally-occurring aggregate of one or more minerals or mineraloids. For example, you could use this rune to shape a lump of iron pyrite, but not an ingot of refined iron.
- Fire Rune
Additional Effect : The target is set on fire. Mobile targets are permitted a Reflex Save to avoid being caught by this effect. If the character is set on fire, they will take 1d6 damage per additional round until they make a Reflex save with a DC of 15. Dousing water on a target set on fire puts out the fire immediately. Actions such as rolling on the ground, covering oneself with a blanket give a +4 bonus to the Reflex save.
- Water Rune
If a character's head is caught within the area of effect of a water spell she is considered submerged and drowning rules apply.
- Gravity Rune
- Motion Rune
If a character falls down, standard falling damage tables apply. If the object hits something (or something hits the object) refer to the chart below for damage.
Force Exerted
0-20 lbs 20-40 lbs 40-100 lbs 100+ lbs |
Damage
1d6 non-lethal 1d6 2d6 3d6 |
Tier Two Core Runes (2 CP to activate)
- Phantasm Rune
- Growth Rune
- Negate Rune
- Light Rune
Additional Effect : Creatures with the Undead or Outsider [Evil] type take 1d6 damage each turn of exposure to magical Light, plus 1d6 damage per extra CP.
- Chaos Rune
- Life Rune
Tier Three Core Rune (3 CP to activate)
To open a portal to a specific location requires a Knowledge (Geography) check against a DC equal to 15 + the number of miles between the cater and the target. If the caster has an item they have personally retrieved from the target location, this check is automatically passed. If the target of the spell is an individual, the item must originally belong to that individual or have been crafted by them.
The portal deviates from the target location in a random direction by 1 mile per point the check is failed by. The Charge rune does not enable travel across planes - one needs to use Scrolls for this.
- Charge Rune (also known as Portal Rune)
To open a portal to a specific location requires a Knowledge (Geography) check against a DC equal to 15 + the number of miles between the cater and the target. If the caster has an item they have personally retrieved from the target location, this check is automatically passed. If the target of the spell is an individual, the item must originally belong to that individual or have been crafted by them.
The portal deviates from the target location in a random direction by 1 mile per point the check is failed by. The Charge rune does not enable travel across planes - one needs to use Scrolls for this.
Tier Four Core Rune (4 CP to activate)
Runestones, magical scrolls, runed items and living (non-vegetal) beings cannot be created with a Matter rune.
Additional Effect : When used with a Charge core rune, the caster can create a portal to the place where they acquired any item in their possession.
- Matter Rune
Runestones, magical scrolls, runed items and living (non-vegetal) beings cannot be created with a Matter rune.
Additional Effect : When used with a Charge core rune, the caster can create a portal to the place where they acquired any item in their possession.
Tier Five Core Rune (5 CP to activate)
- Blood Rune
Combined Core Rune
Wind Rune Earth Rune Fire Rune Water Rune Motion Rune Gravity Rune Phantasm Rune Growth Rune Negate Rune Light Rune Chaos Rune Life Rune Charge Rune Matter Rune |
Effect
Gives the target a heart attack. The target must pass a Fortitude save or die. Renders the target exhausted. Boils the target's blood for 3d6 damage / round + 1d6 per extra CP. Puts the target in a sickened state and deals 1d6 damage / round. Causes bleeding damage that cannot be stopped with a heal check (magic works). Renders the target nauseated. Acts if affected by Opium, but without addiction. Lasts 1 hour + 10' / extra CP. Allows the target to rest, removing any Fatigue or Exhausted condition effects. Re-opens a target's wound, dealing 2d6 damage / round + 2d6 per extra CP. Protects the target, giving a +4 bonus to Fortitude saves and rendering them immune to energy drain and negative energy effects. Deals (1d4)d6 damage to a target. Heals a target for 15 HP. Dispels all permanent and temporary negative levels, all temporary ability damage, and restores all points permanently drained from all ability scores. Teleports the target to a safe place if they drown or suffocate within one hour + 10' / extra CP. Same as the Matter rune, but the DC for crafting checks is halved (rounded up). |
Tier Six Core Rune (6 CP to activate)
- Void Rune
Combined Core Rune
Wind Rune Earth Rune |
Effect
Summons a black storm that rains acid on 1st round for 1d6 damage. On 2nd round, three strikes of lightning deal 4d6 damage on targets (caster decides but no two strikes may hit one target). Hail deals 3d6 damage to everyone in the area of the storm each following round until the end of the storm at turn 5. Triggers an earthquake.
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Fire Rune
Water Rune Motion Rune Gravity Rune Phantasm Rune Growth Rune Negate Rune Light Rune Chaos Rune Life Rune Charge Rune Matter Rune Blood Rune |
Smites the target, dealing 4d6 damage + 2d6 CHA damage.
Causes the target to think they're drowning. They must pass a Will save or die. Traps the target's soul into an object (soul gem), preventing them from being resurrected if they die while being resurrected. The target must pass a Will save or suffer from confusion. Draws from the target's soul to create a vague, monstrous illusion of their most primal fears. Only the target can see it. The target first takes a Will safe to recognise the monster as unreal. If failed, they must then pass a Fortitude save or die from fear. Even if they pass either saves, they take 2d6 damage before the creature vanishes. Lasts only one round. Allows the target to cleanse themselves of insanity, confusion, and mental effects. The caster can force extraplanar creatures out of their home plane. By presenting at least one object or substance that the target hates, fears, or otherwise opposes the caster gains a +1 bonus on their caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2. Resurrects a target. The target does not have to be a whole body, but must have been a part of the creature upon death and have been dead for no more than 1 day + 1 day per extra CP. A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. A resurrected creature will have a vague memory of being in, or part of, what can only be described as the Void. Constructs, elementals, outsiders, undead creatures, creatures that died of old age or whose souls are trapped or unwilling to return cannot be resurrected. The target must pass a Will save or suffer from insanity. Triggers a light rain around the target that heals 20 + 2d6 HP to everyone in the area. The caster summons an Outsider (15 HD max) towards the targeted area, which becomes a planar trap. The Outsider gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you. The caster can see a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well the caster's knowledge of the subject and what sort of physical connection (if any) they have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. If the creature's save fails, the caster can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. If the save succeeds, you can't attempt to scrye on that subject again for at least 24 hours.
The target must pass a Will save or be mind-controlled by the caster as long as the spell is maintained.
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Shape Runes
Shape Runes describe the general shape of a spell. It always comes in penultimate position.
Tier One Shape Runes (1 CP to activate)
Wind: The spell acts as a beam 5 ft wide, plus 5 ft / extra CP.
Earth: The spell rises from below as a circle with a diameter of 5'/CP.
Fire: The spell appears as a burst from under the target with a diameter of 5'/CP.
Water: The spell appears around the target and expands as a circle with a diameter of 5'/CP.
Motion: The spell appears as a cone with the narrow end pointed towards the caster, up to '5 long/CP.
Gravity: The spell appears above the target and moves downwards as a circle with a diameter of 5'/CP.
Tier Two Shape Rune (2 CP to activate)
Chaos: The spell appears as a randomly generated Tier One shape (roll a d6, then pick from the list above). The size is increased by 5'/CP.
Other Tier Two runes, and any higher-tiered rune cannot be used as Shape Runes. Trying anyway will result in the spell failing.
Shape Runes describe the general shape of a spell. It always comes in penultimate position.
Tier One Shape Runes (1 CP to activate)
Wind: The spell acts as a beam 5 ft wide, plus 5 ft / extra CP.
Earth: The spell rises from below as a circle with a diameter of 5'/CP.
Fire: The spell appears as a burst from under the target with a diameter of 5'/CP.
Water: The spell appears around the target and expands as a circle with a diameter of 5'/CP.
Motion: The spell appears as a cone with the narrow end pointed towards the caster, up to '5 long/CP.
Gravity: The spell appears above the target and moves downwards as a circle with a diameter of 5'/CP.
Tier Two Shape Rune (2 CP to activate)
Chaos: The spell appears as a randomly generated Tier One shape (roll a d6, then pick from the list above). The size is increased by 5'/CP.
Other Tier Two runes, and any higher-tiered rune cannot be used as Shape Runes. Trying anyway will result in the spell failing.
Range Runes
Range Runes describe the range and general targeting of a spell. The target (point of origin of effect) of a spell must be an object, creature or square within the maximum distance allowed by the Range rune.
Tier One Range Runes (1 CP to activate)
Earth: The spell targets the caster.
Fire: The spell affects a target touched by the caster. Targets capable of defending themselves require a touch attack.
Motion: The spell affects a target within 10'+5'/CP of the caster. Targets capable of defending themselves require a Ranged Touch Attack.
Tier Two Range Runes (2 CP to activate)
Life: The spell affects a target within 25'+10'/CP of the caster. Targets capable of defending themselves require a Ranged Touch Attack.
Phantasm: The spell affects a target within 10'+5'/CP of the caster.
Chaos: The spell affects a target within 10d20'+d10'/CP of the caster.
Tier Five Range Runes (5 CP to activate)
Matter: The spell affects a target in Line of Sight of the caster.
Tier Six Range Runes (6 CP to activate)
Void: The spell affects a target the caster has seen before.
Range Runes describe the range and general targeting of a spell. The target (point of origin of effect) of a spell must be an object, creature or square within the maximum distance allowed by the Range rune.
Tier One Range Runes (1 CP to activate)
Earth: The spell targets the caster.
Fire: The spell affects a target touched by the caster. Targets capable of defending themselves require a touch attack.
Motion: The spell affects a target within 10'+5'/CP of the caster. Targets capable of defending themselves require a Ranged Touch Attack.
Tier Two Range Runes (2 CP to activate)
Life: The spell affects a target within 25'+10'/CP of the caster. Targets capable of defending themselves require a Ranged Touch Attack.
Phantasm: The spell affects a target within 10'+5'/CP of the caster.
Chaos: The spell affects a target within 10d20'+d10'/CP of the caster.
Tier Five Range Runes (5 CP to activate)
Matter: The spell affects a target in Line of Sight of the caster.
Tier Six Range Runes (6 CP to activate)
Void: The spell affects a target the caster has seen before.