A Runemaster is one that works with runes as an only source of magical casting. He is capable of more control of the runes than anyone else. Runemasters are allowed to use weapons, but are limited to natural or rune enchanted weapons and armor. NOTE: Runemasters are able to use other magical devices as long as they are not weapons.
A Runemaster need not have a deep personal passion behind the carving of a rune. Only 1 carving may be attempted by a Runemaster per week. (unlike normal situations, a runemaster may create weekly carvings over the same situation).
APPEARANCE: You can always tell a Runemaster because of the unmistakable tatoo of a rune on his brow. The rune will always be 2 x 2 inches. and in this shape:
BACKGROUND: Runemasters are often feared because people are not quite sure what they are capable of. Often they are chased out of or denied access to towns, and villages for fear that they will cause everyone in contact with them to go insane and kill each other.
This public belief is all based on a tale that goes back centuries. A long time ago, a runemaster named Tgar entered a community of nobles and began teaching them the use of runes. They were amazed at the strength of a soulink connection between himself and his familiar. Using one of the nobles as an assistant, he showed how a runemasters power of mindlink (a type of soulink) that can be used on humans. Unfortunately that specific noble went insane because of unrelated circumstances and ended up killing three nobles in the community. After time, the story was blown way out of proportion to where the belief was that a runemaster can take total control a persons actions just by his stare. Tgar was said to have destroyed a whole community of nobles by staring into each of their eyes and commanding them to kill each other.
A beginning runemaster starts with a 15% chance of success in casting or carving each rune and/or symbol. Any time a rune or symbol is successfully cast, that specific rune or symbol has a 1d6 added to it's percentage of success. A failed attempt would gain nor lose nothing.
There are not any Runemasters that have complete control over runes and symbols. Thus the percentage of success rating will never reach over 90% control or protection for any rune or symbol.
= Partnership Strength
= Aids wisdom
= Adds Strength
The ashes are then applied to the forehead of the applicant. This mindlink does not become a control of the applicant, but instead a nonverbal link of minds. When established, anything within the applicants sight, the runemaster sees as quickly as it happens. The runemaster need not speak the same language as the applicant. The applicant need not even be very intelligent. The runemaster can make instantaneous suggestions through the link, but never is he in any control of the applicant. This mindlink will stay active for 1d20 minutes or until one of the participants breaks it. (The Runemaster by not concentrating on the link and the applicant by wiping the ashes from his forehead.) NOTE: There is always a 20% chance that a link cannot be formed with any one applicant.
At times, a mindlink is performed to bridge a language barrier. The mindlink is often preferred over a translator because actual words are not exchanged, but instead pure thoughts which cannot be misconceived.
Note: A mindlink does not enable a runemaster to read the applicants mind. It is strictly used to translate through.
Once per day, a runemaster is capable of mindlinking with any one conscious living creature at one time.
The ceremony to obtain a familiar is performed by sedating the potential familiar with smoke from burning haragon weed, dolth husks and bee's wax. The forehead of the mammal is then plucked or shaved as to gain access to exposed skin. Blood from the familiar and the runemaster are mixed with the tree sap from a sargawnian tree. This concoction is then used with a thorn from a kripper bush to create a tatoo on the forehead of the familiar in the same shape as the runemasters. The runemaster will then sit in complete meditation holding his new familiar until his will has taken over for the familiar's. Sometimes it can take 10 hours or more. (1d12+4 Hours) Note: There is a 20% chance that a link cannot ever be established with an applicant.
The soulink between a familiar and a runemaster (when established) works asthough it is an appendage of the runemaster himself. The Familiar does not think on its own anymore. In a sense it is brain dead. Anything within the familiar's sight, the runemaster sees as quickly as it happens. The familiar's actions are immediately all totally controlled by the runemaster. In short, The familiar is a puppet controlled by the runemaster. it has no will of it's own.
A runemaster has an incredible mind lock on his familiar. If the familiar is severely hurt (3/4 or better of its life force drained), the runemaster will suffer a massive migraine headache for 1d30 hours. If the familiar is killed, the runemaster will suffer a migraine for 1d30+48 hours. There will be a 10% chance of instead going into a deep coma for that same 1d30+48 hours -hardly breathing and appearing dead to common folk.
When in a coma, it has been said that the runemaster, still in control of the spirit of his familiar is overwhelmed with exploring the realm of afterlife. In the past, many runemasters in comas were buried alive by people that did not know better.
The soulink between a runemaster and his familiar will last until one of them dies. If a runemaster dies, The familiar regains it's will.
After the duration of the headache or coma, a runemaster will permanently lose one point of wisdom. and also lose knowledge of controlling 1d4 random runes/symbols. He may employ another creature as his familiar after losing one as long as he still meets the requirements.
During the time of these headaches (if not in a coma), the Runemaster cannot use his runic powers and is at a -4 defending and/or attacking in natural combat. Often during this rough time he will desire sleeping to being awake.
Agate : To the wearer, this stone serves as a third eye. It watches over the wearer while they sleep, while they blink, and while they are looking the other way.
Appearance : Multi banded stone. Opaque to transparent, primarily peach-orange to gray.
Aperturebauble : Protects from witchcraft and voodoo. Actually this stone does not have to be a gemstone. It can be any type stone with a natural hole in it. Some myths say that a piece of rope, string or leather strip should be threaded through a hole and a piece of iron (such as a key) be linked to it.
Appearance : Any color. The hole should be easily seen.
Aquamarine : It has been known to stabilize body fluids. It also is a luck charm for marine travel.
Appearance : Light Blue.
Adventurine : Strong physical healings have been reported by people who wear this stone. It is also believed to be a luck stone for an adventurer.
Appearance : All shades of green.
Azurite : Promotes healing on all planes. A stone of success.
Appearance : Deep rich blue.
Black Onyx : Absorbs evil. Discourages the wearer of evil doings.
Appearance : Deep Black.
Bloodstone : A provider of strength and energy.
Appearance : Dark green with red and/or yellow spots and swirls.
Coral : Protects from all evil.
Appearance : Red to pink.
Emerald : Encourages people all around the stone to tell the truth.
Appearance : Bright Green.
Fluorite : Aids in learning and meditation.
Appearance : Blue to violet green.
Garnet : Determination and strength
Appearance : Deep red to purple red.
Hematite : In Babylon it is known as "The Stone of the Warrior." Dedication and achievement are its strong points.
Appearance : Silver black outside. Rusty red inside.
Iolite : "The Water Sapphire" inspires wisdom and psychic energy.
Appearance : Violet-blue.
Jasper : Strengthens stamina.
Appearance : Found in many different colors, most commonly red. Always opaque.
Jet : Carbon based predecessor of the diamond. Often this stone was burned as an incense during the middle ages. Protects against bad luck.
Appearance : Coal.
Moonstone : Protects the soul.
Appearance : Peach, white, gray or clear.
Mother-of-pearl : Endurance.
Appearance : Soft white with pearl like patterns within.
Opal : Meditation
Appearance : White, green or black. Often sparkling rainbows are often seen within.
Quartz Crystal : This stone has many names such as crystallized light, petrified ice, tears of angels, and the teardrops of the Egyptian goddess Isis. It has often been used as a healing stone. Adds luck to magic users.
Appearance : Sometimes clear but often cloudy white in parts.
Sapphire : Stone of wisdom and prophecy.
Appearance : Many shades, but most commonly Blue, yellow, green, gray or black.
Sodalite : Repels fear and aids in regeneration.
Appearance : Navy blue to indigo with white or gray streaks.
Topaz : Stimulates intelligence and controls anger. Ancient India believed it was crystallized fire.
Appearance : Many shades. Most popular are rosy gold, deep yellow, golden brown, and aqua blue.
Turquoise : Often an amulet of travel and good luck.
Appearance : Jade green to sky blue.
Unakite : Adds to charisma.
Appearance : Salmon pink, light olive or sage green.
Legend says that it takes about 4 weeks for a gemstone to bond with the wearer. Most of the time, effects will not be felt until at least that time.
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