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
Starting Bonuses: 100 character points, +25 Soul at character creation
Bonuses:
  • A runic mage starts with +10 to Soul as a modifier.
  • Runic Mages start with 1 tier 1 spell of choice fully mastered at level 1 and Magic Proficiency at level 1.
Penalties:
  • Takes a penalty of 5 to Initiative
  • All other skills cost 10% more to acquire
  • Runic Mages always deal 25% less melee damage in battle, except for when using staffs or rods.
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.

Starting Bonuses and Penalties

You already know that playing as a mage grants you +25 Soul. However these are not the only a mage receives.

Tier Levels and Costs to Acquire

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450
  • A runic mage starts with +10 to Soul as a modifier.
  • Runic Mages always deal 25% less melee damage in battle, except for when using staffs or rods.
  • Runic Mages take a penalty of 5 to Initiative.
  • All other skills cost 10% more to acquire for mages.
  • Runic Mages start with 1 black rune stone that has a spell chain of choice but not mastered.
  • Runic Mages start with 1 tier 1 spell of choice fully mastered at level 1 and Magic Proficiency at level 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.

Effects on Armor Usage

Runic Mages are unable to wear heavy or medium armor. They must stick with light armor. For any other armor type, they will need that armor skill but will take a hit of reducing their runic casting speed by 20%.

Character Point Rate

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.

The Runic Mage's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level in Magic Proficiency past level 1 (total of +0.6 bonus possible). 
  • A runic mage who gets Soul Empowerment at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A runic mage who gets Soul Empowerment at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A runic mage who gets at least 1 level in every runic mage skill gets their End of Session Bonus as extra character points.
  • A runic mage's End of Session Bonus rate is your character point rate increased by 1/2 Mental. So if your character point rate is 1.5 and your Mental is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

Runic Mages specialize in casting spells and empowering their magical connection to their runic element. Therefore any magic skills have their character point cost cut in half.

Runic Mage Skills Progression 

runicmage.png

Runic Mage Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
Anima Stone Theory 10 Soul This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones.  Level 1: Blood Stones; 10 Soul
Level 2: Bestia Stones; 20 Soul
Level 3: Angelus and Daemon Stones; 30 Soul
Level 4: Aduro and Umbra Stones; 40 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Child of Magic N/A This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Elemental Awakening 10 Soul

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

  • Level 1: Runic Elemental
  • Level 2: Runic Construct
  • Level 3: Runic Avatar
Level 1: Runic Elemental; 10 Soul
Level 2: Runic Construct; 20 Soul
Level 3: Runic Avatar; 30 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Elemental Blood N/A Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. Level 1: 30%
Level 2: 60%
Level 3: 90%
Level 4: 120%

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Magic Break N/A Allows you to throw up to 25% of Soul per level to break a spell lock or trap. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magic Channeling N/A Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell.  N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Magic Grace N/A Causes spells that affect everyone in an area to not harm allies or benefit enemies. N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Magic Ink 8 Soul Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Magic Mirror 10 Soul Reflects 10% of the spell back at the target. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Magic Proficiency N/A Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11.   Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Magic Sense N/A Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Magic Study N/A Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills.  Level 1: 1d4
Level 2: 2d4
Level 3: 3d4
Level 4: 4d4

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Magic Theory N/A +1d8 to Runic Energy per level of mastery. Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Piercing Spell 4 Soul Causes spells to pierce 5% per level beyond spirit and affect Vitality. Level 1: 5%; 4 Soul
Level 2: 10%; 8 Soul
Level 3: 15%; 12 Soul
Level 4: 20%; 16 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Quick Cast 8 Soul Allows you to quickly cast an additional instant or 1 round cast spell with no runic energy added. Level 1: 1 extra cast; 8 Soul
Level 2: 2 extra casts; 16 Soul
Level 3: 3 extra casts; 24 Soul
Level 4: 4 extra casts; 32 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Rune Stone Theory N/A

Create rune stones and use rune stones more effectively, including applying effects before mastery.

Basically, with this skill you can do the following:

  • Create Rune Stones: you can create a rune stone using a spell line that you have mastered. You must have the spell line mastered before creating a new rune stone with that line.
  • Improved Rune Stone Use: Spells within your rune stone will use 20% less SA from the stone, and don't worry it won't take that extra cost from you either. Furthermore, you can add 1/2 your character point rate to the spell mastery if you fail at the spell.
  • Apply Non-mastered Effects: You will be able to use the rune stone effect on your weapons or armor as long as you have access to that spell it is connected to in the spell line. You won't have to wait for that spell to be mastered to have access to that affect.
N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Rune Tattooing 15 Soul Tattoo that increases Runic Stats by 5 each per level of mastery, except casting speed. This is Runic Energy and Spirit. The Tattoo is permanent once made. Level 1: +5; 15 Soul
Level 2: +10; 30 Soul
Level 3: +15; 45 Soul
Level 4: +20; 60 Soul

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Runic Speed Empowerment 5 Endurance Increase Runic Speed by 1 for 1d6 rounds. Level 1: +1; 5 Endurance
Level 2: +2; 10 Endurance
Level 3: +3; 15 Endurance
Level 4: +4; 20 Endurance

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Soul Empowerment 5 Endurance Increase Soul by 10% of Mental for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Spell Bomb 10 Soul Changes a single target spell into a spell that affects all surrounding spaces around the target. N/A: only one level

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Spell Modification N/A Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Spell Necessity N/A Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality.  N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Spell Slinger N/A Increase Hit Chance of spell by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Splitting Magic 4 Soul Causes a single target spell to split to an additional nearby target spell (within 5 spaces) per level of mastery. Level 1: +1 target; 4 Soul
Level 2: +2 target; 8 Soul
Level 3: +3 target; 12 Soul
Level 4: +4 target; 16 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Staggering Spell 4 Soul 10% per level of mastery to daze the hit target for 1 round. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 12 Soul
Level 4: 40%; 16 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Runic Mage Growth

As you develop and master skills within your runic mage profession, you will become a more capable mage. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Runic Mage

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Runic Mage

To reach this tier, you must acquire all of the skills in the Spell Slinger skill chain at level 1. As a novice runic mage you benefit from the following bonuses:

  • A runic mage can spend accumulated character points to restore his or her Soul at a rate of 2 skill points per 1 stat point.
  • A runic mage can spend Soul to increase his or her runic energy for that instant at a cost of 5 Soul per 1 point of runic energy increase.
  • Add 10% of Mental to Mental and Soul as a modifier.
  • +0.2 to Character Point rate

6.3) Tier 3: Skilled Runic Mage

To reach this tier, you must acquire all of the skills in the Spell Slinger skill chain at level 2. As a skilled runic mage you benefit from the following bonuses:

  • +1 Runic Speed
  • Add 10% of Mental to Runic Energy as a modifier.
  • At the cost of 100 character points, you can take on the Magical Warrior trait, removing your penalties on using any weapon or armor.
  • Soul increased by 20%.
  • Elemental Immunity for your element increased by 10.
  • +0.2 to Character Point rate.

6.4) Tier 4: Master Runic Mage

To reach this tier, you must acquire all of the skills in the Spell Slinger skill chain at level 3. As a master runic mage you benefit from the following bonuses:

  • Soul increased by an additional 20%
  • All attack spells become fast spells.
  • Runic Energy increased by 10%.
  • Spells healing or damage values increased by 10%.
  • Spirit increased by 15%.
  • +0.2 to Character Point rate. 

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Runic Mages can open into the following combo professions: Rune Knight, Arcane Sharpshooter, Witch, Arcane Alchemist, Arcessomancer, and Artificer.

  • Runic Knight: Rune Knight is a combo profession of Warrior and Runic Mage
  • Arcane Sharpshooter: Arcane Sharpshooter is a combo profession of Hunter, and Runic Mage
  • Witch: Witch is a combo profession of Runic Mage, Cleric, and Alchemist
  • Arcane Alchemist: Arcane Alchemist is a combo profession of Runic Mage and Alchemist
  • Arcessomancer: Arcessomancer is a combo profession of Runic Mage and Cleric
  • Artificer: Artificer is a combo profession of Runic Mage and Crafter

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

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