A German Enchanter. |
This post is a sort of continuation on my previous theme of getting
back to the origins of magic items. In these origin legends, magic
items are not made wizards in towers, rather their magic comes from
the materials and the maker. Another theme that can be found in some
legends is the use of incantations, sigils, or runes inscribed upon
the surface of an item to make it magic. Presented here is a system
where non-casters, and spell-casters, can inscribe a certain set of
symbols onto an item and give it minor bonuses. Along with the
system, I have included some historical information about rune,
sigils, and incantations to assist in 'spicing up' your game world.
Uses in Your Game: You can
use the various rules and options as written in the article. You can
add the various runes as minor magical enchantments for low level
campaigns, or campaigns that have limited magical item powers.
Finally, you can uses these as inspiration for your own magic items
or whatever you need inspiration for.
A worker of Incantations - Art from Tang Dynasty China. |
Across
History and Cultures
The idea of symbols or writing possessing the power to alter reality
is an age old concept. Potency and efficacy of these symbols or
written incantations relied on the exactitude that the incantations
were worded or the symbols were reproduced. Numerous cultures
codified these magical incantations or systems into complex systems
with their own mores and required actions. While this is in no way an
exhaustive list, it includes a sample from eastern and western
cultures:
Hieroglyphics: The Egyptian culture and its use
of Hieroglyphics has become common knowledge. However, its use of
Hieroglyphics to form incantations still remains somewhat obscure. A
number of examples of their use of incantations still exist, the
largest of which is the Book of the Dead, though the correct
translation of its title is closer to Book of Coming Forth by Day
or Book of Emerging Forth into the Light. Incantations found
in the book included: protection against snakebites, prevention of
putrefaction, and the ability to transform into any desired form.
Protective incantations were thought to be used frequently on tablets
or amulets that were commonly used be citizens from all levels of
society.
Runes:
Fantasy
literature and RPG's are rife with references to runes. Runes were
commonly used as the alphabet for Germanic languages before the
introduction of the Latin alphabet into the area. The earliest
example of the use of Runes dates from around 150 AD. The poetic Edda
mentions 'victory runes' that can be inscribed on various parts of a
sword. Other examples of runes used for magic include the inscription
of Tyr's name or the word 'Alu' multiple times in succession. The
inscription of meaningless utterances were also common, these
utterances were believed to be some sort magical chants.
Shou
/ Lu / Fu: The
inscription of the Chinese characters Shou, Lu, and Fu on clothing,
amulets, as well as many commonly used items is a tradition that
dates as far back as the Song dynasty (AD 960 – 1279). They
represent the three most important general goals in traditional
Chinese culture: longevity (shou), prosperity (lu), and happiness
(fu). The thought is that when items are inscribed with these
characters, often found in stylized forms, these items can attract
the concepts they represent.
Theban
Alphabet: The
origins of the alphabet are unknown, but was first published in
Johannes Trithemius' Polygraphia
(1518).
It's name comes from Honorius of Thebes, an individual who left
little to mark his existence from the Middle Ages. Honorius of Thebes
is credited with the authorship of the grimoire called The
Sworn Book of Honorius
(13th
Century AD) which purports to contain the combined knowledge of
multiple magicians/wizards. This alphabet was, as still is, used as a
cypher to write spells and incantations. The Theban Alphabet is still
used by practitioners of Wicca and modern forms of witchcraft.
An Inscriber of Runes and Incantations. |
Inscribed
Enchantments
The central concept for this system
is the personalization of equipment, and bonuses that result from the
personalization. In this system, the character inscribes their name
into a piece of equipment along with other runes/incantations that
link certain powers with the name and the item it is inscribed upon.
These personalized enchantments only function for the person whose
name is part of the inscribed enchantment.
Various Systems for
Use in Your Game
These are a set of different rules for use of this concept in your
game. There are two different forms that the personalized
enchantments system can take: skills as knowledge and skills as
recreation. The skill styles used for this system are: X out of 6 and
Skill Proficiencies.
General
Rules
These rules apply to the use of personalized enchantments, no matter
what skill system is used.
Cost: The character has to
devote part of their life essence in order for the inscribed
rune/incantation. A character must sacrifice a number of HP, which
cannot be healed until the character willingly deactivates the
rune/incantation. The HP cost is equal to the total number of
incantations/runes the character has active, divided by 2. (e.g. One
costs 1 HP, Two costs 1 HP, Three costs 2 HP, Four costs 2 HP, Five
costs 3 HP, etc...)
Limited Number: The
character can only have a number of active incantations/runes equal
to the character's level, or half the character's level (rounded up
or down, GM's choice).
Optional Rules:
The GM may decide to use any, some, all, or none of these rules
depending on the level of power the GM wants to give to the skill in
their game.
An object must be reforged or
altered if the character wishes to change which runes/incantations
are active on the object. To properly reforge or alter the item the
character must make a successful crafting or Tinkering skill roll and
spend 1/3rd
of the original cost of the item (e.g. Weaponsmithing for a sword,
Armorer for armor, or Sewing for Clothing).
A character may have multiple inactive runes/incantations on any one
object. The character may activate and deactivate these inscribed
runes/incantations at will, as long as they pay the cost. This option
gives the chosen item a degree of flexibility for different
situations the character might encounter. If there is a monetary cost
(covered later in the post) it still must be spent to have a
rune/incantation to be functional whether it is active or not.
A character may use their knowledge to inscribe a personalized
enchantment for another character besides themselves. The activation
cost in HP is still paid for by the character the enchantment is tied
to, it is just someone else inscribing it on the weapon. Costs for
inscription by another person are doubled to cover the cost of labor.
The monetary costs can be found later in this post.
If the GM wishes to have a simpler set of magical items for their
game, they can forgo the HP cost to the character to have active
rune/incantations or they may keep the HP. The enchantments may still
remain personalized, meaning they only function for a particular
person, or they can become universal if the GM wishes. In any case it
is recommended that the GM allow other characters, besides the one
using the enchantments, to inscribe runes/incantations onto an item.
If the HP cost is removed, use the monetary cost rules (later in the
post) and multiply the base costs by 5 along with any other
multipliers.
A man practicing a rune he has mastered. Art by W. Blake |
As
Knowledge
The amount of points or proficiencies the character has represents
the number of incantations/runes that they have mastered. These
skills are not rolled, rather they are representations of the amount
of knowledge they have.
X out of 6: Each point the
character has in the Enchantments
skill counts as an incantation/rune the character has mastered. The
character can perfectly recreate this incantation/rune without worry
about failure. While the character may have knowledge of any number
of incantations/runes, they are unable to effectively recreate any
but the ones they have mastered. Since most games that use this
system have all skills starting at 1 out of 6, it means that all
starting characters know at lest one incantation/rune.
Specialists/Rogues treat this skill as any other skill. This skill
increases by 1 on every even level for Clerics/Priests and
Wizards/Mages. The skill increases by 1 on every odd level (e.g.
levels, 3, 5, 7, etc...) for Dwarves and Elves if race is treated as
a class.
Skill Proficiencies: The
Enchantments skill
requires three slots to start, with the relevant ability being
Intelligence and a check modifier of -3. The character starts with
knowledge of two incantations/runes. For each additional proficiency
the character spends on the skill, they gain access to an additional
incantation/rune. The Enchantments
skill is in the Wizard
and Priest proficiency groups.
Optional Rules:
The GM may decide to use any, some, all, or none of these rules
depending on the level of balance the GM wants to give to the skill
in their game.
To place the incantation on a desired object, the character is
required to make a successful crafting skill roll or Tinkering roll
depending on the item being worked on. (e.g. Weaponsmithing for a
sword, Armorer for armor, or Sewing for Clothing).
A failed crafting skill roll or a
failed Tinkering roll means the item is inscribed improperly and
another attempt on that item may not be made unless it is reforged or
altered. To properly reforge or alter the item the character must
make a successful crafting or Tinkering skill roll and spend 1/3rd
of the original cost of the item.
The cost of putting the
rune/incantation on an item costs 100 gp/sp (depending on the base
monetary system of the game) per rune/incantation on the item
counting the one being applied. (e.g. 100 gp/sp for the 1st,
200 gp/sp, for the 2nd,
300 gp/sp for the 3rd,
etc...). If the skill to inscribe the rune/incantation fails, half of
the materials/cost is wasted.
Examples of magical and alchemical sigils. - Art by Ebenezer Sibly |
As
Recreation
The basis of this system is the accurate recreation of specific
runes/incantations so that they function correctly on the item. The
character may know any number of runes/incantations but the rule for
the number of active runes/incantations still applies.
X
out of 6: All
character's begin with a rating of 1 in 6 in the Enchantments
skill.
This skill functions as any other skill, with the character having to
roll equal to or below the rating each time they wish to inscribe a
rune/incantation on an item. Specialists/Rogues treat this skill as
any other skill. This skill increases by 1 on every even level for
Clerics/Priests and Wizards/Mages. The skill increases by 1 on every
odd level (e.g. levels, 3, 5, 7, etc...) for Dwarves and Elves if
race is treated as a class.
Skill Proficiencies: The
Enchantments skill
requires three slots to start, with the relevant ability being Wisdom
and a check modifier of -3. This skill is improved like any other
skill by spending additional proficiencies on it.
Optional Rules:
The GM may decide to use any, some, all, or none of these rules
depending on the level of balance the GM wants to give to the skill
in their game.
A failed crafting skill roll or a
failed Tinkering roll means the item is inscribed improperly and
another attempt on that item may not be made unless it is reforged or
altered. To properly reforge or alter the item the character must
make a successful crafting or Tinkering skill roll and spend 1/3rd
of the original cost of the item.
The cost of putting the
rune/incantation on an item costs 100 gp/sp (depending on the base
monetary system of the game) per rune/incantation on the item
counting the one being applied. (e.g. 100 gp/sp for the 1st,
200 gp/sp, for the 2nd,
300 gp/sp for the 3rd,
etc...). If the skill to inscribe the rune/incantation fails, half of
the materials/cost is wasted.
The GM rolls the skill secretly, instead of the player. The character
must test the weapon out before determining if the inscription was
successful or not.
A failed roll means that the opposite effect of the inscribed
rune/incantation occurs, turning bonuses into penalties and bonus
damage being caused to the character each time they used the weapon.
Runes
/ Incantations
There are two classifications for runes/incantations: worn and
weapon. Worn runes/incantations can be applied to any piece of
clothing, jewelry, or item. No matter what kind of worn item the
rune/incantation is applied to, the bonus remains the same. Weapon
runes/incantations can be applied to any weapon, ranged weapons apply
their bonuses to the projectiles they fire. A character may only
benefit from a particular rune/incantation type once, no matter how
many copies of the rune/incantation the have activated.
Optional: The
GM may decide that a character may benefit from a rune/incantation
multiple times if it comes from the same item, it is up to the GM the
maximum number of times allowable. The cost for the 2nd
rune to be placed on the item is doubled, the cost for the 3rd
is tripled, the cost for the 4th
is quadrupled, etc if the GM is using the monetary costs mentioned
earlier in the post.
An example of a few different items that can be inscribed |
Worn
Runes/Incantations
Protection: This
rune/incantation improves the AC protection of an item by +/- 1. If
the item does not normally provide an AC bonus, the rune still
improves the wearers AC. A character may benefit from this type of
rune/incantation once, no matter how many items are inscribed with
it.
Optional:
The
AC bonus only applies to a certain type of weapon or certain type of
damage (e.g. ranged/melee or slashing/bludgeoning/piercing). If the
rune/incantation only supplies protection against a specific type of
weapon or damage, the GM may rule that each type of protection is a
separate rune/incantation that must known by the inscriber.
Bolstering: This
rune/incantation improves a single save by 1, the save must be chosen
at the time of the inscription. An item, or set of items, may provide
a bonus to each save.
Optional:
Each
save that is improved is considered a different rune/incantation,
meaning a character must know five different runes/incantations in
order to improve every save.
Swift:
This
rune/incantation improves the base move speed of a character by 5
feet/ 2 yards/ 2 meters / etc.
Optional:
The movement bonus only applies when the wearer is moving in a
specific type of environment (e.g. mountain, forest, swamp, etc...).
If the rune/incantation only applies to a specific environment the GM
may rule that each type is a separate rune/incantation that must
known by the inscriber.
Increased
Range of Motion: This
rune/incantation reduces the penalties to Rogue skills by 5%. If the
game system uses the X out of 6 skill system, improve the Stealth and
Tinkering skills by 1 or reduce the penalties to said skills by 1 if
the system places penalties on those skills for wearing armor.
Optional:
The
bonus or penalty reduction only applies to a specific skill, rather
than all the listed skills. If the rune/incantation only applies to a
specific skill the GM may rule that each type is a separate
rune/incantation that must known by the inscriber.
Agile:
This
rune/incantation allows the wearer to make 2 rolls, taking the better
roll, for attempting to do anything that requires a level of grace
and agility, though not for attacking or saves (e.g. acrobatics,
stealth, balancing, etc...).
Optional:
The rune/incantation only applies to a specific skill or action,
rather than all skills and actions that are based on agility and
grace. If the rune/incantation only applies to a specific skill or
action the GM may rule that each type is a separate rune/incantation
that must known by the inscriber.
Powerful:
This
rune/incantation allows the wearer to make 2 rolls, taking the better
roll, for attempting to do anything that requires a level of strength
or physical might, though not for attacking or saves (e.g. bending
bars, lifting gates, pushing heavy objects, etc...).
Optional:
The rune/incantation only applies to a specific skill or action,
rather than all skills and actions that are based on strength or
physical might. If the rune/incantation only applies to a specific
skill or action the GM may rule that each type is a separate
rune/incantation that must known by the inscriber.
Potent:
This
rune/incantation allows a spell-caster to be considered 1 level
higher when determining level dependent variables of spells (e.g.
duration, range, damage, etc.).
Optional:
The rune/incantation only applies to a specific school of magic (e.g.
necromancy, enchantment, conjuration, etc...) or to a specific type
of magic (divine or arcane). If the rune/incantation only applies to
a specific school or type of magic GM may rule that each school or
type is a separate rune/incantation that must known by the inscriber.
Wayland the Smith, maker of powerful weapons and Runes. Art by J. Gehrts |
Weapon
Runes/Incantations
Blood Thirsty: This rune
provides a +1 bonus to damage to a weapon.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Death
Dealing: This
rune provides a +1 bonus to-hit to a weapon.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Caustic:
This
rune provides a +1 bonus to damage to a weapon, this bonus damage is
considered Acid damage.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Arctic:
This
rune provides a +1 bonus to damage to a weapon, this bonus damage is
considered Cold damage.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Searing:
This
rune provides a +1 bonus to damage to a weapon, this bonus damage is
considered Fire damage.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Shocking:
This
rune provides a +1 bonus to damage to a weapon, this bonus damage is
considered Electric damage.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Shattering:
This
rune provides a +1 bonus to damage to a weapon, this bonus damage is
considered Sonic damage.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Forceful:
This
rune provides a +1 bonus to damage to a weapon, this bonus damage is
considered Force damage.
Optional:
If GM wishes, there must be a rune/incantation for each type of
weapon or type of weapon damage, meaning someone must know multiple
runes/incantations to improve any weapon they wish.
Optional:
These options are rather powerful,
so it is up to the GM whether or not to allow these.
Will For Destruction: Increases
the critical range for the weapon by 1 (e.g. a normal weapon would
score a critical on a 19 and 20). Rolling the reduced number needed
for a critical does not mean an automatic hit, it just means that
they score a critical IF their roll would normally hit.
Optional: If GM wishes, there must
be a rune/incantation for each type of weapon or type of weapon
damage, meaning someone must know multiple runes/incantations to
improve any weapon they wish. Optionally, the rune/incantation counts
as 2 or 3 for the purposes of limits and costs (GM choice).
Destroyer: This increases
the critical multiplier by 1 (e.g. a normal weapon would do x3 damage
instead of x2).
Optional: If GM wishes, there must
be a rune/incantation for each type of weapon or type of weapon
damage, meaning someone must know multiple runes/incantations to
improve any weapon they wish. Optionally, the rune/incantation counts
as 2 or 3 for the purposes of limits and costs (GM choice).
Powerful: This increases the
damage die of the weapon by 1 type (e.g. a D6 would become a D8, a D8
would become a D10).
Optional: If GM wishes, there must
be a rune/incantation for each type of weapon or type of weapon
damage, meaning someone must know multiple runes/incantations to
improve any weapon they wish. Optionally, the rune/incantation counts
as 3 for the purposes of limits and costs (GM choice).
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