Saturday, July 13, 2019

Lost Magic

Much is lost to history. The fey kingdoms are no more. The Shadow Realm has sundered from the Material Realm taking with it demon knowledge. What’s left of giants is more animal than man. The Ancients abandoned their ship in the sky and are now buried in their adopted home. The nomadic tribes of man and their old traditions survive in fables only. The Nobles have faded from the living world and their cousins the Thegn have withdrawn to areas unknown. Died with them, each and all, is their spellcraft. Yet the magic still lingers.
Rune Magic
Rune magic was once the spellcraft of trolls. Long ago, the civilization of troll-kind spanned west Greywood and lasted over a thousand years. Not until The Great Sundering and The Change did the old troll cities disappear under fairy mounds.
Rune magic survives in the script of the Ýr. Though they don’t remember its true meanings, the Ýr still use it for good luck charms and customs. This script is called Gramword. If one can learn the secrets of Gramword, these runes can be used to cast spells.
To use this magic, touch the inscribed rune and spend at least 1 Power. The rune produces a singular effect. For example, a rune that says Push will push the inscribed thing a number of feet. The amount of power spent affects the size of the thing; the spell dice result determines numerical effects such as a resistance value or feet traveled. The effects must be instantaneous. The rune can only translate to one word, such as Open, Hide, Light, Strengthen, Break, and the like. Spellcasters may forgo their spells chosen from their archetype’s spell pool to learn Rune Magic or can spend one point from their spell pool to learn one specific rune.