Runic Mage

Profession: Runic Mage
Starting Gear: A basic leather cloak with cowl and oak staff, one black rune stone with a tier 1 spell chain of choice.
Pay Rate: N/A
Gen Dice:
  • Vitality Gen Dice is 1d8, +1d4 per level
  • Soul Gen Dice is 1d20, +1d12 per level
  • Power Gen Dice is 1d6, +1d4 per level
Weapon & Armor Types:
  • Cannot use heavy weapons, most proficient in Rods & Staffs
  • Can only wear light armor

You have spent your whole life focusing on magic. You can cast spells faster than most and with greater effect. You however have a hard time dealing with heavy weapons and armor, but your spells more than make up for it.

The Runic Mage Profession is all about learning and mastering magic as well as any skills and abilities that improve their ability to use magic. They also tend to focus on rune stone creation and elemental creation. It is not a profession that focuses on combat or making money. If you wish to play the all powerful wizard, this is the profession for you.

Effects on Weapon Usage

Runic Mages always deal 25% less melee damage in battle, except for when using staffs or rods. Therefore staffs and rods would be the ideal weapon for a runic mage, besides of course his or her magic. They can't use heavy weapons like great swords and battle axes.

Effects on Armor Usage

Runic Mages are unable to wear heavy or medium armor. They must stick with light armor.

Effects of Leveling Up

The following table shows what you get for leveling up no matter your profession:

Upon Reaching Level You Get The Following
1 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell
2 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill
3 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell
4 1 profession skills, 1 non profession skill, 1 extra support action
5 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell
6 2 skills of your choice, profession or non profession; 1 extra move action
7 1d6 points to place in your stat traits
8 1d4 stat points, 1d4 trait points, 1 spell
9 2 stat trait points, 2 skills profession or non profession
10 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action
11 1d4 stat trait points
12 2 skills of choice, profession or non profession
13 1d4 stat points, 2 stat trait points, 1 spell
14 2 stat trait points, 1 skill of choice, 1 extra support action
15 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell
16 2 skills of choice
17 1d4 stat trait points, 1 extra move action
18 1d4 skills of choice, 1d4 spells
19 1 extra attack
20 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support)

Runic Mages also get an additional 2 spells at level 1.

You also get the following bonuses for leveling up your runic mage

Level Runic Mage Bonuses for Level
2 +1 to Arcane, Focus, Runic Power; 1 Ability; 2 spells
4 +2 to Arcane; +1 to Focus and Magical Evade; +1d4 to Runic Power; 1 Ability; 1d4 spells; +1d10 Soul
6 +1d10 to Intellect;  1 Ability; +2 to Soul Save; 1d4 spells
8 + 2 to Focus; +1d4 to Runic Power; +2 to Move; 1 Ability; 1d4 spells
10 +2 to Runic Power; +1 to Arcane and Focus; +1d10 to Wisdom; +1 to Runic Speed; 2 Abilities; +1 to Vitality Save; +1d6 spells
14 +1 to all Wisdom traits; 1d4 abilities and spells; +1 to Power Save and Runic Power
18 +1d10 to Intellect; +1d6 to Wisdom; +2 to Arcane; 1d4 +1 spells
20 +1 to all Intellect and Wisdom traits; +1d6 to Runic Power; 1d4 abilities; 1d6 +2 spells

Skills

Runic Mages specialize in casting spells and empowering their magical connection to their runic element.

Skill Tree

runic mage.png

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Magic Redirect N/A target of spell target of spell instant Magic Absorb Redirect the absorbed magical damage into your spell to increase its damaging or healing properties. The absorbed magical damage must be redirected when it is your turn right after the defensive round when you absorbed it. If it is not, the aborbed magic damage disappates. Arcane +1
Enchanting 1 + spell cost self or 1 ally self or 1 ally 1d6 rounds Casting Strike This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon. Arcana -2
Occult Empowerment 4 Soul self or 1 ally self or 1 ally 1d6 rounds Occult Aid Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10. Insight -5
Magic Mirror 6 Soul self or 1 ally self or 1 ally 1d4 +1 rounds Soul Empowerment This skill reflects back 10% of the spell back to the caster. Arcana -4
Occult Aid 4 Soul self or 1 ally self or 1 ally 1d4 hours Occult Guidance This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect. Insight -3
Spell Slinger 2 Soul self self instant N/A Using this skill with your magic spell allows you to cast your spell more quickly. The spell now takes 1 less runic casting speed to cast. Arcana -2
Divination 1 Soul self self instant N/A This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Insight
Mana Armor 8 Soul self self 1d10 +1 rounds Mana Shield This increases your Magical Armor by your Arcana + 1d8. You become immune to magic attacks of your element. Arcana -6
Mana Shield 8 Soul self self 1d10 +1 rounds Mana Weapon Empowers your shield with your runic energy. This increases your shields defense and block stats by your Arcane + 1d4. It also grants you a 20% chance to be immune to attacks from those of an element you are strong against. If you have no shield this grants you a buckler size shield of pure magic with the Arcana bonus being the Block and Defense values of the shield. Arcana -5
Mana Weapon 8 Soul self self 1d10 +1 rounds Battle Mage Gives your weapon an edge with your elemental properties. This increases your weapon's damage by your Arcane + 1d4. This also gives your weapon elemental attack properties, doing 20% more damage to elements weak against you while having a 20% chance of being ignored by elements strong against you. If there is a rune stone on the weapon, the rune stone's effects are increased by 50%. Arcane -4
Magical Vampirism 2 Soul self self 1d4 rounds Battle Mage 10% of spell damage done to target returns to caster to restore Vitality. Arcane -1
Occult Guidance 1 Soul self self instant Divination This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation. Insight -2
Magic Absorb 2 Soul self self instant Battle Mage Absorb 10% of the spell damage that gets through armor. Arcane -1
Battle Mage 2 Soul self self 1d4 rounds N/A During the defensive round 5% of spell damage is absorbed to restore Soul. Arcane
Soul Empowerment 5 Soul self self 1d6 rounds Magic Break Increase the amount of Soul you currently have by 1d12 +1. Arcana -1
Spell Bomb 4 Soul self self instant Splitting Magic This skill allows you to cast a single target spell causing it to affect a greater area. The area it affects is around the target of the spell, and it affects an Arcana -3 x Arcana -3 space area. The minimum area is 2x2. Arcana -4
Splitting Magic 4 Soul self self instant Piercing Spell This allows you to cast your single target spell and have it split to affect also a nearby target. The nearby target must be Arcana -2 spaces away from the initial target. The minimum distance is 1 space away. Arcana -1
Piercing Spell 2 Soul self self instant Spell Slinger Using this skill with your spell causes your spell pierce through armor. This increases your spell's damage power by 1d6. Arcana
Elemental Awakening 10 Soul next to self next to self instant Soul Empowerment With this skill you can create and awaken an elemental representative of your element. This elemental will become your familiar. Arcana -6
Magical Thought 6 Soul depends depends depends Occult Aid This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell. Insight -6
Magic Sense N/A around user the room you are in or a 10 foot by 10 foot area instant N/A With this skill you can sense magic in the area and know its element. You can use this to check the magic of an artifact, for magical traps, and the like. Arcana +2
Magical Counter N/A 1 target 1 target instant Battle Mage Counter attack an offensive magic spell with an offensive magic spell. React
Magic Break amount of Soul used 1 target 1 target instant Magic Sense This skill allows you to throw Soul at a target to break a spell lock or trap. The amount of soul needed depends on the trap.
  • Easy: 4 Soul
  • Normal: 6 Soul
  • Hard: 8 Soul
  • Impossible: 10 Soul
Arcana
Learn Curse N/A 1 object near you 1 object near you instant N/A This skill allows you to learn the curse that is on a cursed object, so that you can use the curse yourself to curse objects. Insight -4
Hexing 3 Soul 1 object in hands 1 object in hands instant Learn Curse This skill allows you to place a known curse on an object. The curse will remain always on the object. Arcana -2
Remove Curse 4 Soul 1 object in hands 1 object in hands instant Hexing This skill allows you to break the curse from a cursed object. Unfortunately you do have to endure the curse for 1d4 hours. Arcana
Casting Strike 3 Soul 1 ally or self 1 ally or self 1d4 rounds Spell Slinger This skill allows you to apply an offensive spell to an ally or your weapon. Whenever you or your ally hits with that weapon, make an Arcana check. A successful Arcana check causes that spell to be cast with the attack. The spell damage is decreased by 20%. Arcana +2
Spell Aid 2 Soul 1 ally 1 ally instant Battle Mage With this skill you can send support to your ally who is casting a spell. You can send the ally your Arcana score to be used to cast the spell and grant more power to the spell, for that instance. Arcana -1

Abilities

A runic mage can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.

Ability Effects
Child of Magic This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity.
Elemental Blood This ability causes your Soul to regenerate by 1d4 per round or 1d12 per hour. Must have Child of Magic.
Empathic Mage This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill.
Magic Channeling Can increase a spell's damaging or healing power by 10% for each runic speed cost added to the spell, with a maximum increase of 100%.
Magic Grace This ability causes spells that affect everyone in an area to not harm allies or benefit enemies. Must have Elemental Blood.
Magic Ink This ability allows you to write spell scrolls. Must have Magic Theory.
Magic Proficiency Increases your spell healing or damaging value by 1d4.
Magic Theory This increases the effects of spell status effects by 10% and their duration by 1 round.
Magical Components This ability allows for the improving effects of ingredients by your Arcana score. Must have Sorcery.
Potion Craft This ability allows you to use potions as spell components, including the effects of the potions in your spells. Must have Sorcery.
Quick Cast This ability allows you to cast more than one spell when it is your turn, as long as you have the runic speed to do so. Must have Magic Channeling.
Rule of Karma This ability causes the spells to be affected by the target's morality. You will apply the difference in morality points to your spell's effect. If the difference is positive, the effect will be greater. If it is negative, it will be less.
Rune Stone Theory This ability allows you to create and use rune stones.
Rune Tattooing This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink.
Sorcery This ability allows you to use components in spells to create different effects, lower the cost, and so on. Must have Magic Theory.
Spell Necessity This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency.
Staggering Spell This causing your critical hits with your magic spell to daze the target for 1 round. Must have Quick Cast.

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