0% found this document useful (0 votes)
468 views15 pages

Torchbearer Sagas - Rune Casters PDF

Uploaded by

Grigor Kolev
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
0% found this document useful (0 votes)
468 views15 pages

Torchbearer Sagas - Rune Casters PDF

Uploaded by

Grigor Kolev
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
You are on page 1/ 15

Rune Casters

An Expert Magic System for Levels 1-5


by Shane King & Hayes Edgeworth

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

Torchbearer © 2014 Thor Olavsrud.


This game is based on previous work by Luke Crane.
This document is © 2014 by Shane King.

Torchbearer is published by the Burning Wheel, New York, NY 11102

www.TorchbearerRPG.com | www.burningwheel.com

Torchbearer Sagas Commercial Term Sheet


This is a plain language license for those who wish to create material for the Torchbearer 3. A
 ll Torchbearer Sagas products must be submitted to the authors for editorial review prior
roleplaying game for commercial digital publication. The license is between the authors, to publication. The authors reserve the right to decline to grant the license for reasons
Luke Crane and Thor Olavsrud, and the licensee. including but not limited to: poor presentation, offensive content or poor fit for the
Torchbearer rules.
1. T
 his license grants the holder the right to create new supplementary material for the
Torchbearer roleplaying game. The licensee may use Torchbearer rules and terms except 4. T he license we are granting is to sell supplementary publications in a digital format at a
when such use would reprint artwork or large or key sections of text of the rulebook. price determined by the license holder. No fee or royalty will be paid by the licensee to
Character and monster statistics and descriptions are excepted and may be reprinted. the authors.

1a. Supplementary material eligible for the license includes but is not limited 5. T he authors make no claim to the copyright of the licensed work except in areas limited
to: adventures, new artwork, monster statistics, town events, camp events, by this license. All rights to trademarked terms are retained by the authors.
twists, weapons, spells and prayers, skills, traits, towns, traps, magic items
6. W
 e reserve the right to revoke this license at our discretion. If the license is revoked, the
and character classes
material must remove all reference to Torchbearer and the authors, including logos, rules
2. T
 o be eligible for the Torchbearer Sagas commercial license, the licensee must use the and trade dress.
associated logos and trade dress to designate the publication as part of this license.
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.

Dwarf Wanderer Class Overview Dwarf Wanderer Class Starting Options


Class Wanderer Born of the Wind A wanderer’s heart guides them through even the
most dire circumstances. But blind faith in chance
and the kindness of strangers can be unnerving,
leaving them bereft, grasping at straws.
Raw Abilities Will 5, Health 3 Starting Weapon Cudgel
Starting Nature A starting wanderer should answer the Dwarf Cudgel As good a tool for walking as it is for settling
Nature Questions below. disputes. +1D to Attack and Feint, -1D to Maneuver
and Defend in kill, capture, and drive off conflicts.
One-handed weapon.
Skills Pathfinder 3, Arcanist 3, Mentor 3, Lore Starting Armor None
Master 2, Survivalist 2, Scavenger 2
Starting Trait Born of the Wind Alignment Must remain unaffiliated.

Dwarf Nature Questions


If your kin are slain and their halls plundered, would you spend your life plotting and exacting revenge, or would you tally your losses and move on
to greater challenges?
IIIf you would take revenge at any cost, increase Nature by one.
IIIf you would forgive these grudges, you may replace or increase your home trait with Honorable or Jaded.
Would you plunge ever deeper into the bones of the earth looking for treasures untold, or do you fear what you would uncover should you dig too
deep?
IIIf you would dig ever deeper, increase Nature by one and decrease Fighter by one if you have that skill, or Health if you do not.
IIIf you fear what lies beneath, do not increase Nature or decrease your skill or ability.
Do you yearn to spend your days crafting wondrous objects from silver and gold or does the life of adventure call?
IIIf you were born to craft wondrous objects, increase your Nature by one.
IIIf the life of adventure calls, you may replace or increase your home trait with Fearless or Foolhardy.
Wanderer Level Benefits
Level 1
Wanderer
The wanderer may wear a helmet but may not equip any other armor or a shield. They can wield a dagger, cudgel, sling, or crossbow.
Also, a wanderer’s alignment must remain unaffiliated and they may not pray at a shrine of any alignment. If a wanderer’s alignment should
change through play, the player can choose to retire the character or become a dwarf adventurer of the same level.
Finally, a wanderer has taken the art of rune writing out of the halls of dwarves and away from the protected towers of learned scholars and
lore masters—and at great risk to their reputation. At level 1 a wanderer may cast first circle rune magic.
Level 2
Cloaked
Best of friends, the wanderer may wear a cloak in a special, fourth inventory slot on the torso.
Curmudgeon
A surly dwarf is a commander of respect. Blunt objects wielded as improvised weapons use the stats of a cudgel as described in the dwarf
wanderer class starting options.
Level 3
Prophet
By selecting this benefit, a wanderer may cast second circle phrases. In addition, they may choose a second circle phrase they wish to
acquire and attempt to learn it as they approach the gates (for free).
Beastmaster
A wanderer may perform the rite of empathy (see the list of phrases) with denizens, monsters, familiars, and beasts, as long as they are
capable of conducting the ritual uninterrupted.
Level 4
Know Thyself
Deep down, a wanderer recognizes who and what they are—any tax of one to current Nature may be ignored once per session. If Nature is
taxed by two or more, the wanderer must take the full tax as normal.
Storyteller
Once per camp phase, the wanderer may tell a story about one of their companions, granting them a free recovery test. As an added benefit,
while weaving their tale they may toss etched rune stones into the fire, their sparks flying high, creating an illusion of events long past, or
even of events to come. Etched stones tossed into the fire this way are wiped of their etchings, and may be recovered as blank stones.
Level 5
Augur
By selecting this benefit, a wanderer may cast third circle phrases. In addition, roll 1d6 on the list of third circle phrases (number them in the
order found in the phrase list). The wanderer may attempt to learn this phrase as they approach the gates (for free), and if they already know
it they may choose a different third circle phrase to attempt to learn.
Commiserating
Misery loves company. If sharing a fourth nature descriptor with another, when tapping Nature within that descriptor the wanderer may
spend an additional Persona point to add that person or creature’s current Nature with their own for a single roll once per phase, as long as
they agree to help in the test. If the test is failed and Nature taxed, the tax is doubled and applies to both characters.

Level Fate Persona Wanderer Benefits


1 0 0 Wanderer
2 3 3 Cloaked Curmudgeon
3 7 6 Prophet Beastmaster
4 13 9 Know Thyself Storyteller
5 19 12 Augur Commiserating
The Fisk Gambler
Fisks are a hardy people with gills just under their ears, their upper bodies coated with fishlike scales. Called by the oceans since their
beginnings, at some point in the past their sea was all at once taken from them, caught up in the tumult of god, beast, and man. Pushed
out and maladjusted, they now either walk the path of the subservient, or roam the world as pirates, pariahs, and trouble-makers. To make
a living, something in a fisk pushes them to games of chance. And they have special talent at them, for having concealed their identities
among common folk for so long, a fisk’s outward ways are naturally enigmatic.

Fisk Gambler Class Overview and Starting Options


Class Gambler Starting Weapon Gaff
Raw Abilities Distribute 8 points between Will and Health. Gaff A long pole with a hooked beak on the end, normally
Neither stat may have a rating lower than 3 or used for fishing. May take -1s on a successful Feint
higher than 5. action in kill, capture or drive off conflicts to Impede
the opponent (-1D), or take -2s for an ally to Gain
Position (+2D). One-handed weapon.
Starting Nature Write Nature: Fisk on your character sheet. Hunted The fisk gambler must take an enemy during
Your descriptors are Bluffing, Obstructing character creation. This enemy is either a poacher
Justice, and Regretting. See below for the coveting their prized scales, or someone they double-
fisk Nature questions for determining your crossed somewhere along the line.
starting Nature (beginning with a rating of 3).
Starting Trait Undrowned Fisk Racial Benefits Gilled and Scaled
Undrowned Overwhelmed with hardship of unfathomable Gilled A fisk may dive for any number of turns without
depths, the fisk survives. But their thick skin penalty of drowning. However, fisks are known to
sometimes blinds them to the true terrors, work up a powerful thirst when deprived of water.
and thus their brashness may get the best of When made Hungry & Thirsty during The Grind, if
them. they do not relieve this Hungry & Thirsty condition
with water they take on a special condition: Parched
(see below).
Skills Haggler 3, Steward 3, Sailor 3, Special Condition: While Parched, a fisk may not recover taxed Nature,
Manipulator 2, Peasant 2, Laborer 1, Parched nor may they mark tests for advancing Nature. To
Ritualist 1, Criminal 1 relieve the Parched condition, a fisk must drink water.
If they take on the Hungry & Thirsty condition while
Parched, the conditions must be relieved separately.
Starting Wises Choose a single Society-wise (either dwarf, Scaled Fisks exhibit scales on their upper body and in subtle
elf, or human society) or choose Clean Water- webs between their fingers and toes. They take to
wise. Additionally, take a second wise of your water very well, and are not subject to any Evil GM
choice. Factors for actions while swimming or diving under
water.
Fisk Nature Questions
Do you go on betting when the odds are against you, or do you fold and take with you what little you haven’t already lost?
IIIf you would push your luck, increase your Nature by one.
IIIf you take your meager savings with you, you may replace or increase your home trait with Skeptical or Bitter.
When you’ve secretly cheated terrible men and are faced with coming clean, do you speak the truth, or go on bluffing?
IIIf you would come clean, increase your Nature by one, but reduce Will or Manipulator by one.
IIIf you deny everything and make them prove it, your Nature, Will and Manipulator remain unchanged.
When called by the wild mysteries of the ocean, do you go to it with open eyes, or do you shield yourself against the crashing waves?
IIIf you would go to the ocean, increase Nature by one.
IIIf you would cower, you may replace or increase your home trait with Stoic or Scarred.
Gambler Level Benefits
Level 1
Gambler
A fisk gambler may wear leather armor and use a shield, but may not wear any other armor. They may not wield any two handed weapons
except for ranged weapons such as the bow or crossbow. They are also Gilled and Scaled (see fisk gambler class overview).
At some point in their history, whether by accident or picked up trading ambergris and blubber with dwarf merchants from far away, some
enterprising fisks took up the art of rune casting. At level 1 the fisk gambler may receive a path and cast first circle phrases.
Level 2
Shiny
Fisk scales are said to have magical properties. The gambler knows the truth: ace in the hole. The fisk may shed scales once per town phase
for lucky scales which provide a +1D advantage as supplies to any test made within their Nature descriptors (lucky scales, pack 1).
Smuggler
Always sly, the gambler may conceal a single item on the torso or belt which is hidden from sight and may only be detected through magical
means. This item still takes up a slot on the torso, but may be concealed without making a Criminal or Manipulator test for sleight-of-hand.
As an added benefit, if this gambler breaks a town law (not including the “resources 0 and no cash dice” clause for lifestyle test) he may slip
away from pernicious authorities undetected once per town phase.
Level 3
Dervish
This fisk goes without, so that he may begin to look within. When Parched, the fisk
receives a +1D to any Nature test made within his Nature descriptors.
Bilge Drinker
Muddy runoff, sewer & trough water, donkey spit—accustomed to overly strong
drink and otherwise unsavory fare, this gambler may consume liquid that is
otherwise not potable with no penalty.
Level 4
Eel
The fisk has learned to slip away from certain situations. In one lost convince
crowd conflict per session (such as a trial), if the entire party is captured, taken
away, or thrown behind bars, the fisk is left behind, alone but unhindered.
Fixer
Naturally, a fixer tends to spend time in the back alleys of town. When sleeping on
the streets during any town phase, the gambler may take a single, free item
randomly selected from the unplanned loot table.
Level 5
Thickened
The fisk’s scales on their upper arms and torso have hardened throughout their
travails. Acts as leather armor.
Calculator
Able to keep tab of this and that in an uncanny way, once per town phase a fisk
gambler may reduce any character’s lifestyle cost by -1. Explaining how
they covered the cost is up to them.

Level Fate Persona Wanderer Benefits


1 0 0 Gambler
2 3 3 Shiny Smuggler
3 7 6 Dervish Bilge Drinker
4 13 9 Eel Fixer
5 19 12 Thickened Calculator
Rune Casting

The corresponding result is the path the fates have whispered


Rune Casting
to the rune caster, and they should make note of it. Rune
R une casting in the world of Torchbearer is done by
reciting incantations over rune stones and tossing them
to the ground, tapping into the strange and secret magic of
casters may only walk one path at a time, and any stones
they etch may only contain phrases which are governed by
that particular path while they are on it.
fate itself. Though runes have been used by dwarves, learned
scholars, and lore masters throughout the ages, casting them Once they receive a path, the rune caster marks the
like dice is considered a perverse act. Therefore, a rune exhausted condition. If they are already exhausted, they must
caster should always be prepared to suffer persecution for tax their current Nature by two. If they are dissatisfied with
their art. the path the fates have given them, they may consult the
fates again as many times as they like, following the same
When tapping into the power of the fates, rune casters draw
process. If their maximum Nature reaches zero, however,
upon their understanding of the arcane to recite phrases
they retire from the life and recede into obscuirty as normal.
over etched rune stones, and after must be careful not to
drop them until the right moment. For good or ill, once Receiving a path is not a test. It can only be done during the
those stones are released from the hand and strike upon any camp or town phases, but it does not cost a check, nor does
surface, power will flow forth unrestrained. it increase the difficulty of maintaining one’s lifestyle.

To Cast Stones for Etching


The rune caster must have the ability to toss prepared Rune casters prefer to etch runes on sturdy, inch-thick pieces
rune stones from the hand in order to unlock the phrase of durable rock, cut into various shapes. Whether found with
within. the rune caster at the start of their journey, received as a
gift, purchased, crafted, or acquired by some other means,
Phrases a supply of these blank stones should be kept at hand, ready
A phrase is the marriage of magic and words, which a rune to be etched with runes at any time. Blank stones can be
caster recites over runes to imbue them with power. Once stacked in threes, and are either carried (hand/carried 1) or
recited, the phrase is embedded in the stones, and their packed away (pack 1).
magic is only released when cast upon the ground or any
Keeping a Supply of Blank Stones
other surface (see phrase list for the list of possible phrases).
A rune caster may take as many blank stones as they can
Paths carry to start. They can be purchased as spell supplies, and
Every phrase falls under one of three governing aspects, they may also be crafted from good quality rock using the
called paths: the mountain, the wind, and the ocean. These following factors:
forces are hallowed by devotees of the fates, for whether they Stonemason Factors (starts at 2): one blank stone, two
come or go, recede or ascend, they are ever present in the blank stones, three blank stones.
world.
Etching Runes
Before etching for the first time the rune caster meditates, When the rune caster is ready to etch runes, they grab the
waiting until they are absolutely certain of which path the number of blank stones they need—one stone for first circle,
fates will allow them. The player rolls 1d3: one for the two stones for second circle, three stones for third circle.
mountain, two for the wind, three for the ocean.

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).

Rune Casting in Conflicts


There are a number of phrases that are useful during
conflicts.
IIPhrases may be cast during a conflict as described under
effects in the listing for that phrase.
IIOnce a conflict is initiated, it is too late to recite a phrase.
IIPhrases wielded during conflicts ignore armor and may
not be disarmed by the Maneuver action.
IIPhrases that may affect or even prevent a conflict, like
Horrifying Depths or Commanding Gale, should be cast
before rolling for disposition unless they say otherwise.

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

The Right Tone Rhyme of Bridges Effect


When reciting a phrase over stones, a rune caster may lean A bridge suddenly extends over any gap for the duration of:
heavily on an appropriate, fourth Nature descriptor. They’ll D6: 1-4, 1 turn; 5, a phase; 6, a session.
gain +1D to the preparation test, but they’ll expend that
Glyph of Starlight
descriptor in the process as if it were a supply (see Nature
The rune caster wishes for stars, lest the darkness overwhelm.
descriptor under each phrase).
IILore Master Ob to learn: 4
The Gift Comes from Others
IIArcanist Ob to recite: 3
Rune casters may not seek empathy with themselves.
IINature descriptor: singing
Empathy and Help
Glyph of Starlight Effect
Rune casters may receive help from ritualists when
Ceilings are lit with stars that follow the rune caster. Provides
performing the rite of empathy. Supplies such as incense
dim light for (1d3): 1 for 6 turns, 3 for 3 turns, 6 for 2 turns.
and chimes are also welcome.
This light may not be lost in a twist.
Rune Casters
Path of the Wind Path of the Ocean
Mercurial Verse Soothing Lyric
Those who would oppose the rune caster are filled with The stone turns into a pile of smelling salts, easing hurts.
doubt. IILore Master Ob to learn: 2
IILore Master Ob to learn: 5 IIArcanist Ob to recite: 3
IIArcanist Ob to recite: 4 IINature descriptor: singing
IINature descriptor: sneaking Soothing Lyric Effect
Mercurial Verse Effect Alleviate a random condition from one companion (1d6):
Opponents gain a sense of apprenhension, which turns to hungry & thirsty, angry, afraid, exhausted, injured, sick.
fear. Apply the afraid condition to 1d3 foes for 1 turn.
Warning Wave
Winds and Sails The force of a wave comes under the control of the one who
Cast at the back of a friend, rebuffing them with a feeling of recieves the power of this phrase.
lightness and speed. IILore Master Ob to learn: 4
IILore Master Ob to learn: 1 IIArcanist Ob to recite: 3
IIArcanist Ob to recite: 2 IINature descriptor: demanding
IINature descriptor: boasting Warning Wave Effect
Winds and Sails Effect Must be cast when weapons are declared in a kill, capture,
A number of companions may ignore the exhausted condition or drive off conflict. May be combined with a weapon. On a
for 1 turn: D6: 1-3, 1 companion; 4-5, 2 companions; 6, 3 successful Maneuver or Feint, the one who wields this power
companions. adds (1d3): +0s, +1s, +2s to their result for one round.

Writ of Quickness Words of Withering


Become swift like pebbles rolling downhill. The body feels the weight of past and future hurts.
IILore Master Ob to learn: 3 IILore Master Ob to learn: 2
IIArcanist Ob to recite: 2 IIArcanist Ob to recite: 3
IINature descriptor: running IINature descriptor: remembering
Writ of Quickness Effect Words of Withering Effect
May be cast at any moment during a flee conflict to receive Apply a random condition to a single foe (1d6): hungry &
a bonus to disposition of D6: 1, +0; 2-5, +1; 6, +2. These thirsty, angry, afraid, exhausted, injured, sick. If angry is the
additional points are assigned to any single participant in the condition applied, it counts as a conflict twist as the victim
conflict, as long as they are still in the fight. Raise one’s total engages the rune caster with all their ire. Victims immune to
maximum disposition by that number. certain conditions are unaffected.

Scribble Fragment of Rust


Confusing riddles abound in the mind of the fool who Shards burst from the stone and turn to fine powder, coating
receives this phrase. everyone embroiled in a conflict; hands become weak and
IILore Master Ob to learn: 4 arthritic for a moment.
IIArcanist Ob to recite: 2 IILore Master Ob to learn: 4
IINature descriptor: riddling IIArcanist Ob to recite: 3
Scribble Effect IINature descripor: avenging a grudge
The victim of this phrase can only speak gibberish for a Fragment of Rust Effect
single turn or conflict and must pass an obstacle 1d3 Will test The caster chooses 1d6 foes in this kill, capture, or drive off
(Nature for monsters) or they may not participate in social conflict, and the GM chooses 1d3 of the caster’s companions.
conflicts or help in rolls where verbal communication is Both the foes and companions chosen are considered
required. The victim may not pray or cast spells either, unless disarmed for the remainder of this round. Their hands are
they’ve (wisely) prepared a ward against such a phrase. too weak to wield weapons, even those that are improvised.

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

Phrases the environment around them or be engaged in any conflict


whatsoever. They may also make camp if they have a check
Path of the Mountain to spend, even in the center of a dire situation, as long as all
Verse of Brightness adventurers present are protected by the shield. The spell is
The light of the sun reaches even the depths of the earth, broken on the rune caster’s command, or at the end of any
wherever the rune caster wanders. camp phase while the spell lasts (do not roll on the camp
events table if this phrase is active and all are shielded when
IILore Master Ob to learn: 6
camp is initiated). If this phrase is cast in the middle of a
IIArcanist Ob to recite: 5
conflict, the conflict resumes where it left off after the spell
IINature descripor: singing
is broken. If any actions during this reprieve invalidate the
Verse of Brightness Effect conflict, the conflict is considered a mutual loss on both sides
A shaft of bright light follows the rune caster. Provides light as the fates always hold rune casters true to their promises.
for (1d3): 1 for 8 turns, 3 for 6 turns, 6 for 4 turns. May not
be lost in a twist. Path of the Ocean
Blood of the Mighty Denunciation of the Storm
The cursed are seen through their storm safely.
The blood of the mighty rests beneath the mountains.
IILore Master Ob to learn: 5
IILore Master Ob to learn: 8
IIArcanist Ob to recite: 7
IIArcanist Ob to recite: 6
IINature descripor: hiding
IINature descripor: remembering
Denunciation of the Storm Effect
Blood of the Mighty Effect
Remove any curses from all present when the stone is
Enough blood pools around the stones to smear on 1d6
cast, with the following additional effect for each individual
adventurers, providing an armor benefit of -1s to any
relieved of such malignancy: D6: 1-4, apply an appropriate
incoming Attack or Feint in a kill, capture, or drive off
condition; 5-6, remove all conditions and recover the fresh
conflict, usable once per adventurer girded by such a power.
condition.
Must be performed before any conflict is initiated.
Horrifying Depths
Path of the Wind The order of paths is what this phrase derives its power from,
Commanding Gale for all paths pale in comparison to the vastness of the ocean
This wind puts the fear of the rune caster in the mind of the ever plunging.
dumb. IILore Master Ob to learn: 4
IILore Master Ob to learn: 7 IIArcanist Ob to recite: 5
IIArcanist Ob to recite: 5 IINature descriptor: boasting
IINature descripor: demanding Horrifying Depths Effect
Commanding Gale Effect Reduce foes’ Might once for the duration of a single kill,
Up to 2d6 -2 automatons, constructs, or living statues in a capture, or drive off conflict by: 2d6: 2-4, 0; 5-11, 1; 12, 2.
given location (a single room keyed by the GM) come under Must be cast before disposition is rolled.

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]

Joseph Burns is a writer and artist currently living in North Carolina.


[email protected] | @swarmofdogs

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.

You might also like