
Lore
Runecraft
Stamina 1
1-(1-3) Arcane Lore: gain rank Lore Apprentince with special limited conjuration which allows Lore user to conjure materials needed for Lore practices. Learn the difference between:
⌛ Soft Lore (temporary lore scribed in any non- permanent material such as earth or sand)
📜 Transient Lore (temporary Lore scribed into any semi lasting material like paper, soft wood, dried or baked clay, etc)
💎 Hard Lore (permanent Lore etched into any lasting surface like stone, mineral, metal or even flesh and spirit)
Conjure scribing ink, pen and parchment at stamina levels 1.
- Learn to read write cryptographs (power invoking Runes, Glyphs, and Symbols) and inscribe runes of power onto various surfaces to master that type of surface at each stamina cost level, including but not limited to:
- parchment for consumable scrolls
- earth, sand, snow, ice for temporary warding
- small wood, resin or bone items for talismans with deep etching
- small stone or metal portable items such as jewelry or weapons for permanency with deep etching
- into large wooden structures or landmarks for warding with deep etching
- Into large permanent stone structures or landmarks for permanent fixed warding with deep etching
- into flesh as tattoos or flesh carvings for permanent effects on the living
- inscribe runes of ephemeral power that can be channeled like a spell at a target to either unleash the rune power in target on contact or burn that rune into their body.
- inscribe beneficial runes of ephemeral power that can be imbedded in a living subject from flesh to soul either temporarily with normal power or permanently as called on a crit. Very difficult to remove.
- Inscribe ephemeral runes of harm as called that can be slung at a target that unleash their effects on target or in a radius around point of impact.
- Improvise Scribed Commands at these levels.
- Improved Scribed Power at these levels and higher.
Roll d20 hit dice for success (10-15), critical success (16-20), triple critical success (natural 20 or 20+), or failure. Add hit bonus of +1 per 10 levels (or 4 stamina levels) gained.
2-(4-6) Magical Substances: Conjure Soft Lore scribing tool to scribe on earth, sand, snow, ice etc, and learn to conjure various substances needed at each level such as salt, conjure dust, blood, chocolate, moss from a hangman's skull, body parts and ashes of those who died violent deaths for necromancy, etc. which invite or evoke certain effects, spirits, and powers which protect, ward, curse, seal, banish, repell, etc.
3-(7-9) Invoke Spirit: conjure carving tools to scribe wood, resin, bone, etc, and invoke called spirit types to possess item which the cryptographs are Scribed into. Appease the spirits by offerings of various elements or substances placed on the symbols, whereby the spirit is drawn into the glyph as commands activate the rune. If a roll fails the invoked spirit/s refuses to comply. Spirits can be any type in bestiary or as called.
Stamina 2
4-(10-12) Learn Feat: conjure etching tools for metal and stone and learn to (write) a type of power for each stamina level gained as you level up which defines the ritual and effects of the symbols. Stamina cost for Powers increase +1 per +3 levels, and per +5 levels at levels 11+. Lore Keeper may choose to take these powers in any order except for Smart Lore, take Smart Lore only at levels 28+.
Types of Powers
- 1-(1-3) Warding: ward an area with a called effect or called layered effects, roll for success of each individual effect. Roll for area of effect which wards cover at up to 10 yards, +1 yard per success per roll, doubles on crit, times ten or triple crit.
- 2-(4-6) Vocal Command: if a specific word of power is spoken it activates a rune and the power it invokes.
- 3-(7-9) Protection: make a rune talisman which protects as called to shield, augment, heal, resist, transport, make one immune etc, against called opposing factors.
- 4-(10-12) Harm: Runes that when activated harm target or targets in an area as called.
- 5-(13-15) Concealment: cloaks the body of anything the rune is inscribed into when activated.
- 6-(16-18) Ritual Command: runes are activated or deactivated under specific called conditions such as twisted a ring left or right, clapping a piece of armor so many times, thumping a staff, etc, or even performing a complex ritual as defined.
- 7-(19-21) Positional Command: runes or glyphs which when placed in a certain order or place are activated.
- 8-(22-24) Elemental Runes: empowered runes scored into or near an element (a stone, tree, campfire, etc.) which when activated invoke the elemental spirit of that element to give it life, intelligence, and animation to create an elemental creature of that type when activated by rune commands. Also infuse a scribed item or surface with an element that when activated takes on the power of that called element as commanded by rune.
- 9-(25-27) Contingency Commands: lore which activates it's called powers under specific conditions as called, such as someone entering a called area, signing a lore imbued document, contacting or tampering with a scribed object, by solving a puzzle in lore zone, unlocking a scribed combination lock, or any other specific conditions as scribed into rune.
- 10-(28-30+) Smart Lore: adjust lore so that its power 'considers' the conditions of a spell within its parameters so that it does what it is intended to do, without a will own its own. Spell can also 'learn'. Intelligence of 17 + required to use. Intelligence = to caster's vs. opposing difficulty of conditions.
7- (19-21) At this level Lore Keeper can conjure scribing tattoo and flesh carving implements for scribing runes into flesh.
8-(22-24) At this level Lore Master can conjure a scribing Wand for channeling air written ephemeral runes to sling at targets, burn in a target, or at higher levels to imbed into a body flesh, bone and soul.
9-(25-27) Strengthen Runes by level of roll added to natural strength of material scribed, making lore harder to destroy.
10-(28-30+) Improved Power increases power of scribing, runes and overall lore abilities.
Lore Item Examples
Special Magic Skills
Practitioners of Lore must have these abilities to use their power:
- Use Magic Items: use of enchanted scrolls, items, and objects.
- Arcane Cryptology: knowledge of magic runes, glyphs, hieroglyphs, and their meanings.
- Create Cryptographs: write and create runes and glyphs.
- Arcane Knowledge: knowledge of magic and the history of magic.
- Arcane Mineralogy: knowledge of what minerals retain magic and which do not
- Arcane Biology: knowledge of what plant materials and creatures can retain magic and which do not.
- Occultism: knowledge of spirits, demons, devils, celestials, necromancy and the like.
Contents by JD and Sparky © Copyright 2008