Rune system (WIP)

The rune system represents an ancient form of magic, where primitive researchers were able to tap into innate magical concepts with overly elaborate symbols and chanting. The rune system is slow and customizable, allows for spell multiplexing, and reduces the need for redundant spells. The modern magic system by comparison is specialized, rote, and quick. Futuristic magic (ie psionics) is more elegant and flexible with a lack of power and diversity.

Player gain Runes at times when the story provides them (ie discovering a rune source or researching). Runes are a permanent part of a character and do not take up slots or character options. Runes provide benefits if assigned to equipment or can be used to prepare spells. Spells provided by runes are in addition to spells learned. Each rune has multiple equipment uses and its effect is dependent on the level of the equipment and how many slots are assigned to the rune. Spells and equipment can have multiple associated runes.

Minor changes: Fear effects are Enchantment (fear), not Necromancy. Healing is Necromancy (healing), not Conjuration (healing)

Runes and their associated spells and effects

Note: Spells with a total level of 0 act as cantrips. They have a maximum duration of 1 minute and count your CL as half.

Default touch range, 1 min/level. Bolded parts are required, At least 1 effect prior to the > is required.

## Base spells

Color: +3 dazes for 1 round, +4 stuns for 1 round, +4 fascinates for 1 minute, > -1 Only affects targets with HD less than half your CL, -2 Only affects humanoids and animals, +1 increases to 1 round/CL and allows target to save each turn.

Comprehend: +1 You can understand a spoken common language; +1 you can read a written common language; > +1 You can also speak and/or write the languages; +1 This applies to all common languages;

Creation: +1 Clads target in MW armor, arms with MW weapon, or provides 1 MW ammo/level. +1 Launches ammo at target dealing 1d4/level > -1 SO

Detection: Detect magic +0; > replace with other detect +1 Good(evil or good), +1 Evil (good or evil), +1 Law (Law or Chaos), +1 Chaos (Law or Chaos) +1 Undead(Death or Undeath), +1 animals(Animals), +4 Divination (divination), +1 secret doors (security), +2 thoughts (Though)

Fear: +1 shaken, +2 frightened instead, +3 Panicked instead, > -1 Affects only targets with fewer HD than half your CL (min 1).

Figment: +1 As silent image, +2 as minor image instead, +3 as major image instead, +5 as persistent image instead, +6 Programmed image instead

Endurance: [Endure elements], [resist energy], [protection from energy] >

Enhancement: +0 removes fragile, +1 enhancement bonus to armor or weapon, +1 per ability added (silver, cold iron, +1 enhancement except bane), +2 per ability added (bane, adamantine)

Hasten: +1 +30ft move speed, +2 extra attack and reduce duration (min 3rd), +1 (+1/4 on attack (comp)/AC (dodge)/Ref(comp)) > +1 area spell

Health: +1 grants 1 immediate reroll and +4 on sicken/nauseated/poison/disease >

Ice: +0 1d4 cold/CL, Fort, SR yes, +1 entangles, +1 staggers > +1 area spell 30ft cone

Identify: +1 Allows the caster to detect and identify magic items or effects using a spellcraft check in a 15ft cone > -1 Concentration duration; +1 (+CL on spellcraft check); +5 make a gather information check using your spellcraft modifier and without interacting with other characters;

Lighten: +1 Halves weight of object, +1 reduces penalty on armor or weapon 1 category, +1 doubles increment on ranged attack, +2 helpful levitate, +3 hostile levitate (1 round/CL)

Mist: +**1 As obscuring mist PB** > +1 level: halves movement; Special: Reduce damage 2 levels and duration to 1 round/CL when combined.

Repose: +1 Prevents decay or undeath, +1 increases neg HP pool; +5 revivify; +1 limit day/CL; +1 restores corpse; > +2 skips 1 neg level (x2)

Transform: +1 for each: +1 size, -1 size, +1 natural attack; 1 movement form (minimum slot 3 for flight);

Trickery: +1 blurred movement, darting duplicate, +2 mirror image, +2 blur, +3 displacement

Scry: +1 You create a magical sensor that you can see or hear through using your own sense abilities and perception. You must concentration to see through the sensor. > +1 the sensor is invisible; +1 The sensor moves up to 30ft per round as you concentration; +2 You don't need line of sight to create the sensor; +2 The sensor is created within 10 feet of a specific character (will negates, see scrying tables)

Security: +1 Add half your CL to the DCs for disable device, strength checks, and the hardness of an object for the purposes of opening or escaping; +2 reduce the values instead; +4 Anyone teleporting away within 40ft of the object arrives unable to act of be affected by anything for 1 round, anything teleporting out is delayed by 1 round. You are aware of this trigger and the location of the effect; +8 anyone within 40 ft of the object must make a CL check (DC 20+your CL) to teleport. A failure prevents the teleport. [Alarm]

Servant: +1 Servant or mount, +2 spectral hand,

Shocking: +0 1d4 electricity/level, No save, SR yes > +1 (+1 each: +2 on DC, +4 attack rolls, and +4 SR check), +1 Area spell 60ft line

Speed: +1 +10ft move speed +2 ignore AoOs > -1 SO

Weakness: +1 (or +0 alone) fatigues target no stacking, +2 fatigues with stacking instead, +3 exhausts instead, +1 penalizes Str or Dex 1d6+0.5/CL instead

Wind: +1 You can alter the level of winds by 1 step every ...?

## Spell Modifiers

Spell Modifiers are added to spells like metamagic. Some are available by default and some are selected

Area spell: Affects all targets in a 15ft cone +1; all targets in a 10ft radius burst (you may exclude yourself), all targets in a 30ft line, 1 target/level in a 15ft radius +2 spell levels

Reach spell: Increase the range from touch to close, close to medium, or medium to long +1 spell level

Enhance spell: increase healing or damage dice from 1 to d4, d4 to d6, d6 to d10, d8 to d12 +1 spell level; d10 to 2d6, 1d12 to 2d8 +2 spell levels

Combine spell: Total all spell levels and effects, minimum 1 each.

Widen spell: doubles area or targets if more than 1 allowed +1

Enduring spell: increase duration min/level to 10min/level, or 10min/level to 1hr/level, or 1hr/level to 1 day. +1

Instant spell: Reduce the casting time from 1 standard action to 1 swift action, decrease the duration from 1 minute / CL to 1 round. Can only be used on spells affecting only yourself. +0

Incremental spell: Instead of dealing damage/CL, instead grants touch attacks that deal the base damage+CL. Any additional effects last a maximum of 1 round. +0

Example spells Fireball (Flame+0 [-1], enhance+1, area+2, widen+1) Not long

Stinking cloud (mist+1, sicken[nauseated]+2, Distance+1) too high

Identify Detect magic/identify/arcane sight/legend lore/analyze dweomer/discern location

Detect Detect alignment/thoughts/animals

Divine Augury / commune

Locate: +2 locate object > +2 Locate creature; +4 locate location

Truth: See invisible/Zone of truth/true sight/

Scry Clairaudence-Clairvoyance/Scrying

Comprehend: Comprehend languages / tongues /

? telepathy, shield, grease, mage armor, mount[servitor], unseen servant[servitor], true strike, sleep[sleep], floating disk[servitor], magic missile, disguise, magic aura, ventriloquism, chill touch, x corpse, animate rope[animation], break[destruction], feather fall, jump, liberating command, inflictx, obscure object, protection from arrows, resist energy, create pit[dimensions], glitterdust, stone call, web, hideous laughter, touch of idiocy, flaming sphere, gust of wind, shatter[destruction], darkness, blur, magic mouth, misdirection, blindness/deafness, boneshaker, command undead, false life[repose], ghoul touch, scare[fear], spectral hand[servitor], BUFFS, knock, make whole, pyrotechnics, rope trick [dimensions], spider climb,