Runes of Power
Cryptomancers are specialists of nature and its profound identity. Their philosophy, called Cryptomancy, is based on the assumption that all things in life have a truename; knowing a thing’s truename allows one to control that thing. The basic magical language to manipulate runes and how to research them is taught at the First Circle. In his career, a runemaster seeks to discover runes designating animals, insects, plants, energy, magic, and finally, the High Master of Runes may discover the truename of intelligent beings.
The abilities of the runemasters are not as awesome as those of other crafts. Their true strength lies in the variety and free choice over which rune they use. Unlike spells, runes do not need to be memorized every morning. Each rune must be researched separately as spells would, and then be inscribed in the runemaster’s Book of Runes. If a PC attempts experience when HD are inappropriate. to use a rune without opening his book, an extra Intelligence check is necessary.
Using runes is dangerous and affects the balance of nature. Overusing them may cause natural catastrophes. The DM should note each runic use. On an attempt roll of 01, a runemaster causes the following to occur: If the runemaster did not previously use any rune that day: A hurricane or a violent storm hits the area on a 24 mile radius. It lasts id12 hours during which no travel is possible.
If the runemaster already used one rune that day: A minor earthquake shakes the area around the runemaster, within a 12 mile radius (beware of avalanches, falling trees and rocks).
If he already used two runes earlier that day: A violent earthquake shakes a 36 mile radius around the runemaster, causing great structural damage. If he used three or more runes earlier that day: The storm and earthquake occur, all magic and runic use are totally inoperative for 6d4 hours, and the rune used last is permanently altered (all runemasters must relearn it, causing great anger among their circles).
Runes of Matter (First Circle): The rune-master may research and discover runes identifying any specific non-living material (gold, steel, lead, granite, sand, crystal, water, glass, leather, silk, wool, tar, etc.). The limit of runes is up to the player’s imagination. Researching any of these runes is equivalent to researching common first level spells.
Once a rune is known, the runemaster may control the matter it refers to, by uttering ritual words and the desired rune. The control consists of reshaping the affected matter within a one foot diameter sphere per level of experience, plus attack ranks for elves. This could be used to open passageways through stones, mend broken items, calm an area of water, or whatever the runemaster attempts to do. The reshaping lasts 1d4 rounds, after which the change remains permanent or reverts to its original shape, at the wizard’s choice.
Runes of Life (Second Circle): A disciple can research runes identifying specific types of non-intelligent or animal intelligence life forms such as: a fox, whale, eagle, zombie, gray ooze, spider, worm, iron statue, rust monster, oak, pine, archer bush, and so forth. Each rune equals a third level spell for research purposes.
The runemaster can affect a number of HD of creatures equal or inferior to his total level, or a one-foot-diameter sphere per level of experience when HD are appropriate.
These runes give the cryptomanccr a telepathic link with the life form, allowing him to communicate thoughts or sensations, or know what it knows. The rune effect otherwise is similar to a charm spell. The victim will follow orders to the best of its intelligence and abilities (an oak cannot be ordered to move, a monkey cannot read a scroll, etc.). The communication is limited by the creature’s intellect. The effect lasts one turn per level of experience.
Runes of Power (Third Circle): The runemaster gains the ability to research runes designating energy forms such as: fire, cold, electricity, wind, light, gravity, etc. Each rune is equivalent to a fifth level spell for purposes of research.
These runes allow the runemaster to alter a specific source of energy. In no case can a runemaster alter energies to cause more than 20d6 of damage, and he is limited to 1d6 per level of experience; he can reduce damage in the same way. Example: A runemaster attempts to cross a wall Of fire; he may use a rune of fire to extinguish the fire (if the wall is weaker than the runemaster’s ability) or reduce damage if the wall is more powerful. As a general rule, if a rune affects an area, the area is a one-foot diameter sphere per level. The duration of the rune effect is no longer than a round per level of the runemaster, or until the source of energy has been affected up to his maximum ability, whichever occurs first.
Runes of Magic (Fourth Circle): The runemaster gains the ability to research runes identifying magical effects (any spell effect appropriate to his level). Each rune is equivalent to a seventh level spell for purposes of research. The spell must be known in order to find its rune.
The runemaster can write a magical rune on an item. By uttering arcane phrases, he specifics in which condition the effect goes off. Example: The runemaster inscribes a rune of fireball on a door so it goes off when the door is opened. The effect will be appropriate to the level at which he would have cast the spell. When the rune is created, it becomes invisible, but it can be detected with a detect magic. Dispel magic removes a rune with the normal chances of success.
Only one rune can be inscribed on any single item (except for magic circles-see below), but is permanent until removed or triggered. The runemaster can use this ability to create magical circles protecting him from a specific magical effect or a type of creature. The runemaster needs the rune for the appropriate creature. He may discover the rune for a type of intelligent creature (elemental, demon, elf, human, etc) but only to protect himself, or restrain the specified creature within the circle. This is not equivalent to a Rune of Life. The runemaster can otherwise inscribe magical runes on the circle so that a spell effect goes off when someone steps into or out of a circle (teleports from one circle to another, polymorph others, etc).
Five magical runes placed on the same circle will make it permanent until physically destroyed (but see Justin’s comment below for some caveats). Five runes of magic will animate a golem (I HD per level). The disciple must spend 5,000 dc in components per asterisk (and per failed roll) to build his golem. A 01 permanently destroys all components.
Truename (Fifth Circle): The specific runic name of one single intelligent being can be found. The effect is exactly the same as a Rune of Life. Each truename is equivalent to a new ninth level spell for purposes of research (research can only be attempted at 2 Ist level, but this does not prevent the High Master from using truenames acquired from another source).
In addition, this allows the High Master to scan his victim’s memorized spells and attempt to understand them (Intelligence check). He must memorize his victim’s spells, causing his own to be “erased” from his memory. He can cast these new spells normally, forgetting them in the process, or walk to his tower and write them down in his Spell Book to retain their use permanently.