Gralamin
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This page is a staging spot for some of Gralamin's Homebrew.
Rune Magic
I am Currently Working on a D&D Rune Magic System. The 12 runes can be seen on this page.
All art on this page is copyright to Rebecca Nelson.
Basics
The first rune used in a runic combination is referred to as the base rune. The next rune is known as the Focus or Secondary rune. The Final rune is known as the Auxiliary or Tertiary Rune.
Casting Time
The amount of time it takes to cast a spell is dependent on the number of runes in the spell.
A Spell with a single rune takes a Standard Action to cast.
A Spell with Two Runes takes a Full Round Action to cast.
A Spell with Three runes takes 1 Round to cast.
Drawing Runes
To cast a spell, you must draw runes. There is two ways to draw runes: Mentally, and Physically.
Mentally drawing runes provokes attacks of opportunity (Which can be avoided using defensive casting, treating rune ranks as spell level), and is not effected by armor. While using this method, the runes either appear on your hand, or in front of you, your preference.
Physically drawing runes requires some , depending on its element.
- Fire Runes can be drawn using a staff or wand, by waving in the air.
- Earth Runes can be drawn with any item, as long as it is drawn on the ground.
- Water Runes can be drawn using a seashell.
- Wind Runes can be drawn by whistling.
Physically drawn runes are treated as having +1 Caster level, but Suffer from Arcane spell failure (With the exception of wind, which suffers if armor includes a mask.). Physically drawing runes provokes Attacks of Opportunities, which cannot be avoided using defensive casting.
Fire
Fire runes focus on fire's destructive aspect. A Weider of Fire may burn his enemies to a crisp, or combine his deadly element with another, in order to Freeze, Electrocute, or Dissolve away an enemy. Fire is a rather simple element. If you like rolling lots of dice, Fire is the element for you.
Attack Spells
Fire Focuses on Attack spells, and any spell with a Base Rune of the fire element is an attack spells. The following tables contain all the information needed to create a spell [Program to generate all attack spells is in the works]
| Rune | Condition 1* | Condition 2** |
|---|---|---|
| Ember | Dazed | Dazzled |
| Flame | Ignited | Fascinated |
| Pyre | Fatigued | Exhausted |
| Mud | Entangled | Grappled |
| Stone | Flat Footed | Prone |
| Terra | Stunned | Petrified |
| Zephyr | Checked� | Knocked Down� |
| Gust | Deafened | Blinded |
| Tempest | Knocked Down� | Paralyze |
| Rain | Sickened | Nauseated |
| Wave | Shaken� | Frightened� |
| Tsunami | Panicked | Confused |
* Condition 1 occurs for Fire Runes As the Base rune or secondary rune, while it occurs as the secondary rune for other runes.
** Condition 2 occurs as the third rune. If the element for the second and third is the same, and the base rune is the same level, both conditions are possible (EG: FlameGustGust Blinds and Deafens.)
� Generates Strong enough winds to cause a medium sized Creature to suffer from this. A EmberZephyrZephyr Causes Knocked Down to effect Large Creatures, and Checked to Effect Huge Creatures
� FlameWaveWave Causes an enemy to be Panicked.
- New Condition
- Ignited
- A Creature that is burning is on Fire from magical fire. It generally lasts 1 round/CL, and causes 1d6+CL points of fire damage per round. It can be put out as a full round action, causing you to end your turn prone.
In table F-02, The Damage Coloumn Represents the maximum possible damage (1d6 is gained per CL). All Bonus Damage is equal to your caster level, to a maximum on the table below.
| Rune Ranks | Damage (XD6)* | Bonus Damage (+X) | AVG Damage at max CL |
|---|---|---|---|
| 1 | 1 | 0 | 3.5 |
| 2 | 2 | 0 | 7 |
| 3 | 4 | 0 | 14 |
| 4 | 6 | 1 | 22 |
| 5 | 8 | 2 | 30 |
| 6 | 12 | 4 | 46 |
| 7 | 16 | 6 | 62 |
| 8 | 20 | 8 | 78 |
| 9 | 26* | 10 | 101 |
* Spells of this level deal 6d6+1d6/Caster Level
| Rune | Area of Effect/Effect* |
|---|---|
| Ember | Melee Touch |
| Flame | Burst (30 ft) |
| Pyre | Cylinder (20 ft x 40 ft) |
| Mud | Sphere (5 ft) |
| Stone | Spread (40 ft) |
| Terra | Shapeable (1 10 ft Cube/2 levels) |
| Zephyr | Ranged Touch (Ray) |
| Gust | Line (120 ft) |
| Tempest | Chain (30 ft/Jump) |
| Rain | Emanation (20 ft) |
| Wave | Cone (30 ft) |
| Tsunami | Cone (Bigger) (60 ft) |
* This is determined by the Third Rune. If there is no Third Rune, then there is determined by the Base Rune
| Rune | Range* | Duration** |
|---|---|---|
| Ember | See Area/Effect | 1 Round/Level |
| Flame | Close | 1 Round/Level |
| Pyre | Close | 1 Round/Level |
| Mud | Close | 1 Round/Level |
| Stone | Medium | 1 Round/Level |
| Terra | Medium | 1 Round/Level |
| Zephyr | Long | 1 Round/Level |
| Gust | See Area/Effect | 1 Round/Level |
| Tempest | Long | 1 Round/Level |
| Rain | Medium | 1 Round/Level |
| Wave | See Area/Effect | 1 Round/Level |
| Tsunami | See Area/Effect | 1 Round/Level |
* This is determined by the Third Rune. If there is no Third Rune, then there is determined by the Base Rune
** This is how long the Conditions last (which only happen if they fail their save). It also can be how long the spell lasts, as in the cases of Terra and Mud.
| Focus Rune Element | Damage Type | Saving Throw | Spell Resistance |
|---|---|---|---|
| Fire | Fire | Reflex | Yes |
| Water | Cold | Fortitude | Yes |
| Wind | Electricity | Reflex | Yes |
| Earth | Acid | Fortitude | Yes |
* Determined by the Focus Rune
Saving throws are currently in flux. I might do it element by element, as above or rune by rune.
Sample Output:
- Ember/Mud/Mud
- Casting Time: 1 Round
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: 5-ft.-diameter sphere
- Duration: 1 Round/level
- Saving Throw: Fortitude Negates
- Spell Resistance: Yes
A Ball of mud is formed, and starts rolling towards you...
A ball of mud is created by this spell, which can attempt to run over opponents. It is directed by you, requiring a move action to move it. It can move 20 ft per round, and it can ascend or jump up to 20 feet to strike a target. If it enters a space with a creature, it stops moving for the round and Collapses, covering the square with mud. This deals 1d6/Caster level (Max 5d6) points of Acid damage, with a bonus amount of damage equal to your Caster Level (Max 3) to that creature, though a successful Fortitude save negates that damage. If the Save fails, the ball grows Thorns that effect that square, and the character is treated as if he was entangled. If the save fails, then the ball can try to make a grapple check, to hold the enemy in place (+10 to Grapple Checks). The Ball of mud rolls over barriers less than 4 feet tall.
Water
The Element of Water Focuses on healing and summoning. Water focused casters tend to be some of the hardest to take down, and generally have many creatures serving it. If you like summoning, and can survive the healing, then Water is the Element for you. Or Combine water with another element, to inflict wounds and summon undead, to summon tougher creatures, or to summon tricky creatures.
Earth
The Element of Earth focuses on controlling the battlefield. True users of earth can change the battlefield to their liking, while others combine it with other elements to hinder and damage opponents, To create Plant life and to heal yourself while hindering the enemy, or... If you like to hinder opponents, and trick them, Earth is the element for you.
Wind
Wind Specializes in the ability to temporarily increase the power of a creature and to transmute creatures.
Rune Caster
A Rune Caster is proficient with the runes and their extraordinary power.
Hit Die:d6
Class Skills: Concentration, Craft, Decipher Script, Knowledge (Any, All skills taken separately), Rune Lore, Profession
Skill Points/Level: 4+int modifier (x4 at 1st level).
Starting Age: As Wizard
Starting Gold: As Wizard
Bonus Languages: Ignan, Auran, Aquan, Terran
Rune caster
...................................................................................................Rune Pool
| Level | BAB | Fort | Ref | Will | Special | 1 | 2 | 3 | Runes Known | Max Rune Level |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | 0 | 0 | 2 | Rune Drawing | 1 | � | � | 2 | 1 |
| 2nd | +1 | 0 | 0 | 3 | Elemental Focus | 1 | � | � | 2 | 1 |
| 3rd | +2 | 1 | 1 | 3 | Runic Combination | 1 | � | � | 3 | 1 |
| 4th | +3 | 1 | 1 | 4 | Focus Resistance 5 | 1 | � | � | 3 | 1 |
| 5th | +3 | 1 | 1 | 4 | Runic Combination, Elemental Augment | 1 | � | � | 4 | 1 |
| 6th | +4 | 2 | 2 | 5 | Improved Elemental Focus | 2 | 1 | � | 4 | 2 |
| 7th | +5 | 2 | 2 | 5 | Runic Combination, Focus Resistance 10 | 2 | 1 | � | 5 | 2 |
| 8th | +6/+1 | 2 | 2 | 6 | Improved Elemental Augment | 2 | 1 | � | 5 | 2 |
| 9th | +6/+1 | 3 | 3 | 6 | Runic Combination | 2 | 1 | � | 5 | 2 |
| 10th | +7/+2 | 3 | 3 | 7 | Dual Focus, Focus Resistance 15 | 2 | 1 | � | 6 | 2 |
| 11th | +8/+3 | 3 | 3 | 7 | Runic Combination | 3 | 2 | 1 | 6 | 3 |
| 12th | +9/+4 | 4 | 4 | 8 | Greater Elemental Focus | 3 | 2 | 1 | 7 | 3 |
| 13th | +9/+4 | 4 | 4 | 8 | Runic Combination, Focus Resistance 20 | 3 | 2 | 1 | 7 | 3 |
| 14th | +10/+5 | 4 | 4 | 9 | Greater Elemental Augment | 3 | 2 | 1 | 8 | 3 |
| 15th | +11/+6/+1 | 5 | 5 | 9 | Runic Combination | 3 | 2 | 1 | 8 | 3 |
| 16th | +12/+7/+2 | 5 | 5 | 10 | Supreme Elemental Focus, Focus Immunity | 3 | 3 | 2 | 8 | 3 |
| 17th | +12/+7/+2 | 5 | 5 | 10 | Improved Dual Focus | 3 | 3 | 2 | 9 | 3 |
| 18th | +13/+8/+3 | 6 | 6 | 11 | Runic Combination | 3 | 3 | 2 | 9 | 3 |
| 19th | +14/+9/+4 | 6 | 6 | 11 | Supreme Elemental Augment | 3 | 3 | 2 | 10 | 3 |
| 20th | +15/+10/+5 | 6 | 6 | 12 | True Focus, Immunity to Turning | 3 | 3 | 2 | 10 | 3 |
Class Features
Weapon and Armor Proficiency
Runecasters are proficient with all simple weapons, and Light Armor. A Runic magic is not arcane, and so they do not suffer from Arcane Spell Failure
Rune Casting
A Rune Caster can cast Runic Spells, provided he has a Runic Tome. A Runic Tome contains the Eldritch energy of the Runes that are drawn in it (All Runes that the Rune Caster knows). The Rune Caster is able to draw out this energy, and shape it into the runes while casting his spells. All saves for a Rune Caster's spells are equal to 10+Rune Rank+Int mod.
(Rune Ranks is the sum of the level of all runes in a spell. For example, a Pyre, Stone, Zephyr spell would have a Rune Rank of 6 (3+2+1) ).
Rune Pool
Each encounter, a Runecaster gains his rune pool. A Rune Pool contains a certain amount of each known rune, as shown on the above table. The numbers are not for the entire level, but for each rune of that level. For example, a level 1 Runecaster knows the Rain and Ember runes. In an encounter, he may use his Rain rune once and his Ember rune once.
Runes known
A Runecaster begins play with two runes, of max level 1. He gains more runes as he levels up, and can gain 2nd level runes at level 6, and 3rd level runes at level 11. A Rune caster must take runes in order. For Example, he cannot take the Pyre rune at level 11, if he does not have the flame or ember rune yet.
Rune Drawing
At level 1, a Runecaster learns how to draw runes. This grants the Etch Runic Mark feat. (Like a Scroll, but can be placed on things as a trap)
Elemental Focus
A Runecaster may select an element to focus his studies on. At any level he learns a new level of rune, he must Learn a rune from his Focus element. Elemental Focus increases the element pool by 1 for level 1 runes of his focused element (This is known as a Primary Focus). A Runecaster may forgo this for the benefit of a bonus feat.
For example, a Level 2 Runecaster has ember and rain. He chooses Water to be his focus, and he then can use Rain twice an encounter, and Ember once.
Runic Combination
As a Runecaster studies, he learns to combine runes to make stronger spells. At 3rd level, he may create a spell of up to 2 rune ranks, regardless of combination, to produce a stronger spell effect. A combination rune spell reduces the rune pool for each component in the spell. (A Ember-Rain spell would cost two level 1 runes, one ember, and one rain.)
His Abilities improve as he levels up, and at Level 5, he may create a spell of up to 3 ranks, regardless of combination (Maximum of three runes in the combination).
At level 7, he may create a spell of up to 4 ranks, regardless of combination (Maximum of three runes in the combination).
At level 9, he may create a spell of up to 5 ranks, regardless of combination (Maximum of three runes in the combination).
At level 11, he may create a spell of up to 6 ranks, regardless of combination (Maximum of three runes in the combination).
At level 13, he may create a spell of up to 7 ranks, regardless of combination (Maximum of three runes in the combination).
At level 15, he may create a spell of up to 8 ranks, regardless of combination (Maximum of three runes in the combination).
At level 18, he may create a spell of up to 9 ranks, regardless of combination (Maximum of three runes in the combination).
Focus Resistance
At level 4, you gain one of the following, depending on your element
Air: Electricity Resistance 5
Earth: Acid Resistance 5
Fire: Fire Resistance 5
Water: Cold Resistance 5
At 7th level, this improves to 10. At 10th level this improves again to 15, and at 13th level it improves to 20.
If you did not choose an elemental focus, you get a bonus feat at 7th level.
Elemental Augment
A Runecaster of at least 5th level starts to gain the abilities of the Elemental of his primary focus type. These Elemental Augments function for 1 round, and may be used once per encounter.
Air: For one round you may fly at your base land Speed, with clumsy maneuverability.
Earth: For one round, you may borrow at your base land Speed.
Fire: For one round, you may move at double your base land speed.
Water: For one round, you may swim at your base land speed.
If you did not take an Elemental Focus, you gain a bonus feat.
Improved Elemental Focus
At 6th level, a Runecaster's Primary elemental focus improves, granting an additional use of the element's second level rune. A Runecaster who did not gain Elemental Focus does not gain any benefit from this ability.
Improved Elemental Augment
At Level 8, a Runecaster's Elemental Augment becomes more powerful. You gain another augment depending on your element. This augment is always in effect.
Air: +1/2 Runecaster level to jump checks
Earth: +1/2 Runecaster level to Balance
Fire: +1/2 Runecaster level to Tumble Checks
Water: +1/2 Runecaster level to Swim checks
If you did not choose an Elemental Focus, You gain no bonus from this ability.
Dual Focus
At 10th level, a Runecaster may focus on an additional element. This grants the benefits of Elemental focus to the second element (This is known as a Secondary Focus). You do not have to gain your secondary focus upon gaining a new level of Runes, as you do your primary. If you did not choose a primary focus, then you get a bonus feat.
Greater Elemental Focus
At level 12, a Runecaster's Primary elemental focus improves again, granting an additional use of the element's third level rune. A Runecaster who did not gain Elemental Focus does not gain any benefit from this ability.
Greater Elemental Augment
At level 14, A Runecaster's Elemental Augment improves again. You gain one of the following bonuses, depending on your primary elemental focus.
Air: +10 foot enhancement to land speed.
Earth: +2 Natural Armor
Fire: +5 to initiative Checks
Water: +10 Hit points
If you did not choose an element focus, you may use any of the Elemental Augment abilities.
Focus Immunity
At 16th level, you become immune to the damage associated with your primary focus (Electricity for Air, Acid for Earth, Fire for Fire, Cold for Water)
If you did not choose a focus, you gain no benefit from this ability.
Supreme Elemental Focus
At level 16, a Runecaster's Primary elemental focus becomes unmatched. You gain an additional use of the element's first and second level rune. A Runecaster who did not gain Elemental focus gains a bonus feat.
Improved Dual Focus
At level 17, a Runecaster's secondary elemental focus improves. This grants the benefits of improved Elemental focus to your secondary element.
Supreme Elemental Augment
At Level 19, You become closely tied to your elemental, gaining an ability depending on your primary elemental focus.
Air: You gain the Whirlwind ability of a Medium Air Elemental.
Earth: You gain the Push ability of a medium Earth Elemental.
Fire: You gain the burn ability of a medium Fire Elemental.
Water: You gain the Vortex ability of a medium Water Elemental.
True Focus
At level 20, a Runecaster's focus on his primary element becomes so powerful, he becomes an elemental, with the subtype of his primary focus. All hitdice become d8, and one save improves to good, Fortitude for earth and water, or Reflex for Air and Fire. You are no longer subject to critical hits or flanking, and gain immunity to poison, sleep effects, paralysis, and stunning. You gain Darkvision out to 60 ft. You no longer need to eat, sleep, or breathe. Unlike a normal elemental, you may still be resurrected, though it requires a true resurrection to do so.
In addition, you gain one of the following abilities, depending on your primary Focus.
Air: You gain the ability to fly at double your base land speed, with perfect maneuverability
Earth: You gain a burrow speed equal to double your base land speed. You may borrow through solid rock.
Fire: Your base land speed doubles.
Water: You gain a swim speed equal to double your base land speed.
If you did not gain elemental focus, your Rune pool for level 1 and 2 increases by 1. This effects all runes you know.
Immunity to Turning
If you become an elemental, you may not be turned, rebuked, destroyed, or controlled by a cleric with the appropriate domain (Eg: An Air focused Runecaster may not be turned or destroyed by a cleric with the Earth domain.)
Skills
Rune Lore
As Spellcraft and Knowledge Arcana, but applies to runes.
Feats
Greater Elemental Training
Prerequisites: Elemental Training
Benefits: Choose an Element you have Elemental Training, The DC of that element increases by another +1, following the same conditions as Elemental Training
Greater Runic Savant
Some learn the mightiest runes faster then reason
Prerequisites: Runic Savant, Elemental Augment class feature
Benefits: You may learn 3rd level runes. While this feat does not teach you a new rune, you may switch out a rune known for another rune you meet the prerequisites to learn. You may use this rune once/encounter, and are considered to have one extra use of this rune (Maxing at 3 uses before Elemental Focus).
For Example, Grignr takes Greater Runic Savant. He decides to switch his Mud rune he learned for a Terra rune. He cannot however, since he needs to know Mud and Stone to learn Terra. Instead, he takes Tempest, since he has the Zephyr and Gust runes. He may use the rune once per encounter until level 11, where at he may use it twice, and at level 16 he may use it 3 times.
Elemental Training
Prerequisites: Ability to Draw Runes
Benefits: Choose an Element. Single Rune Spells with a rune of the element as the only rune, and Multi-Rune spells with a rune of the element as the Focus Rune have +1 DC.
Runic Savant
Some learn the Runes earlier then others.
Prerequisites: Runic Combination class feature
Benefits: You may learn 2nd level runes. While this feat does teach you a new rune, you may switch out a rune known for another rune you meet the prerequisites to learn. You may use this rune once/encounter, and are considered to have one extra use of this rune (Maxing at 3 uses before Elemental Focus).
For Example, Grignr takes Runic Savant. He decides to switch the rain rune he learned this level for the Stone rune. To his frustration, he cannot because he does not know the Mud rune. He decides to take the Gust rune, since he has the Zephyr Rune. He may use the rune once per encounter until level 6, where at he may use it twice, and at level 11 he may use it 3 times. At level 16 he may not use it 4 times before elemental focus.
Rune Spells
This section will soon contain rune spells. For now, heres a list.
Analysis
Following Sorcerer Progression!



