Shimmering Kingdoms FATE
Ancient Dwarves (the Üarves) created their runes as their form of writing. These 24 runes are similar to the modern Dwarven written script, which has 36 runes. However, knowing the letters is not the same thing as understanding the way they resonate with the deeper world of magic. To one of the wise ones, or Runecasters, these runes have an intrinsic power that can imbue places or objects with potent magic. When used for magic the runes are carved into wood, stone and metal and empowered by the Runecaster through song, dance and animal sacrifice to create magical effects.
Permissions: One aspect reflecting your expertise in Dwarven Runecraft.
Costs: Skill ranks, specifically those invested in the Rune Magic skill. The Rune Magic Extra (1 refresh).
Rune Magic is the skill used to enchant objects with the power of the runes. To learn it, the character must know Üarven (ancient Dwarven) as part of his or her language skill. In rules terms, enchanting an object needs relevant runes to be inscribed onto it and for the Runecaster to make a Rune Magic Test and spend a Fate Point. The passive difficulty for inscribing runes is normally 2. Specific runic spells may be based on the Runecaster’s Rune Magic Test result. Normally, it takes a full day to inscribe a rune. A high Degree of Success can reduce this time according to the time track. Additionally, the Runecaster may rush the casting, raising the difficulty appropriately.
The Runecaster has two ways to use their Rune Magic: They may 1) create Rune-Enchanted items, and 2) Cast a Glyph upon an item.
A rune-enchanted item gains an Aspect that can be brought into play by its wielder at a Fate Point cost. The enchantment lasts forever, or until the runes are defaced. Only one set of runes, and so only one rune-magic Aspect, can be placed on an individual item. The Runecaster may create any number of enchanted items, as long as the Fate Point costs are paid and the proper time is allotted for the enchantment.
The character may inscribe one arcane glyph onto an item – it must be large enough to be reasonably visible and legible – and imbue it with the power of a spell, allowing it to operate at a later time, even in the character’s absence.
Cost: Casting Glyph effects require you pay a cost of some sort. There are four ways to pay the cost:
• Accept one shift of health or composure stress, depending on the spell being cast.
• Pay a fate point.
• Use a boost.
• Create an advantage on your spellcasting aspect in one round, cast the spell the next.
What You Can Do With it
The Glyph is a one-shot magical effect that can be scribed upon any item. The glyph may take the form of a skill, such as Disguise glyph inscribed on a hat, or Investigate inscribed on a rug in order to hear a conversation in another room. It may also be used to Create an Advantage, such as a Smoke Glyph put on a stone and thrown to cover a thief’s retreat.
The nature of the spell, the skill being replaced/the Aspect created, and the manner in which it will be used must be defined at the time the glyph is inscribed. Additional capabilities –such as communicating a small piece of information across a distance – are entirely in keeping with a scribed glyph. Fate Points or extra time are also spent when the rune is inscribed.
In addition, the activation trigger must be specified. By default the trigger is any creature touching the glyph, however, it can trigger upon the detection of a specific event occurring within the vicinity of the glyph – use the character’s Rune Magic skill in place of Notice or other skills that would be used to detect such an event.
A Glyph will remain until it has been activated or is defaced (or also if it comes into contact with either a power positive or negative magical field or aura). Once activated the glyph is only effective for a single significant roll of the dice. At the GM’s option, if the triggered roll fails (it doesn’t “see” the approach of the trigger or “feel” the touch of a subject), the glyph might remained stored until its activation is later triggered. On any successful trigger, the Glyph is always used up and must be reset. A Glyph’s duration lasts one scene at most, depending on the narrative of the effect.
The number of un-triggered glyphs is limited by the skill rank of the Runecaster unless they take an advanced stunt to extend this number.
Rune Magic [Magical Calling]
The Rune Magic Stunt is required to learn the Rune Magic skill.
Glyph Mastery (may be taken multiple times)
You may store an additional three Glyphs above your current limit.
Blessing of the War God [New Skill Use]
The Rune Magic skill, which is normally used to enchant objects, cannot normally be used to directly influence the outcome of events or other intangible Aspects. However, a Runecaster with this Stunt can use Rune Magic rituals in this way.
Empowered Enchantment [Remove Difficulty or Restriction]
A character with this Stunt has used Rune Magic to create an enchanted item more powerful than usual. The Aspect the item is enchanted with can be used once per scene for free at no Fate Point cost. This Stunt can be taken more than once. Each time it is taken, the character has another magical rune-inscribed item.
Runewarding [type] [New Skill Use]
To use this Stunt the wizard inscribes appropriate runes on a stone and buries it or embeds it in a doorpost to create a barrier against a particular type of supernatural force or creature.
The Runcastr makes a Rune Magic Test to Create an advantage and spends a Fate Point to create a ward. Malicious forces need to successfully win in a Willpower Test against the rolled difficulty to be able to move beyond the protected area, or use their powers within that area. The area is either abstractly described or protects a zone on a tactical map. Each type of ward is a different Stunt, which has to be learnt separately.