Rune Etches

(Version 1.05 - Last Modified: 06/15/2007)
Inspired by Runes and Rune Words in Diablo II from Blizzard Entertainment



Introduction

Although true Rune Magic has been lost and is now known to only a few in the entire megaverse, there are many that know pieces of the ancient secrets. The Diabolists are infamous for their use of runes as a written language even though they cannot use the words in any other way. Alchemists also know more about Rune Magic then they commonly claim, often using magical symbols associated with Rune Magic when they are enchanting items, especially the most powerful items. In this same tradition, a small group of Diabolists and Alchemists operating in the Eastern Territories are becoming known in some circles for their use of what they call Rune Etches.

Rune Etches are similar to true Rune Magic and the runes that Diabolists use, but through a process known only to this small group, they can enchant these runes and provide amazing powers to an item or a weapon. So far the group has been able to discern thirty three (33) different rune etches, but there are rumors that there are more etches and the group is either withholding them or still trying to learn how to properly empower them. Provided a non-magical item and a sum of money, the group will apply one of the rune etches, enchanting the item with the magical power unique to that rune etch. Multiple rune etches can be applied to the same item and the same rune etch can even be placed multiple times, often stacking with the previous copies. However, certain rune etches, applied in exactly the right order, can create special rune patterns, called Rune Diagrams, that create a much more powerful item then the sum of the individual rune etches would have created.

The Rune Diagrams often take the original powers of the rune etches and enhance them to create a much more powerful item. However, simply getting the rune etches that make up a rune diagram is not enough, the group must perform a special ritual to bring out the true power of the rune etches. Of course, the rune etches are not cheap and the special ritual is even more expensive, but for those that can pay, a proper rune diagram can create just the right kind of magical item. Also like the rune etches, many believe that as time goes on, the number of Rune Diagrams available will increase and become even more powerful, maybe even rivalling the power of the original Rune Magic.

Although some have expressed concern that in the wrong hands the magic of Rune Etches could prove dangerous, many believe that it is no more dangerous then already existing magics, and the group that is currently marketing the Rune Etches seem to have a handle on their own security. Leading even more credence to the fact that rune etches may be another rediscovered branch of Rune Magic, the group has employed a large number of Dwarves and has a permanent office by the Library of Bethlerad, but most Dwarves rebuff this rumor claiming that no living dwarf would ever delve back into the black art of Rune Magic.

One important fact is that not all representatives of the group know all rune etches or diagrams. All members known all of the common Rune Etches, 1D4+2 of the uncommom Rune Etches, but only one or two of the extremely rare Rune Etches. Representatives know all rune diagrams that involve only the common rune etches, up to 1D4 of the rune diagrams that involve only the common and semi-rare rune etches that they know, but only 1 of the diagrams that involve an extremely rare rune etch that they know. Some representatives even know diagrams that they cannot create themselves. For example, a rune diagram that consists of three extremely rare rune etches could be known by a member of the group that knows only one of those runes, but if the client has managed to get the other two rune etches from another member, they can perform the ritual to form the rune diagram. Even worse, most members of the group do not freely discuss what Rune Diagrams they can use, often requiring the client to prove that they can afford to pay for the Rune Diagram even before they find out what it does. This factor, even more then the price, makes Rune Diagrams exceedingly rare.

The number of rune etches that can be placed on an item varies from one item to another. A weapon has a 25% chance that it can hold 1D6 rune etches, a suit of armor has a 20% chance that it can hold 1D6 rune etches, a shield has a 15% chance that it can hold 1D4 rune etches, and an amulet has a 15% chance that they can hold 1D2 rune etches. No one knows why some items can hold rune etches and why the maximum number of rune etches varies, but it usually believed to be some inherant property based on the quality of the item when it was manufactured. It is known that all superior dwarven and kobold weapons and armor can hold rune etches and can hold the maximum number of etches and that inferior orc weapons and armor that can hold rune etches (roll normally to see whether they can hold rune etches) can only hold the minimum number of etches for that type of item. The type of material used does not seem to have an impact either, as wooden bows and metal swords can have rune etches equally. However, an item that is already magical cannot have any rune etches placed on it. Only those that know how to apply Rune Etches can determine whether an item can hold them and how many the item can hold. A missile weapon, such as a bow, bestows its magical abilities, such as additional damage, onto the ammunition it fires.

One of the more common abilities among the Rune Diagrams and a few of the Rune Etches states "weapon inflicts 100% of its rolled damage as an additional damage bonus" or some other percentage. What this means is that if a weapon normally inflicts 1D8 with each attack, and the number rolled was a 4, then a 100% of that rolled number is 4 and it is added as a damage bonus, so the final damage inflicted, assuming the attacker had no other damage bonuses would be 8. If the wielder inflicted a critical hit, then the final damage inflicted would be 12, because the damage bonus is not doubled, only the rolled damage.

The listed rune diagrams are what the alchemists that can create Rune Diagrams refer to the finished product and they use the name no matter what item the Rune Diagram is applied to. The price listed below is just for the Rune Diagram and does not include the cost of acquiring the Rune Etches, which must be paid for separately. Also, a number of Rune Diagrams create items with abilities that vary in power, such as an ability that states "wielder gains +1D6 to PS attribute". For these abilities, roll when the Rune Diagram is created and the value never changes. This includes all values that are determined randomly except for damage, which is rolled each time damage is dealt.


Rune Etch Descriptions

Common Rune Etches: Uncommon Rune Etches: Rare Rune Etches:
  1. Amn:
  2. Ber:
  3. Cham:
  4. Dol:
  5. El:
  6. Eld:
  7. Eth:
  8. Fal:
  9. Gul:
  10. Hel:
  11. Io:
  12. Ist:
  13. Ith:
  14. Jah:
  15. Ko:
  16. Lem:
  17. Lo:
  18. Lum:
  19. Mal:
  20. Nef:
  21. Ohm:
  22. Ort:
  23. Pul:
  24. Ral:
  25. Shael:
  26. Sol:
  27. Sur:
  28. Tal:
  29. Thul:
  30. Tir:
  31. Um:
  32. Vex:
  33. Zod:

Rune Diagram Introduction

Each rune diagram description has several parts. First is the Item Type, which dictates what kind of item the rune diagram can be placed on, such as an amulet or a specific type of weapon, like a sword or an axe. Second is Rune Order, which dictates the exact type and order of the rune etches that need to be placed on the item to complete the Rune Diagram. Third is the Price, which is the cost of the special ritual that replaces the bonuses for the individual rune etches with the abilities of the Rune Diagram. Fourth is the Properties, which affect the item itself and list bonuses and penalties and special properties of the item and only the item, such as bonuses to strike or bonuses to damage, or whether the item is indestructible. The properties only apply to the actual item, not to the wielder of the item, so a bonus to strike listed in the Properties section of a rune diagram for a weapon only applies to that weapon and not to any other weapon used by the wielder. Fifth is the Bonuses, which are straight bonuses to the possessor of the weapon as long as it is held, worn, or wielded. A bonus to strike in this section applies to all performed attacks, not just attacks with the item. The Sixth and final section is Powers, which lists all of the special abilities of the item. There are two types of Powers: Constant and Activated. Constant abilities are always active as long as the item is held, worn, or wielded and Activated abilities require one melee attack to activate. Some activated abilities are instant effects and others last for a specific duration, and some can only be activated a limited number of times before the item permanently loses that ability.


Rune Diagram Amulet Descriptions

  1. Dream:
  2. Lore:
  3. Nadir:
  4. Radiance:

Rune Diagram Armor Descriptions

  1. Bramble:
  2. Chains of Honor:
  3. Delirium:
  4. Dragon
  5. Duress
  6. Enigma:
  7. Fortitude
  8. Gloom:
  9. Lionheart:
  10. Prudence:
  11. Smoke:
  12. Stealth:
  13. Stone:
  14. Wealth:

Rune Diagram Shield Descriptions

  1. Ancient's Pledge:
  2. Dragon
  3. Dream:
  4. Exile:
  5. Rhyme:
  6. Sanctuary:
  7. Spirit:
  8. Splendor:

Rune Diagram Weapon Descriptions

  1. Beast:
  2. Black:
  3. Brand:
  4. Breath of the Dying:
  5. Call to Arms:
  6. Chaos:
  7. Crescent Moon:
  8. Death:
  9. Destruction:
  10. Doom:
  11. Edge:
  12. Eternity:
  13. Faith:
  14. Famine:
  15. Fortitude
  16. Fury:
  17. Grief:
  18. Hand of Justice:
  19. Harmony:
  20. Heart of the Oak:
  21. Holy Thunder:
  22. Honor:
  23. Ice:
  24. Infinity:
  25. Insight:
  26. King's Grace:
  27. Kingslayer:
  28. Last Wish:
  29. Lawbringer:
  30. Leaf:
  31. Malice:
  32. Melody:
  33. Memory:
  34. Oath: