Lore

Runecraft

Stamina 1
1-(1-3) Arcane Cryptology:  gain rank Lore Apprentince with special limited conjuration which allows Lore user to conjure materials needed for Lore practices. Conjure scribing ink, pen and parchment at stamina levels 1.

  • Learn to read and 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:
    1. parchment for consumable scrolls
    2. earth, sand, snow, ice for temporary warding
    3. small wood, resin or bone items for talismans with deep etching
    4. small stone or metal portable items such as jewelry or weapons for permanency with deep etching
    5. into large wooden structures or landmarks for warding with deep etching 
    6. Into large permanent stone structures or landmarks for permanent fixed warding with deep etching 
    7. into flesh as tattoos or flesh carvings for permanent effects on the living
    8. 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.
    9. 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.
  • 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-Magical Substances: Conjure Soft Lore scribing tool 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, curse, seal, banish, repell, etc.
3-Invoke Spirit: to possess the item which the cryptographs are engraved on. Appease the spirits by offerings of various elements or substances placed on the symbols,whereby the rune or glyph commands are activated. If a roll fails the invoked spirit/s refuses to comply.

Stamina 2
4-Learn Feat: learn (write) a feat for each level gained which defines the ritual and effects of the symbols. Stamina cost for feats increase +1 per +3 levels, and per +5 levels at levels 11+.

Types of Feats
Warding Runes: ward an area with a called effect or effects.
Vocal Command: if a specific word of power is spoken it activates the runes and their power
Rune Talisman: make a rune talisman which protects as called.
Make Rune Scrolls and Items: place runes on parchment or items with Lore to evoke a desired effect.
Vocal Command: runes which when read are activated
Positional Command: runes or glyphs which when placed in a certain order or place are activated.
Elemental Runes: empowered runes scored into or near an element (a stone, tree, campfire, etc.) which when possessed by an invoked spirit gives life, intelligence, and animation to that element when activated by rune commands.

Lore Item Examples




1-Trickster's Ring: 

2-Drowsy Mint: 

3-Healing Scroll: 

4-Blind Man's Bracelet: 

5-Ring of Stamina: 

6-Sword of Haste: 

7-Lightning Arrows: 

8-Blanket of Protection: 

9-Magic Rope: 

10-Pouch of Wealth: 

11-Amulet of Regeneration: 

12-Earring of Greatness: 

13-Ring of Recall: 

14-Charm of Luck: 

15-Ring of Might: 

16-Magic Quiver: 

17-Armor of Resistance: 

18-Shield of Protection Scroll: 

19-Cloak of Concealment: 

20-Elemental Sword: 

21-Thieves' Bane Pendant: 

22-Quick Fire Scroll: 

23-Resurrection Scroll: 

24-Talisman of Strength: 

25-Ring of Fortitude: 

26-Guardian Trees: 

27-Sword of Valor: 

28-Castle Glyph Ward: 

29-Staff of Protection: 

30-Black Staff: 

31-Blood Ring: 

32-Ring of Health: 

Special 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.


Contents by JD and Sparky © Copyright 2008


Apothecary Skills

Notes:
..... Total roll=potency to benefit or harm.
..... Beneficial effects and checks are affected by +1, +1 per ace.
..... Debilitating effects reduce checks affected by -1, -1 per ace.

..... Harmful effects damage by total power of roll.

..... Healing effects heal by total power of roll.

..... Potency doubles on crit, triples on triple crit 
..... Two 'like' ingredients required to make a mixture with a single effect.

(remedy + remedy = remedy,

poison + poison = poison,

Ingredient + ingredient = potion etc.)
..... If a mixture has multiple effects, the ingredients needed doubles per effect, for example: if 4 effects, 8 ingrediants are needed.
..... Record mixtures made and their effects on a potion list. Keep in a character folder or private discord thread as file named Apothecary of (Character Name).
..... If roll fails, ingredients are lost and mixture fails.

..... Roll 1 d20 when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.

  •  Research: gain +5 XP each time character does research towards apothecary skills, roll once a day for success of research.
  • Camping: basic knowledge of camping while doing field research and collecting herbs and minerals; build fire, pitch tent, make leanto, find spring water, etc.
  • Chemistry: +1 HB, +3 d6 towards success and potency.
  • Climb: +1, +1 dexterity, climb to those hard to reach herbs and minerals.
  • Expert Apothecary: get more out of less, double amount of doses made in a batch whenever a crit is rolled.
  • Field Research: gain +10 XP each time character does field research towards apothecary skills, roll once a day for success of research.
  • Find Gemstones: because of your knowledge of minerals, you are more prone than most to find valuable precious (1, +1 per ace w/crit) and semi-precious gems (1, +1 per ace) at value of 1 gold per semi-precious, and 10 gold per precious gem. Roll when in mineral rich areas (as called by GM).
  • Find Rare Ingredients: these hard to find ingredients boost a mixture to critical potency. +2 to ingredients roll and +10% chance per level of finding remote or hidden locations where rare ingredients, whether mineral or herbal, can be found. (a valid side quest post will take the place of a roll).
  • Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence . +1 edible plant found per success.
  • Herbalist: Find, Identify, and correctly harvest, medicinal or poisonous plants, mushrooms, nuts, roots, and herbs and know how to prepare them. +1 intelligence . +1 medicinal or poisonous plant found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
  • Jump: +1, +1 dexterity, jump across gaps to those hard to reach herbs and minerals.
  • Make Medicine: using items collected, make medicine with 1 called effect which restores a called check or HP, +1 additional effect or dose per AR spent.
  • Make Poison: using items collected, make poison with 1 called effect which damages a called check or HP, +1 additional effect or dose per AR spent.
  • Make Potion: using items collected, make a potion with 1 called effect which effects a called check, stat, action, or HP, +1 additional effect or potion per AR spent.
  • Mineralogist: Identify, and correctly collect, medicinal or poisonous minerals and know how to refine them. +1 intelligence . +1 medicinal or poisonous mineral found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. 
  • Panning: because of your knowledge of minerals, you have taken an interest in gold panning to help find the minerals you need. Gain +1 gold value per success. Pan in creeks, rivers and lakes or where a slues is set up. If hit dice fail, no gold or other valuable metals are found. +1 ingredient mineral found, +1 per ace whenever roll succeeds.
  • Poison Tolerance: by test sampling your own poisons, you have gained a strong resistance to poisons. +1% poison resistance per poison sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for poison resistance.
  • Resistance to Sleep: testing sleep potions has given character a strong resistance to the same. +1% sleep resistance per potion sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for resistance to forced sleep effects.
  • Resistance to Paralysis: testing paralysis mixtures has given character a strong resistance to the same. +1% paralysis resistance per mixture sampled. Lose -1 HP permanently per mixture sampled. This ability allows character to trade HP for resistance to paralysis effects.
  • Swim: +1, +1 stamina, swim to those waterside and underwater herbs and minerals.
  • Test Results: sample your own potions, remedies and poisons to test their effects and learn unexpected effects, add +1 effect to a mixture