Runic Mage

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.

Profession: Runic Mage
Starting Gear: A basic leather cloak with cowl and an oak staff, one black rune stone with a tier 1 spell of choice.
Pay Rate: N/A

Gen Dice: 

  • Vitality: (Initial) 1d8  (Secondary) 1d6
  • Soul: (Initial)  1d20  (Secondary)  1d8
  • Power: (Initial) 1d6  (Secondary)  1d4

Weapon & Armor Types: 

  • Cannot use heavy weapons, most proficient in Rods & Staffs
  • Can only wear light armor

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.

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1) 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.

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2) Effects on Armor Usage

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

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3) Profession Level Progression

Runic Mages are masters of the arcane arts. They can manipulate and control rune stones and magic better than non runic mages. Their skills are magic skills and their rune stone spells.

All characters get the following by leveling up regardless of profession:

  • Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
  • Each level up you get 1d4 stat points
  • Each level up you get 1d6 trait points
  • You can acquire 1 skill of choice in or out of profession.
  • At level 1 you have an initial 1d6 trait points that you can assign as desired
  • Your profession will also provide bonuses when you level up
  • You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.

Runic Mages gain the following through leveling up every other level:

LevelBonuses
2+1d4 to Intellect; +1 to Wisdom; 2 skills, 1 ability, 1 spell
4+1d4 to Intellect and Wisdom; +1d4 trait points; +1 skill and ability; 1d4 spells
6+1d4 Soul; +1d6 to Intellect traits; +1d4 to Wisdom Traits; +2 skills and 1 ability; 1d4 spells
8+1d8 trait points; +1d4 Vitality; +1d4 skills; +1 ability; +1 spell
10+1d10 Stat Points; +1d6 trait points; +1d4 skills; +1d4 abilities; +1d4 spells: +1d4 Power
12+1 to all Intellect traits; +2 skills; +1 ability; +2 spells
14+1 to all Wisdom traits; +1 skill; +2 abilities; +1 spell
16+1 to all Speed or Charisma traits (your choice); +1d4 skills; +1 ability; +1d4 spells
18+1d8 Intellect; +1d6 Wisdom; +1d6 trait points; +1d4 skills; +1 ability; +2 spells
20+1 to all Intellect traits; 1d4 abilities; +1d4 spells
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4) Skills

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

4.1) Runic Mage Skill Progression 

4.2) Runic Mage Skills

Skill Stat Cost Range & Area Duration Check Roll Effects Requirements
Battle Mage N/A self instant Normal Arcana +1

You can absorb 10% of the spell damage and use it to restore your Soul.

N/A

Casting Strike 4 Soul 1 ally 1d6 rounds Normal Arcana

Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast. 

Spell Slinger

Divination 2 Soul self 1 hour Easy Insight

+2 to Insight when using tools of divination.

N/A

Elemental Awakening 10 Soul self 1 day depends on level

Allows you to create and awaken an elemental representative of your element.

  • Hard Arcana: Runic Elemental
  • Impossible Arcana: Runic Construct
  • Impossible Arcana -3: Runic Avatar

Soul Empowerment

Enchanting 6 Soul 1 ally 1 day Hard Arcana

Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses. 

Casting Strike

Hexing 4 Soul 1 item in hand instant Normal Arcana

With this skill you can apply any curse that you have learned to an item, cursing said item.

Learn Curse

Learn Curse 2 Soul self instant Easy Arcana

With this skill you can learn one curse of a cursed object. You must first experience the curse. 

N/A

Magic Absorb 20% of damage as Soul self instant Normal Focus

You can absorb the damage of the spell that would affect your vitality to be released with Magic Redirect skill. You must release the spell damage before the end of battle or it will fade away. The absorbed damage will not affect your Vitality, instead 20% of it will go against your Soul for each round that you hold on to it. 

Battle Mage

Magic Break Spent Soul 1 target instant Normal Arcana

With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken.

Magic Sense

Magic Counter cost of spell self instant Normal React

You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly. 

Battle Mage

Magic Mirror 10 Soul self instant Impossible Arcana

Reflects 1d% percentage of the spell back at the spell caster.

Soul Empowerment

Magic Redirect N/A target of spell instant Normal Focus

You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell. 

Magic Absorb

Magic Sense N/A a room or 100x100 square foot area instant Easy Arcana

Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. 

N/A

Magical Thought 8 Soul self instant Impossible Insight

With this skill you can wish for an effect to happen when spell casting. You must voice your wish and the GM could apply different penalties depending upon your wish. 

Soul Empowerment

Magical Vampirism N/A self instant Normal Arcana

With this skill 10% of the spell damage you cause can be used to restore your Vitality.

Battle Mage

Mana Armor 8 Soul self 1d6 rounds Impossible Arcana

This skill coats you with arcana. Your Magical armor is increased by your Arcana while your physical armor is increased by 1. You also gain a +1 to armor defense, +2 if it is a magical attack. 

Mana Shield

Mana Shield 6 Soul self 1d6 rounds Hard Arcana

You create a shield of pure arcana. It has a block value that is your Arcana + 1d4. You can use normal blocking skills with it. 

Mana Weapon

Mana Weapon 4 Soul self 1d6 rounds Normal Arcana

You create a weapon of pure arcana as either a sword or staff. It has an attack range of 1. Its attack value is your runic power + 1d4. You can use any bashing or slashing attack skills with it. You apply your elemental affects to attack when attacking with it. You will also add your offensive power when attacking with it. It has no block or parry value.

Battle Mage

Occult Aid 4 Soul self 1 day Hard Insight

A spirit guide will assist you by giving you a +1d4 to all of your checks. However at the end of the day you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night. 

Occult Guidance

Occult Empowerment 5 Soul self 1 day Hard Insight

Spirit guides empower your spells increasing your runic power by 1d20. However you must roll a 1d20 with all of your spell castings and if you roll a 1 it will do the opposite effect.

Occult Aid

Occult Guidance 3 Soul self instant Normal Insight

Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you. 

Divination

Piercing Spell 4 Soul self instant Normal Arcana

The spell becomes piercing, ensuring an extra point of spell damage gets past the target's defenses so that the target will experience at least 2 damage to vitality instead of 1.

Spell Slinger

Remove Curse 6 Soul 1 item in touching range instant Hard Arcana

You can remove 1 curse from a cursed item.

Hexing

Soul Empowerment N/A self 1d6 rounds Hard Arcana

Increase Soul by 1d20.

Magic Break

Spell Aid 2 Soul 1 ally instant Normal React

If an ally is casting a spell, you can aide that ally in their spell casting. Doing so you increase their Arcana by 1d4 and Runic Power by your Arcana for that cast. 

Battle Mage

Spell Bomb 8 Soul self instant Impossible Arcana

Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage.

Splitting Magic

Spell Slinger 2 Soul self instant Easy Arcana

Turns your spell into a fast spell, increasing hit chance by 2.

N/A

Splitting Magic 4 Soul self instant Hard Arcana

Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them.

Piercing Spell

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5) Runic Mage Abilities

These are abilities that are unique to the runic mage profession. Only runic mages can obtain and use these abilities:

Ability Effects Requirements
Child of Magic

You are able to extend the duration of your spells that last longer than instant. You simply spend 1/2 of the Soul cost for each additional round you wish the spell to continue. 

Must have at least 4 spells

Create Talisman

This ability allows you to create talismans. Talismans can be created for the following:

  • Decrease casting time by 1
  • Decrease spell cost by 25%
  • Increase damage or healing power by Arcana
  • Increase duration by 1

Witch Runes

Elemental Blood

Soul regenerates by Arcana per hour or per every other round.

Child of Magic

Elemental Dominance

Treat all other elements except the element you are weak against as being weak against you.

Rune Stone Theory

Elemental Lord

Treat the element you are weak against as if you are strong against it.

Elemental Dominance

Empathy Casting

This ability allows for your emotions to fuel your magic damage or healing potential. If you attack an enemy with a magic spell, and are filled with anger, your character's Runic Power will be increased by 1d12 for that attack. Same thing if you use a healing spell with this ability if your character is filled with a feeling of urgency to help that other character. If your character has opposite feelings, such as happiness when using magic against an enemy and this ability, the spell simply won't do any damage.

Empathy talent, Rule of Karma

Magic Channeling

You can increase your spell damage or healing power by an extra runic power each time you double the required casting speed. If the casting speed is 2 and you channel casting the spell for a casting speed of 4, you can add a second runic power to the spell. If you channel that spell to a casting speed of 6 you get to add yet another runic power to it. You can only channel a spell up to 4 times. 

N/A

Magic Grace

Causes spells that affect everyone in an area to not harm allies or benefit enemies.

Elemental Blood

Magic Ink

Allows you to create spell scrolls. The spells written on these scrolls are single use items where the writing fades away after use. You can write a spell scroll for any spell that you have to use or give to you ally to use. They can be used as support actions, do not take any stats to cast, and can be used by anyone regardless of element. The casting speed is the amount of rounds it will take for the spell from the scroll to cast. No runic power or critical magic is used with spells cast from scrolls.

N/A

Magic Mastery

Increase Arcana by 1 and runic power by 1d6. 

Magic Proficiency

Magic Proficiency

Increase your hit chance with spells by 1, and your crit chance with spells by 2.

N/A

Magic Theory

Increase Runic Power by +2. 

N/A

Magical Components

Allows for improving effects of ingredients by adding spell crafting components to them.

Potion Craft

Magical Training

Magic Spells cost half as much Soul to cast.

N/A

Potion Craft

Allows for use of potions in spell casting. The effects of the potion are added to the spell.

Sorcery

Pre Cast

With this ability you can begin casting a spell right before the battle begins. What this does is allows you to go ahead and subtract your runic speed from the casting speed of the spell before the beginning of combat. If this means you can cast the spell right away then you will cast it right at the start of your turn and thusly be free to cast another spell during your turn. Otherwise this will speed up the casting of longer to cast spells. 

Spell Necessity

Quick Cast

This runic mage ability decreases the casting speed of your spell by 1. If it decreases to less than 1 it becomes a free cast allowing you to cast another spell, however you cannot use quick cast on the following spell. 

Magic Channeling

Rule of Karma

Your spells are affected by morality alignment. If they are of an opposing alignment to you, your spells will deal 25% more damage by heal 25% less. 

N/A

Rune Stone Theory

Allows you to create rune stones of a spell family once you have the spells of that family.

N/A

Sorcery

Allows for use of alchemical ingredients for spell casting.

N/A

Spell Crafting

Allows you to create spells using the spell crafting system.

Spell Modification, must have modified 3 spells

Spell Modification

Allows you to modify spells using the spell crafting system.

Magic Theory

Spell Necessity

This ability allows you to use vitality to cover Soul if you do not have enough soul to cast the spell.

Quick Cast

Staggering Spell

Critical hits with spells daze targets for 1d6 rounds.

Magic Mastery

Witch Runes This ability allows you to use ylem imbued ink to write magical runes. Each rune must be learned but provides a powerful effect to whatever the rune is written on. Runes included in ability description.

Magic Ink

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