Torchbearer Sagas - Rune Casters PDF
Torchbearer Sagas - Rune Casters PDF
There are many tales to be told, too many for even one bard to recount. Sagas are third-party
supplementary products and adventures for the Torchbearer RPG that have been reviewed and approved
by Burning Wheel Headquarters.
Credit Due
Concept
Shane King
Design
Shane King and Hayes Edgeworth
Additional Development
Shane King and Hayes Edgeworth
Art
Joseph Burns
Playtesters
Donnie Galloway, Brad McCracken, and Brent McCracken
Editing
Hayes Edgeworth
Torchbearer Concept
Thor Olavsrud
Torchbearer Design
Thor Olavsrud and Luke Crane
www.TorchbearerRPG.com | www.burningwheel.com
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6. W
e reserve the right to revoke this license at our discretion. If the license is revoked, the
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The Dwarf Wanderer
Wanderers are outcasts. They are misunderstood by their own kind, even dreaded for their erratic and unpredictable behavior. They
walk the wilds in search of wisdom, hunting for the keys to understanding their own strange origins. But they are not entirely alone, for
wanderers have sworn by blood and stone to unlock in others what they have unlocked within themselves: to make one’s own path, to
number the stones of the earth, and to uncover the deepest secrets of the rune.
5
Once they’ve gathered the proper number of stones, a rune Reciting Phrases
caster makes note of their current path. Only then are they Reciting a phrase consists of gripping etched rune stones in a
ready to begin etching. single hand and speaking the proper incantation over them.
Etching Runes Tests Nature The path and circle of the phrase recited must match that of
Etching runes for casting is considered a profane act, thus all the etched rune stones used to carry it, and the rune caster
rune casters must fight against their nature to do so. When may only recite phrases from their current path.
etching, the rune caster tests Nature, using these factors: When reciting a phrase, the player tests Arcanist against
Etching Runes Factors (starts at 3): first circle, second the obstacle listed with the phrase (see the list of phrases).
circle, third circle. If successful, the phrase is prepared—the stones glow with
a pale light. If failed, preparation is subject to a twist or
Successfully Etched Stones
condition.
Players should note the path and circle of etched stones once
they are completed. Once imbued with the power of a phrase, rune stones must
remain in the hand (hand/carried 1) until the rune caster is
Failure to Etch
ready to cast them, and the player should make note of the
If the test to etch runes is failed, the GM can use the standard
phrase they have prepared.
condition or twist rules for failure, or they may tax the
rune caster’s current Nature by the margin of failure, even Recitation and Time
if etching is within their Nature descriptors. With etching, Reciting a phrase only takes a moment. It does not require a
taxing Nature is a special condition, so the player should get check to recite a phrase during camp, nor does it take a turn
what they were after in addition to having their Nature taxed. to do so during the adventure phase.
No other conditions or twists are applied if Nature is taxed. Recitation and Help
Etching and Advancement A rune caster may only receive help from other rune casters
Passes or fails for Nature when etching should be noted after when reciting phrases.
any maximum Nature adjustments, if necessary, and not
Casting Stones
before.
Once the rune caster has prepared a phrase, if the stones
Storing Etched Stones imbued with the phrase are thrown or dropped, even by
Rune casters may store etched rune stones wherever they accident, the phrase is cast and its power is released. Careful
wish, provided they have the inventory or a companion not to drop certain stones at the feet of your enemies, or
willing to carry them. Etched stones may not be stacked with others at the feet of your friends. They may never forgive
blank stones, nor any other stacks of etched stones, including you for it.
etched stones with the same circle and path. No matter how
Recovering Stones
many rune stones comprise a given circle (one, two, or three),
Stones are usually shattered when cast, however if an
they are always hand/carried 1 or pack 1.
adventurer has a moment to reclaim them and wishes to
Etching Runes Takes Time do so, roll 1d6. On a 6 a single stone is left intact and may
A check must be spent to etch during camp. Etching runes be reclaimed as a blank stone, devoid of power. If a gem
for casting is frowned upon in town, but maybe folks will look was used during etching, it has strangely turned dull—just
the other way for an added factor to your lifestyle cost (+1). another blank stone like the rest.
The Family Jewels
Known Phrases
Gems used instead of blank stones provide +1D per gem to
All rune casters start with the capability to etch and prepare
etching tests. In addition they protect from Nature tax using
stones that can bear phrases of the first circle, but they may
the rules for cash dice from the core rulebook.
not recite phrases they do not know. Rune casters may
Etching and Help automatically learn up to three phrases when they ask for
Rune casters should warn that the act of etching and casting their first path (see The First Whispers), and their Mentor
is profane, but help from Nature is certainly welcome. will teach them a new phrase for free every time they gain
Anyone may help with etching by using Nature. If etching is a new level.
failed and Nature taxed, however, each character who helped
Otherwise, rune casters are on their own, and will only
is subject to the same tax to their current Nature. If the tax is
encounter new phrases to learn on lost tablets and inscriptions
two, for instance, everyone’s current Nature is taxed by two.
Rune Casters
found in dungeons. Listed with each phrase is a Lore Master Rune Casting in Brief
obstacle to learn that phrase. IIWhen taking a path, roll 1d3 (mountain, wind, ocean),
and take the exhausted condition. If already exhausted,
The First Whispers tax current Nature by -2. Does not cost a turn or check.
Rune casters start with no phrases committed to memory; IIBefore etching runes into blank stones, make note of your
however, when a rune caster asks for a path for the first time current path and select the circle you wish to prepare,
they may either choose one phrase from the path they find, then take the number of blank stones required (1 for first
or they may instead roll 2d6 three times and consult the circle, 2 for second circle, 3 for third circle).
table below each time. The rune caster automatically learns IITo etch, test Nature against the required obstacle (starts
either the phrase of their choice from the first option or each at 3): first circle, second circle, third circle. Costs one turn
phrase rolled if they choose to use the table below instead. during adventure phase, a check during camp, or +1 to
2d6 Rune Caster Starting Phrases lifestyle cost in town.
2 Warning Wave IIIn order to prepare a phrase, test Arcanist to recite it over
3 Writ of Quickness etched stones that correspond to the path and circle of
4 Rhyme of Bridges that phrase. Does not cost a turn or check.
5 Words of Withering IIOnce etched stones are imbued with a phrase, all the
6 Make Mana
rune caster must do is toss them from the hand to cast.
7 Winds and Sails
8 Soothing Lyric
9 Mercurial Verse
10 Ligature of Rock
11 Fragment of Rust
12 Glyph of Starlight
If a rune caster rolls a phrase they already know on the
second or third roll, they may choose another phrase from
the list above instead.
Ahead of Their Time
A rune caster may learn second and third circle phrases
before they are capable of etching or reciting them.
A Pouch at Hand
A rune caster’s pouch contains their tools for etching and
can still hold a pack 1 item as normal. Unlike other skill
tools, which are tied to the backpack or satchel, a rune caster
is guaranteed the tools for their art as long as they have a
ranking in Arcanist and access to their pouch. If their pouch
is lost, they no longer have access to their etching tools
(except for dwarves).
7
List of Phrases First Circle Rune Casting
The following is the list of phrases available to rune casters, Phrases
in order of circle and path. Listed with each phrase is the
Lore Master obstacle for learning it, the Arcanist obstacle
Path of the Mountain
for reciting it, and the special, fourth Nature descriptor that Make Mana
can be used as a supply for reciting that phrase (+1D). We The stone is placed in the bowl and covered. When the cover
recommend that rune casters keep a copy of this list and is lifted, warm, chewy bread is ready, filling the room with a
underline phrases they’ve learned as they go on their way. delicious smell.
IILore Master Ob to learn: 1
The Rite of Empathy IIArcanist Ob to recite: 3
To draw upon the fates of others is forbidden, but it is the IINature descriptor: merrimaking
curse of all rune casters that they must if they wish to thrive. Make Mana Effect
When performing the rite of empathy, they simply lay a hand During camp, enough fresh bread to feed: D6: 1-3, two
on friend or foe, and wait for the whispers. adventurers; 4-5, an adventuring party; 6, a large gathering.
This ritual is special. It is not etched on stones, and may
Ligature of Rock
always be performed. It does not cost a check during camp,
Cast at the feet of a companion, binding their fate to the rune
however it does cost a turn during the adventure phase and
caster’s, tried and true as deep, uncovered stone.
may not be performed in a rush unless the rune caster has
an applicable instinct. IILore Master Ob to learn: 2
IIArcanist Ob to recite: 2
Empathy Obstacle: When performing the rite of empathy,
IINature descriptor: avenging a grudge
test Ritualist. The rune caster’s obstacle is half of their target’s
current Nature, rounded up. Ligature of Rock Effect
When knocked out, the rune caster may continue to provide
Empathy Effect: When the ritual is completed, number the
a helping die in any type of conflict when a certain action is
target’s Nature descriptors one through three, then roll 1d3
scripted, even if brought back into the fight and knocked out
and select the corresponding descriptor. The rune caster
again: D6: 1, Attack; 2-3, Defend; 4-5, Maneuver; 6, Feint.
must write this descriptor on their character sheet as a fourth,
special Nature descriptor. There it will remain until the rune Rhyme of Bridges
caster’s maximum Nature advances, or if they use this fourth The rune stone is rolled over the gap, knitting together a
Nature descriptor as a supply for an appropriate phrase temporary, stone bridge only wide enough for adventurers to
(+1D, see The Right Tone below). It may also be replaced if walk single file. Helpful when fleeing from fire demons.
they perform the empathy ritual again.
IILore Master Ob to learn: 2
The rite of empathy may only be performed on humans, IIArcanist Ob to recite: 2
halflings, elves, and dwarves. IINature descriptor: crafting
9
Second Circle Rune Casting Appear with the Lightning
Phrases Wherever the stones are thrown, the rune caster appears
with a strike of lightning.
Path of the Mountain IILore Master Ob to learn: 5
Deep Roots IIArcanist Ob to recite: 4
The power of this phrase makes those who are vulnerable IINature descriptor: sneaking
feel as if they are unshakable.
Appear with the Lightning Effect
IILore Master Ob to learn: 5 Wherever the stones land, the rune caster and 1d6 of his
IIArcanist Ob to recite: 3 companions appear with a flash of lightning. If appearing
IINature descriptor: boasting with the intent to gain the element of surprise in a conflict,
Deep Roots Effect add +1D to the disposition roll for this conflict.
The receiver of this power may restore their own disposition
Writ of Warning
by an amount up to the total margin between their current
The trap is triggered, but the warning is heard in time.
and maximum Nature in any conflict, minus (1d2): -1, -0.
This phrase may not be used to regroup. IILore Master Ob to learn: 6
IIArcanist Ob to recite: 3
False Fissure IINature descriptor: hiding
The stones erupt with power when cast, creating a temporary
Writ of Warning Effect
fissure, impeding foes.
If there is a trap or pitfall that triggers a reaction test for
IILore Master Ob to learn: 6 multiple characters individually and at the same time, for
IIArcanist Ob to recite: 4 avoiding the danger, provide 1d6 companions implicated in
IINature descriptor: delving the trap with a benefit of +1D to avoid the danger.
False Fissure Effect
Path of the Ocean
May be played alongside any action except Maneuver during
a kill, capture, or drive off conflict. Versus an opponent, Rhyme of the Abyss
grants a free (1d3): impede, gain position, disarm. A reflecting pool appears before the victims of this phrase,
with the image of the rune caster staring back.
World’s Weight IILore Master Ob to learn: 4
The power to impart the weight of the world upon a foe.
IIArcanist Ob to recite: 4
IILore Master Ob to learn: 3 IINature descriptor: riddling
IIArcanist Ob to recite: 4
Rhyme of the Abyss Effect
IINature descriptor: remembering
Copy all conditions the rune caster is suffering from to 2d6
World’s Weight Effect -2 foes in a single location, except for those with immunities.
Cast when a weapon is declared in a kill, capture, or drive The rune caster does not recover from these conditions.
off conflict to enchant it with the following effect (1d3): +0s,
+1s, +2s to Feint and Attack. At the end of this conflict this Incomparable Bluster
weapon becomes impossibly heavy and cannot be reclaimed. A blast of icy winter waves comes under the command of the
one who receives the power of this phrase.
Path of the Wind IILore Master Ob to learn: 7
Whisper of Comprehension IIArcanist Ob to recite: 5
The voice of the wind whispers words to all present in their IINature descriptor: boasting
own language.
Incomparable Bluster Effect
IILore Master Ob to learn: 4 The wielder of this power is able to blast foes with icy water,
IIArcanist Ob to recite: 4 dousing flames and chilling bones to their core. Arcanist
IINature descriptor: singing replaces the Fighter skill for the remaining duration of any
Whisper of Comprehension Effect kill, capture, or drive off conflict, with the following added
All present may understand one another’s speech for D6: effect (1d3): +1D, +1s, any 6’s rolled explode as if the wielder
1-3, 1 turn; 4-5, a phase; 6, a session. spent a Fate point for luck.
Rune Casters
Seeker of the Deep the command of the rune caster for the duration of a single
The runes become finders of terrible things, hidden traps, turn or conflict. Use the henchmen rules.
and lost treasures.
Eye of Peace
IILore Master Ob to learn: 5 A bright sphere radiates from the rune stones, and all at
IIArcanist Ob to recite: 5 once, in the center of trouble, all is calm.
IINature descriptor: remembering
IILore Master Ob to learn: 7
Seeker of the Deep Effect IIArcanist Ob to recite: 5
The stone rolls in the general direction of: D6: 1-3, nearest IINature descripor: merrimaking
creature; 4-5, nearest trap; 6, nearest treasure.
Eye of Peace Effect
2d6 -2 adventurers are covered with a shield of warding and
Third Circle Rune Casting may not be harmed, nor may they move through or affect
11
Rune Caster Resources Providing New Phrases
The rune caster can learn new phrases from inscriptions
General Advice
or from lost tablets found in dungeons. For inscriptions on
Rune casters are difficult to play. They rely heavily on luck,
walls, fonts, altars, doors, and other surfaces, a rubbing may
require detailed note-taking, and players who wish to play
be taken or a copy made for later study (pack 1). For lost
them well must be adept at using the rules for Nature to their
tablets (first circle, pack 2; second circle, pack 3; third circle,
advantage. A few bad etching rolls can easily bring any rune
pack 4), a rubbing may be taken or a copy made for later
caster to the brink of retiring from the life, and those times
study as well (pack 1).
can be dark for them.
When rolling on the magic subtable on page 146 of the
Players who wish to play a rune caster should master the
Torchbearer core rulebook, if the GM wishes to place items
casting rules and the rules for Nature. As with the magician,
for the rune caster instead and the result is 8 the GM should
ranger, and cleric, only players who understand their ruleset
place an inscription. If it is 9, the GM should place a lost
intimately and are willing to take painstaking risks will be
tablet as follows: D6: first circle 1-4; second circle 5-6. If
able to get the most out of rune casting.
clerics and mages are present in the adventuring party, the
Notes for Game Masters GM may simply roll 1d3 if the result is an 8 or 9 to determine
Players who wish to use rune casting will require some which kind of magic is discovered.
special attention from the GM. Quite simply, rune tablets and
Third Circle Phrases
inscriptions must be placed in dungeons, along with other
Rune casters may attempt to learn a single, random third
rune casting related loot. All of the phrases can easily fit in
circle phrase if they select the appropriate level benefit for
with and even amplify the theme of any dungeon, temple, or
their class. Their mentor cannot teach them such a phrase,
other adventuring site. Try placing a lost tablet of Soothing
and they must learn it on their own. If they fail to learn it
Lyric on the lip of a sanctifying pool or an inscription of
on this first try, they may not reattempt to learn it until they
Warning Wave on the altar of a temple by the ocean.
encounter it again on a lost tablet or inscription. In addition,
If the GM wishes, they may also use the following in order to learn any further third circle phrases they must
modifications to the planned and unplanned loot tables in specifically dig up leads and quest for them.
the Torchbearer handbook for levels 1-5 to manage pacing
for the rune caster’s progress in their games: Full Hands
If a rune caster prepares two phrases and their hands are
Spell Supplies
full, they must be held accountable for their boldness. Do
When the spell supplies result is rolled (7 on the 2d6 Magic
not allow them to perform tasks requiring the use of their
Subtable on page 146 of the core rule), roll on the following
hands until they release the stones. If they are holding on to
table if you wish to introduce supplies for a rune caster:
one phrase and are performing a task that requires the use
2d6 Rune Caster Spell Supplies of both hands, apply a +1ob Evil GM Factor. This includes
2 Cursed Stones (1d3+1, these appear to be blank etching, of course.
stones but apply a curse to the rune caster once
they’ve touched them).
3 Rune Pouch (holds 1 stack of etched stones in
Custom Classes
addition to any other pack 1 item) The dwarf wanderer and fisk gambler classes provided with
4 Fine Quality Etching Tools (+1D to etching tests) these rules for rune casting are only examples of classes that
5 Etched Stones (1d3: first, second, or third circle; are capable of rune casting. GMs with a good handle on
1d3: mountain, wind, ocean)
the rules for Torchbearer should certainly create their own
6 Blank Stones (1d3+1)
classes that incorporate rune casting for their games. We’d
7 Blank Stone(s) (1d2)
8 Blank Stones (D6: 1-4, 3; 5-6, 6)
love to see what you come up with.
9 Etched Stones (first circle, 1d3: mountain, wind,
ocean)
10 Etched Stones (second circle, 1d3: mountain,
wind, ocean)
11 Etched Stones (third circle, 1d3: mountain, wind,
ocean)
12 1d2: Chime or Censer (+1D to empathy ritual)
Shane King is a semi-avid GM. He works for a literary agency and lives in NYC.
[email protected] | @groverbomb
Hayes Edgeworth is known for his dwarf nature. He lives in South Carolina, where there are still dragons.
[email protected]
burningwheel.com | torchbearerRPG.com
There are many tales to be told, too many for even one bard to recount. Sagas are third-party
supplementary products and adventures for the Torchbearer RPG that have been reviewed and approved
by Burning Wheel Headquarters.