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Runesmithing: Mastering Magical Symbols

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0% found this document useful (0 votes)
69 views14 pages

Runesmithing: Mastering Magical Symbols

Uploaded by

A Dandy Guy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Krillo’s Guide to

Runesmithing

Edited by the tower of


The Scribe and Scroll
Runesmithing Printing Runes
Runesmithing is the art of drawing Runes. A Rune can be drawn as a single action,
Runes are powerful symbols that create and will affect a 5ft square of connected
wondrous effects, like burning weapons material. A larger Rune does not increase
or magical darkness. Spell Scribes can the area affected or the power of the
draw Runes quickly and easily, without any Rune, and will instead affect the center of
expensive or rare materials. the Rune.
Runes gain their power from their Spell Scribes can permanently inscribe
uniqueness. When two of the same Rune a Rune into metal or stone, which generally
are in close proximity, they each reduce in takes one hour. This makes the Rune
power. Too many like-Runes too close to harder to deface.
each other may cause them all to become Runes can be disguised with extra marks
inert. to make it harder to replicate. This takes
more time, but ensures that rival Spell
Runesmithing Basics Scribes will have difficulty in counterfeiting
their Runes. Creating a Disguised Rune
Spell Scribes can draw a Rune as a single
takes one minute instead of an action.
action. They can draw with chalk, ink, or any
tool that can create a mark.
Runes will last until they are defaced. Any
change in the symbol will destroy it.
Defacing Runes
A Rune can be destroyed by simple
Runes have Primary, Secondary, and defacement: Being cracked, erased,
Tertiary effects, which activate depending washed away, warped, or distorted.
on how many of the same Rune are nearby. A Runes frailty can be used to your
Runes will use their Primary effects when advantage. You can print multiple sets of
isolated, and will produce a lesser effect a Rune on something fragile, like paper, so
for each other like-Rune that is within 120ft. that you can destroy the duplicates when
Regardless of the number of nearbly like- you want to instantly activate the Primary
Runes, a rune can always produce its Effect of a like-Rune.
weakest effect.

Rune Rarity
Runes are so rare that if a Spell Scribe
knows a specific Rune in an region, no other
Spell Scribe nearby would know how to
replicate that Rune.
Each Rune is a commodity that decreases
in value for each like-Rune in circulation.
Although many will pay well for Runed
weapons, few will pay for Runes that rarely
activate their Primary effects. Most Spell
Scribes are advised to conserve their runes.
Terms Tattoos
Rune: A symbol that creates a magic Some Runes can be printed onto the
effect. body using permanent ink. Applying a
Spell Scribe: Someone who draws Tattoo takes one hour for an average
magic Runes. sized character.
Runesmithing: The act of drawing a Tattoos can be placed on up to five
Rune. locations on the body: On the head, over
Primary: The most powerful effects the heart, across the spine, on both hands,
of a Rune that only activate if its the only or anywhere. Each area can only have one
Rune of that type within 120ft. tattoo in that location, while tattoos that
Secondary: The alternate effects of a can be placed anywhere do not have this
Rune that activate if another rune of the limitation. Runes that say “None” cannot
same type is within 120ft. be used as tattoos, either being too
Tertiary: The alternate effects of a dangerous or simply impossible for the
Rune that activates if two runes of the material.
same type are within 120ft. Rune tattoos on the Head, Heart, and
Quaternary: The alternate effects of Anywhere are permanently active, while
a Rune that activates if three runes of the tattoos on the Hands and Spine can be
same type are within 120ft. activated and deactivated with poses.
Runes should be placed on the hands or
spine if they are potentially deadly or if
they could cause problems if permanently
active. Activating a Rune with a pose
For easy reference, refer to requires an action.
Krillo’s Pain and Difficulty scales. If a Runes location says that it can be a
Bodypart Only, such as “Hands Only,” then
Krillo Pain Scale (KPS) that rune can only be used as a tattoo
KPS-1 1 1c Stubbed Toe and only on that location.
KPS-2 1d6 3c Head Whacked
KPS-3 1d12 4c Deep Cut
KPS-4 3d6 5c Bone Cracked
KPS-5 2d12 6c Struck by Lightning
Henna
Spell Scribes can stain skin with dye,
Universal Difficulty Scale (UDS) rather than applying a permanent tattoo.
UDS-1 DC5 Simple Complication Applying Henna requires one hour for an
UDS-2 DC10 Tough Complication average sized character. Henna will last for
UDS-3 DC15 Severe Complication two weeks before fading.
UDS-4 DC20 Absurd Complication
UDS-5 DC25 Futile Complication
UDS-6 DC30 Hopeless Complication
Lesson from Midas Learning a Rune
Runes attached to the Hands or Spine When you become a Spell-Scribe as a
can only be activated through a pose. This skill, feat, or trait, you learn two Runes
is to prevent the Rune from activating of your choice from the list provided.
accidently. Like King Midas learned, You are also proficient in any check
permanent magic can be disastrous with relating to Runesmithing, calligraphy, and
unforeseen consequences that make identifying signatures.
everyday life miserable. Consequences of Spell Scribes are able to learn new
placing a rune on your body could cause runes while adventuring. Runes can
an unforeseen death, and great thought be learned from books, from other
should be given to what Runes are applied. Spell-Scribes, or by finding Runes
on adventures. Learning a new Rune
requires one hour of practice with
Spell-Scribe’s Kit the Rune, using various markers and
A Spell-Scribe’s Kit includes a sketchbook, materials. If the original rune is protected
ink, various quills, chalk, writing block & clay, by other markings designed to disguise
various needles, hammer, and chisel. it, the Spell Scribe must first pass a
UDS-6 Runesmithing check. If the check
is successful, the Spell Scribe learns
how to create the Rune. Regardless
of success or failure, the Rune is
destroyed.

Rune Format
Rune Name Black Marks = Actual Rune
Rune description
Bodypart: Body placement.
Primary: Effect Description.
Secondary: Effect Description.

Grey Marks = Guiding Lines, references,


and symbology.
# Rune Name Tattoo Effect Description
1 Foeseeker None This Rune points towards an enemy.
2 Shadowjack Anywhere This Rune creates darkness.
3 The Ram Anywhere This Rune amplifies force.
4 Stillness Anywhere This Rune prevents movement.
5 Heat Metal None This Rune heats metal.
6 Return None This Rune returns to its owner.
7 Radiance None This Rune glows with the light of the sun.
8 Cement Hands This Rune sticks like glue.
9 Tremble None This Rune shakes uncontrollably.
10 Focus Anywhere This Rune attracts attention.
11 Water Anywhere This Rune creates water.
12 Deposit None This Rune creates a storehouse.
13 Drowsy Spine This Rune makes people tired.
14 Eyes Anywhere This Rune creates awareness.
15 Suspension None This Rune traps magic.
16 Bubble None This Rune creates a protective bubble.
17 Slave Anywhere Only This Rune creates chains that bind.
18 Heart Shield Heart Only This Rune protects from emotions.
19 Prot. Death Heart Only This Rune protects from death.
20 Honesty Heart Only This Rune keeps you honest.
21 Empath Heart Only This Rune lets you detect emotions.
22 Black Heart Heart Only This Rune spreads hatred.
23 Red Heart Heart Only This Rune spreads obsession.
24 Mind Split Head Only This Rune splits the mind.
25 Mind Cage Head Only This Rune protects the mind.
26 Scribe Head Only This Rune creates a Spell Scribe.
27 Aethernet Head Only This Rune connects minds.
28 Camouflage Spine Only This Rune disguises you.
29 Passion Spine Only This Rune allows control over emotions.
30 Anchor Spine Only This Rune makes you resist force.
31 Fortress Spine Only This Rune creates protections.
32 Drain Hands Only This Rune drains life.
33 Catch Magic Hands Only This Rune can catch and return magic.
34 Mime Hands Only This Rune creates invisible objects.
Foeseeker
This rune points towards an enemy.
Bodypart: None
Primary: This Rune rotates to face the
nearest enemy of its owner, up to 1,000ft
away. This Rune removes any negative
modifiers or disadvantages based on sight
if placed on a projectile and fired at an
enemy.
Secondary: No effect.

Shadowjack
This rune creates darkness.
Bodypart: Anywhere
Primary: Creates an area of darkness,
distorting all creatures and objects within
15ft into black silhouettes.
Secondary: The runed object is
shrouded in darkness, which affects up
to 5ft of connected material. The runed
object blends into shadows and darkness,
Loo becoming indistinguishable.
Now ks like Tertiary: No effect.
you a Poo
can !
’t u
The Ram nse
-k
e it!
This rune amplifies force.
Bodypart: Anywhere
Primary: All pressure applied by the
Runed object or creature creates 500lbs
of pressure. This knocks back objects
or creatures of a large size or smaller
10ft away on contact. Cannot purposefully
create less than 500lbs of force on any
interaction.
Secondary: No effect.
Stillness
This Rune resists movement.
Bodypart: Anywhere
Primary: The object or creature
remains fixed in space, and requires at
least 10,000 lbs of pressure to move.
Secondary: The object or creature is
weightless, and it is easily manipulated by
any pressure.
Tertiary: The object or creature is up
to half its weight lighter.
Quaternary: No effect.

Heat Metal
This rune turns metal red-hot, but
leaves other materials alone.
Bodypart: None
Primary: The metal is so hot that white
flames jet around it. If this Rune is on a
weapon, the weapon deals Fire Damage.
Touching the metal while in this state deals
KPS-2 Fire damage.
Secondary: The metal is burning hot,
and weapons with the Rune deal Fire
damage.
Tertiary: The metal is warm and
glows slightly. Touching the metal while in
this state may stave off non-magical cold
effects.

Sword Runed with Heat Metal!


Return
This rune will always try to return to its
owner.
Bodypart: None
Primary: The runed object will move towards
its owner at least 30ft per round while within
1,000ft. It will take the straightest path, and can
move up to 5lbs of weight, including itself.
Secondary: No effect.

Radiance
This rune glows with the light of the sun.
Bodypart: None
Primary: This Rune produces 120ft
of bright light, and deals KPS-2 Radiant
damage to all creatures within 15ft every six
seconds.
Secondary: This item produces 60ft of
bright light, and weapons with this Rune deal
Radiant damage.
! Tertiary: This Rune produces 30ft of
Torch Rune ou a
Will s a v e y bright light.
les!
ton on cand

Cement
This rune makes anything into an adhesive.
Bodypart: Hands
Primary: Objects stick to the runed object
or creature, and require 100lbs of force to
remove. All items stuck to this item gain the
Cement secondary property.
Secondary: Objects stick to the runed object
or creature, and require 100lbs of force to
remove.
Tertiary: Non-organic objects which also
have the Cement tertiary property will stick to
this item and require 100lbs of force to remove.
Tremble
This rune shakes relentlessly.
Bodypart: None
Primary: This Rune shakes the object
so much that it breaks apart. The object
takes KPS-2 Force damage every turn.
Secondary: This item vibrates too wildly
to hold well. This object cannot be used
for its intended purpose unlessed braced
against a surface.
Tertiary: No effect.

Focus
This rune draws the attention of those
around it.
Bodypart: Anywhere
Primary: People’s eyes are naturally
drawn to this Rune, as if they are
charmed. This affects people within 30ft of
the Rune itself, and they do not need to
sense the rune to be distracted by it.
Secondary: No effect.
Water
This Rune is imbued with water.
Bodypart: Anywhere
Primary: This object or character is
perpetually drowned in water, leaking one
pint of pure water every hour. The Rune
makes things slick, and creatures have
difficulty grabbing or holding onto the runed
object or creature. The water glistens and
reflects the light, making it easy to see in
the light.
Secondary: The Rune makes things
slick, and creatures have difficulty grabbing
or holding onto the runed object or
creature. The water glistens and reflects
the light, making it easy to see in the light.
Tertiary: No Effect.
Deposit
This rune is a storehouse for lots of
small items.
Bodypart: None
Primary: The rune itself becomes
an intangible hole which leads to a space
between realms. The space is thin and
narrow, about 1ft by 1ft, but is infinitely
deep, and can fit small to large objects Drowsy
within. The walls of the hole are weak, and This rune makes people tired.
if punctured, will cause the Rune to be Bodypart: Spine
destroyed. If the Rune is destroyed, all Primary: While within 30ft of this Rune,
objects within the Rune are returned to the creatures take KPS-2 non-lethal psychic
material plane at the Rune’s last location. damage every six seconds. Creatures who
Secondary: No effect, but objects are knocked unconscious by this Rune
already inside remain inside until the Rune or fall asleep near this Rune will wake up
is destroyed. in eight hours and be fully rested, unless
shaken awake. This Rune distracts anyone
within its field of influence, causing them to
be less perceptive.
Secondary: Creatures who fall asleep
within 30ft of this rune will wake up in eight
hours and be fully rested, unless shaken
awake. This Rune distracts anyone within
its field of influence, causing them to be
less perceptive.
Tertiary: Creatures who fall asleep
within 30ft of this rune will wake up in eight
Eyes hours and be fully rested, unless shaken
This object of interest is easily viewed awake.
by others. Quaternary: No Effect.
Bodypart: Anywhere
Primary: Any creature can concentrate
their thoughts on the object and can see
through the Rune as if it were an eye.
Anyone who is aware of the rune can do
this. The vision appears as though it were
the person’s imagination.
Secondary: All creatures within 60ft are
aware of this object. They know its location
but not what it is. This is a telepathic
message that arrives as intuition.
Suspension
This rune traps magic within.
Bodypart: None
Primary: After a spell is cast within
120ft of this Rune, the spell is instead
suspended, and the Rune is Primed.
This effect cannot be used again
while the Rune is Primed. Primed
Runes glow brightly to show that
they are Primed.
When the Primed Rune is
destroyed or a second Suspension
Rune causes it to have no effect,
the spell is released and functions
as the Caster defined at the
time of casting, targeting the same
creatures or area.
Secondary: No effect.

Bubble
This Rune creates a protective magic bubble.
Bodypart: None
Primary: This Rune creates a magical
barrier, covering a 5ft square centered
around the Rune. This barrier will stop
people, objects, and attacks from
entering, and provides cover from
attacks. This Rune will not stop water or
air from entering or leaving. The barrier
has KPS-1 health, and once the barrier
is destroyed, the Rune deactivates for
one minute. The bubble does not appear
if there is no room for it.
Secondary: This rune creates a magical
barrier covering a 5ft square centered
around the Rune, and stops liquids and
gases from entering or leaving.
Tertiary: No effect
Notes & Discoveries

All discoveries written into this journal become property of Scribe & Scroll Publishing.
A Supplement for
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