# Rune Magic
The meaning of the Norse word rún is “whisper” or “secret, hidden lore, mystery”. In Iceland, and throughout the Norse region, the runic alphabet is used to write simple everyday messages. In the hands of runemasters, those same runes can be combined to create rune scripts imbued with magical power.
# The Origins of the Runes
Beneath the roots of Yggdrasil, the World Tree, there are three wells. One of those is the Well of Fate.
The World Tree is the present, while the dew from the tree, which gathers in the well beneath, represents the past. The reflections of all that has ever happened shine in the waters of the Well of Fate.
Three Norns, named Urður (Past), Verðandi (Present), and Skuld (Future), spin the threads of fate at the foot of Yggdrasil. These powerful maiden giantesses draw from the Well of Fate every morning and water the roots of the World Tree, thus ensuring that past deeds determine future events.
The runes represent the Well of Fate’s most ancient and deep mysteries. By using these mysteries of the ancient past, and thus manipulating the very laws of cause and effect in the universe, it is possible to affect the present.
The god Óðinn discovered the runes while hanging upside down from a branch of the mighty World Tree Yggdrasil during an act of self-sacrifice. After spending nine days without water or food, Óðinn looked down at the Well of Fate, which contains all the of past and its associated knowledge, and grasped the meaning of the runes, the secrets of the universe. Óðinn then revealed that knowledge to those he thought most worthy.
Although the runes existed prior to Óðinn’s discovery, he was the first to win their knowledge.
Most often, but not always, runemasters are worshippers of Óðinn.
# Runes as Magic and Language
Few people in Norse society know how to read and write the runes. That knowledge is even less common in Iceland, where the short distances and lack of a centralized government or major wars, greatly diminish the need for written records
The use of runes in Iceland is mainly associated with magic. The rare individuals who know rune magic are respected, but also feared for the power they command.
# Laws of Rune Magic
The Law of Similarity states that like produces like. A runemaster wishing for rain must thus use the rune that has a meaning closely related to water or the weather.
The Law of Contagion states that once two things are in contact, they remain magically connected, even after separation. There is no distance limit to that magical connection. This means a runemaster wishing to affect someone with magic at a distance may use anything that has been in contact with that person, such as an item of clothing, a weapon, or a strand of hair.
The Law of Effect Singularity states that no two scripts may stack similar effects on the same target. It is not possible to further increase or alter that same characteristic or a force of nature again by means of a new magical rune script.
# Affecting Someone's Mind
Any rune magic that targets a person’s mind, such as an attempt to compel someone to perform a certain action, can be resisted with a roll of POW opposed by the runemaster’s POW.
# Multiple Meanings and Powers
A runemaster can extract different powers and meaning from each rune at different times. Within a magical script, however, each rune represents only a single meaning that is established when the galdur (the vocal part of the spell) is sung. To invoke two powers from a single rune, the runemaster must carve that rune twice in a rune script.
# Magic Duration
Rune Magic has the duration of one scene or situation. This could be a battle that lasts a few minutes, a wedding party that lasts for hours, a journey that takes weeks to complete, or a harvest that lasts for months from planting to harvesting.
The affected scene is established by the runemaster when singing the galdur (see Magical Rune Scripts) that activates the rune script. The rune cannot exceed one cycle of the moon’s phases, or 30 days, per rune in the script. If the galdur does not establish the duration of the magical effect, the magic takes effect immediately and affects the current scene in which the runemaster is participating, such as a journey, battle, feast, etc.
Any hit points gained from Rune Magic beyond a hero’s maximum hit points vanish when the magic expires at the end of the scene. Boosts to characteristics such as CON, STR, etc., only last for the duration of the scene.
# Magic Range
The runemaster must touch whatever is to be affected by the magical power of the runes. The one exception to this rule is the Law of Contagion, as described above.
# The Ætts
The runes are arranged in three sets called ætts. Each ætt is associated with a group of the Norse gods. Runemaster generally focuson one ætt.
# The First Ætt: Freyr’s Ætt
Gods: Freyr, Freyja, Óðinn, Njörður, Sif, Höður
(Creation, Destruction, and Renewal)
# The Second Ætt: Hagal’s Ætt
Gods: Loki, Heimdallur, Ullur, Heimdallur, Víðarr, Hel
(Human elements)
# The Third Ætt: Týr’s Ætt
Gods: Týr, Þór, Frigg, Baldur, Forseti
(Reaching a state of enlightenment)
# Magical Rue Scripts
# Step 1. Choosing the Right Runes
The very first step in creating a magical rune script is choosing the runes that will be part of it.
At least three runes must be part of the magical script. More powerful scripts combine more runes, always in an odd number—magical scripts have three, five, seven or nine runes. The number of ways a hero may combine their known runes—produce different magical effects—is only limited by their imagination.
The greater the number of magical runes used, the greater is the number of effects that a rune script can have.
A rune’s possible Uses are ways in which it may be employed to bring about change to the world around the hero. For example, a rune associated with water could be employed to bring forth rain. Each rune has many potential Uses, and the same rune can appear multiple times in the same script as long as its Use is different each time.
Each rune also has a range of potential Effects. Those are ways in which a rune could be used to change game system rules or a hero’s abilities. Examples: bestowing STR or CON points, boosting skills, providing temporary hit points, causing direct damage, etc.
There is a limit to how many runes can be employed for their Effect within a magical script based on the script’s size.
- Three Runes Script: Maximum of one Effect
- Five Runes Script: Maximum of two Effects
- Seven Runes Script: Maximum of three Effects
- Nine Runes Script: Maximum of four Effects
# Step 2. Carving and Dying the Runes
The next step in creating a magical rune script is to carve the runes on an object with a carving knife. Most commonly, a piece of wood or a bone fragment is used for this purpose. Usually, no skill roll is required for this step, unless the carving is being done during combat (see Creating Magical Rune Scripts During Combat).
After the carving of the runes is completed, the next step is to dye them with the blood of the runemaster. This act infuses the runes with life essence and activates the power contained in them. At this moment, the hero’s magic points are invested in the magical script (See Magic Point Costs).
It is also possible to dye the runes in other ways, such as using red ochre as a symbolic replacement for blood. Fire can also be used. However, dyeing the runes with anything other than blood results in a –20% penalty to Rune Magic.
The time required for carving and dyeing a rune script is one melee round.
# Step 3. Singing the Galdur
With the runes carved and dyed, it is necessary to intone a galdur. This is a short verse or chant declaring the desired magical effect. The galdur must be done while touching the target or something that has come into direct contact with the target in the past, as per the Law of Contagion (see Laws of Rune Magic).
The player need not perform a poetic verse but should compose and speak aloud a sentence that describes the desired effect of the rune script.
The galdur should be as specific as possible. It must mention the desired effect, the target, and a duration or scene (if not intended to be implemented immediately). Runemasters often call upon a favored god as part of the galdur.
As a general guideline, the galdur must contain proper nouns instead of pronouns, should be clear enough that a stranger could understand its meaning, and must directly mention the runes that have been carved.
If the player makes an extra effort to produce a verse of poetic value, the gamemaster is encouraged to award them with a +10% bonus on the Rune Magic roll (see next step).
Step 4 - Rune Magic Roll Creating a rune script is not an easy task, and there is always the chance that the runemaster could fail to unlock the power of the runes.
Once the runemaster has completed all the steps for creating a magical rune script and the galdur has been sung, it is time to judge whether the script worked or not in unleashing the full power of the runes. This is done through a Rune Magic skill roll.
# Rune Magic During Combat
Preparing a magical rune script from scratch is a time-consuming task, requiring precise work with a carving knife. In normal circumstances, the hero can take their time, and no roll is necessary. In the heat of battle, however, one’s carving skill is put to the test, and a Craft roll is needed.
Carving and dyeing the runes takes one full combat round to complete. The magic takes effect in the next round with the singing of the galdur on the DEX rank, + 1 DEX rank per rune in the script.
If the runemaster is wounded during the combat round while carving and dyeing the runes, their delicate work is disrupted, and a new attempt must be made in the next melee round.
If the Craft skill roll fails, it can be attempted again in the next round.
# Rune Magic Results
| Result | Effect |
|---|---|
| Critical | The magical rune script works with double effectiveness, producing an effect twice as potent. If it inflicts damage, that damage is doubled. If the script has an intended duration, the runemaster may choose to extend it. The required magic points are expended. |
| Special Success | The magical rune script works with 1.5 × effectiveness. The required magic points are expended. |
| Success | The magical rune script works just as the runemaster intended, with the predicted intensity. The required magic points are expended. |
| Failure | A mistake was made in the singing of the galdur, and the magical effect fails to manifest. The required magic points are still locked in the carved runes of the script, and the runemaster may make another attempt to sing the galdur and unleash its power in the next melee round with a new Rune Magic roll. |
| Fumble | The magical effect manifests, but it is spectacularly twisted. One of the runes of the script, chosen by the gamemaster, has its meaning and Use/Effect reversed, with disastrous repercussions. The required magic points are expended. |
# Rune Magic in Combat Summary
Melee Round One: Carve and dye runes (Craft roll)
Melee Round Two: Sing galdur, and magic takes effect
(Rune Magic roll).
# Preparing Rune Scripts in Advance
A cautious runemaster, especially one who is expecting danger, always has a few rune scripts prepared.
It is possible to carve a rune script and dye the runes in advance but save the singing of the galdur for later. When the galdur is finally sung later, the magic takes effect.
Preparing a single script can be accomplished in one melee round. The script can then be used anytime until the next sunrise when the magic points are washed away and return to the runemaster. When using a prepared script, the runemaster sings the galdur and attempts the Rune Magic skill roll to unleash the magic effect.
Magic points invested in rune scripts are locked (see Unlocking Magic Points).
# Unlocking Magic Points
Magic points invested in a rune script are locked and unavailable until unlocked in one of three ways: singing the galdur and unleashing the magic, having the magic expire at the next sunrise, or by physically destroying the script.
One can destroying a script by throwing the wooden piece into a fire, breaking the bone, scratching the script off the surface, or any other way that renders the script unreadable.
Once magic points are unlocked, they regenerate at the standard rate of ¼ of their current POW every six hours.
# Magic Point Costs
The runemaster’s must provide their own energy into a rune script to awaken the runes’ power, represented by investing magic points.
Magical rune scripts containing only Uses and no Effects follow the same rules determining magic point cost.
A hero reaching 0 magic points falls unconscious.
# Rune Script Magic Point Costs
| Script Length | MP Cost | Max Effects | Sample Effects |
|---|---|---|---|
| 3 runes | 6 | 1 | +30% to Sword skill |
| 5 runes | 10 | 2 | +30% to Sword skill, 6 armor points |
| 7 runes | 14 | 3 | +30% to Sword skill, 6 armor points, +4 to STR |
| 9 runes | 18 | 4 | +30% to Sword skill, 6 armor points, +4 to STR, double critical chance |
# Rune Effect Limits
| Effect | Limit |
|---|---|
| Skill points | +30% |
| Temporary hit points | +9 hit points |
| Healing | 1D6+1 hit points to one hit location |
| Armor points | 6 armor points to all hit locations (not cumulative with armor worn) |
| Damage to creature | 3D6 hit points to one hit location |
| Damage to object or building | 3D10 hit points |
| Damage bonus to weapon | +2D4 |
| Characteristic increase | +4 points |
# The Runes
The following section outlines the 24 Elder Fúþark, all of the known runes used by runemasters. Each rune of the Fúþark is described here, along with the powers they possess. The more recent Younger Fúþark are largely similar, but with some minor differences, and are used primarily for communication rather than magic.
The runes are divided into three groups of eight, called ætts. Each ætt reflects the ideals of the gods it is most closely associated with. Freyr’s ætt pertains to the cycle of creation, destruction, and renewal. Hagal’s ætt relates to human elements, while Týr’s ætt concerns reaching a state of enlightenment.
Each rune’s entry includes sample ways to employ them, divided into two groups: Uses and Effects.
- Uses act upon the forces of nature, the flow of destiny, or people’s emotions—but not the game rules directly.
- Effects are direct changes to the rules system or changes to the abilities and other ratings of a character in the game. These can apply to the runemaster themselves or to another hero chosen by the runemaster and last for a full scene or situation.
When multiple possible Uses and Effects are described for the same rune, the runemaster must choose only one for each rune, and the content of the galdur must reflect that choice. The number of runes with Effects in a script are limited (one in a three runes script, and so forth).
The Uses and Effects listed in the following section are just examples.
# The First Ætt – Freyr's Ætt
| Rune | Name | Meaning | Areas of Power | Uses & Effects |
|---|---|---|---|---|
F | Fé | Wealth, cattle. | Wealth, fertility, animals. | Generate Wealth, Work with Animals, Bring Fertility. +30% to Farm, +30% to Animal Lore, Add +4 to CON. |
U | Úr | Auroch, slag, drizzling rain. | Strength, endurance, bravery, willpower, health, aging, nature-given wealth. | Increase Strength, Protect from Magic, Wealth from nature. Add +4 to STR, +30% to defend against magic attack, Heal 1D6+1 hp on one location. |
C | Þurs | Protection, a thorny vine. | Active defense, protection, plants, anger, lust. | Defend against foes, Influence plants, Soothe anger. +30% to parry, +30% to Dodge, +30% to Plant Lore. |
A | Óss | The god Óðinn. | Knowledge, wisdom, communication, the mouth, travel, divination, magic, mythic creatures. | Enhance communication, Influence speech, Aid divination. +30% to Prophecy, +30% to one Lore skill, +30% to Skaldic Poetry. |
R | Reið | Ride. | Movement, riding, travel, journey. | Guide travel, Protect travelers, Hasten progress. +30% to Ride, +30% to Navigate, Add +4 to DEX. |
K | Kaun | Sore, Fire. | Fire, sore, craft, destruction for the purpose of creation. | Emit light or heat, Create fire, Burn or break objects. Burn hit location (3D6 hp), Damage object (3D10 hp), +30% to Craft. |
G | Gjöf | Gift, generosity. | Peace, love, aid, balance, trust. | Guide negotiation, Inspire loyalty, Foster relationships. +30% to Charm, +30% to Orate, Heal 1D6+1 hp on one location. |
W | Vend | Bliss. | Happiness, relationship, hope, kinship. | Inspire joy, Ease negativity, Calm crowds. +30% to Charm, +30% to Insight, Add +4 to CHA. |
# The Second Ætt – Hagal's Ætt
| Rune | Name | Meaning | Areas of Power | Uses & Effects |
|---|---|---|---|---|
H | Hagall | Hail. | Destruction, transformation, weather. | Reverse rune meaning, Summon destructive hail, Transform objects. Freeze hit location (3D6 hp), Damage object (3D10 hp), Slow movement to ¼. |
N | Nauð | Necessity. | Endurance, trouble, deliverance. | Endure hardship, Boost stamina. Banish fatigue. +30% to Treat Poison, +30% to Survival, Add +4 to CON. |
I | Íss | Ice. | Cold, calming a situation. | Create shaped ice (1m³), Cool tempers, Cool relationships. +30% to Skiing, +30% to Listen, Add +4 to POW. |
J | Ár | Year, Harvest. | Harvest, marriage, justice. | Bless harvests, Aid marriages, Extend rune script duration. +30% to Farm., +30% to Plant Lore, +30% to Customs (any). |
Y | Ýr | Yew tree. | Patience, death, the dead. | Encourage patience, Invite fatal risk. Speak with the dead. +30% to a skill requiring patience, Double fumble chance, Delay death to scene’s end. |
P | Peorð | Fate. | Mysteries, gambling, luck, detecting poison, concealment. | Manipulate luck, Sense hidden danger, Detect poison. +30% to Game, +30% to Conceal, +30% to Insight. |
Z | Elgur | Elk. | Defense, protection. | Bar door from one, Suppress curse temporarily, Turn objects into shield. +30% to Hide, +30% to Shield, 6 AP to all hit locations. Not cumulative. |
S | Sól | Sun. | Light, heat, triumph. | Clear skies, Produce warmth/light, Sense evil intent. +30% to a weapon skill, +30% to Search, Double critical success chance (max 10%) |
# The Third Ætt – Hagal's Ætt
| Rune | Name | Meaning | Areas of Power | Uses & Effects |
|---|---|---|---|---|
H | Hagall | Hail. | Destruction, transformation, weather. | Reverse rune meaning, Summon destructive hail, Transform objects. Freeze hit location (3D6 hp), Damage object (3D10 hp), Slow movement to ¼. |
N | Nauð | Necessity. | Endurance, trouble, deliverance. | Endure hardship, Boost stamina. Banish fatigue. +30% to Treat Poison, +30% to Survival, Add +4 to CON. |
I | Íss | Ice. | Cold, calming a situation. | Create shaped ice (1m³), Cool tempers, Cool relationships. +30% to Skiing, +30% to Listen, Add +4 to POW. |
J | Ár | Year, Harvest. | Harvest, marriage, justice. | Bless harvests, Aid marriages, Extend rune script duration. +30% to Farm., +30% to Plant Lore, +30% to Customs (any). |
Y | Ýr | Yew tree. | Patience, death, the dead. | Encourage patience, Invite fatal risk. Speak with the dead. +30% to a skill requiring patience, Double fumble chance, Delay death to scene’s end. |
P | Peorð | Fate. | Mysteries, gambling, luck, detecting poison, concealment. | Manipulate luck, Sense hidden danger, Detect poison. +30% to Game, +30% to Conceal, +30% to Insight. |
Z | Elgur | Elk. | Defense, protection. | Bar door from one, Suppress curse temporarily, Turn objects into shield. +30% to Hide, +30% to Shield, 6 AP to all hit locations. Not cumulative. |
S | Sól | Sun. | Light, heat, triumph. | Clear skies, Produce warmth/light, Sense evil intent. +30% to a weapon skill, +30% to Search, Double critical success chance (max 10%) |
# Rune Power Limits
Each rune carries multiple meanings, and each can be interpreted in different ways according to the situation at hand. This makes rune magic very flexible. There are, however, limits to the amount of power that can be unlocked from each rune.
Use the following guidelines when evaluating the maximum power level of a rune’s Effect:
| Effect | Limit |
|---|---|
| Skill points | +30% |
| Temporary hit points | +9 hit points |
| Healing | 1D6+1 hit points to one hit location |
| Armor points | 6 armor points to all hit locations (not cumulative with armor worn) |
| Damage to creature | 3D6 hit points to one hit location |
| Damage to object or building | 3D10 hit points |
| Damage bonus to weapon | +2D4 |
| Characteristic | increase +4 points |
All Effects that boost a skill or characteristic or that give extra hit points beyond the character’s maximum hit points are temporary and vanish at the end of the scene.
# Examples of Rune Scripts
# (Fé + Óss + Gjöf)
Meanings: Animal + Communication + Trust
Galdur: “Allow Snæbjörn to speak (Óss) to his sheep (Fé) and have them trust (Gjöf ) him so he can lead them back to his farm.”
Fé can represent any animal, in this case, sheep. Óss is used with the meaning of speech, which fits its communication area of power. Vend is used to build a relationship of trust. All the runes in this script are being employed for their Use, and not Effect, as they are affecting the setting only and not the rules system directly. The scene, and thus the duration of the magic effect, is clearly defined as the time it takes until Snæbjörn gets his sheep back to his farm. This can be as many days as necessary but cannot exceed 90 days.
Since the target character is the farmer Snæbjörn, the runemaster needs to touch him while singing the galdur. Alternatively, they must hold something that has been in contact with Snæbjörn, as per the magical Law of Contagion.
# (Kaun + Kaun + Kaun)
Meanings: Fire + Sore + Destruction (for the purpose of creation)
Galdur: “Bjargmundur the Strong has wronged me, and for that, he must pay with the destruction (Kaun) of his farmhouse by fire (Kaun) which will injure (Kaun) him. This allows me to build a new farm for myself where his once stood.”
This script uses the same rune, Kaun, three times, but each time with a different meaning. The third rune in this threerune script has the “sore” Effect (remember, a three-rune script can only have one Effect), causing 3D6 hit points of damage to the target character.
The scene is the creation of the fire, everything else happens because of the fire. The duration of the magic effect is therefore contained within the moment in which the flames appear and take hold on the house.
The actual consequences of the fire, whether the house is destroyed entirely, or the runemaster gets their wish in assuming Bjargmundur’s land, is a matter for the gamemaster to decide. It depends on many factors, such as the efforts of the occupants to contain the fire. Remember, the fire itself is not magical; it was only started with magic.
The target is Bjargmundur’s farmhouse. Therefore, the runemaster must touch the farmhouse while singing the galdur or touch some object that has been in contact with the farmhouse.
# (Íss + Nauð + Sól)
Meanings: Ice + Trouble + Triumph
Galdur: “With the blessing of the gods, I command a sheet of ice to form on the ground to cause my assailants trouble and lead to my triumph.”
This script has an immediate effect, as it doesn’t specify a later time in the galdur. The opponent must make a DEX×5 roll to keep from slipping and falling. If the runemaster achieves a critical success on their Rune Magic roll, the area covered by ice can be larger and affect more characters.
# (Kaun + Kaun + Hagall)
Meanings: Sore + Fire + Hail
Galdur: “I call upon the gods to give Þórbjorn the Ugly the sores he deserves for wronging my brother. May he feel my wrath with fire and hail.”
The vengeful runemaster is calling for one Effect of the rune Kaun to inflict 3D6 hit points of damage to Þórbjorn. The source of the damage is described in the galdur as hail and fire. The runemaster describes how a hailstorm will force Þórbjorn to gather with others inside a farmhouse that will catch fire. If Þórbjorn survives his burns, he will most likely be even more deserving of the nickname “the Ugly”.
# Bind-runes
Bind-runes are a combination of runes carved in such a way that they share some common lines and make up an entirely new design. Each bind-rune is unique. Even when two runemasters create a bind-rune using the same runes as its base, each runemaster will combine them differently, resulting in a different final shape.
A bind-rune is used to enchant objects, lending magical power to anyone who carries that object. Unlike rune scripts, however, the magic on bind-runes does not fade with time. It can be activated for as long as the object itself remains whole and the bind-rune shape is clear and undamaged.
The most common type of object that may carry a bind-rune is a talisman, such as necklaces, brooches, and rings. Weapons such as swords, axes, and spears can also be enchanted with bind-runes.
An object carved with a bind-rune can be used by anyone and is not tied to the runemaster or to any one specific individual.
# Creating a Bind-rune
Creating a magical effect that can potentially last forever requires a sacrifice of the runemaster’s own innate magic—permanent points of POW. Because this sacrifice is so great, items enchanted with bind-runes are rare and are only created in extreme situations, such as to protect someone from harm.
A bind-rune shape is not so much created by the runemaster as it is revealed to them. The first step in creating a bind-rune is to Go Under the Cloak. This involves meditating and communing with the gods, without food or drink, for as many days as the number of runes in the bind-rune. At the end of this period, with a successful Go Under the Cloak roll, the runemaster emerges with a vision of the bind-rune shape.
The runemaster must then make a Rune Magic roll to fully comprehend the design. Failure means they are unable to remember it correctly. This roll can be attempted again after resting for nights equal to the number of runes in the bind-rune.
Finally, a Craft roll of the correct material type is necessary when carving the design. Failure means that the shape does not carry any magical power, and the permanent points of POW are not expended. The runemaster may try again but must wait the number of days equal to the number of runes in the bind-rune. Going Under the Cloak a second time is not necessary.
Each bind-rune design may only be carved once. Further attempts to carve the same bind-rune will result in no magical effect. Additionally, an object may only carry a single bind-rune. If a second bind-rune is carved on an object, all bind-runes on that object lose their power.
A bind-rune can be built with an odd number of runes, with a minimum of three. A runemaster may only create a bind-rune made from the runes they know. Just as with rune scripts, only one rune out of three, two out of five, three out of seven, and four out of nine, can have an active Effect. These are the “active runes”. The other runes are present only to complete the magical shape.
The power of bind-runes is limited to Effects only. Uses are not counted. This means that bind-runes cannot affect the environment or cause an extreme change in a person.
- Three runes: 1 active rune / Effect, costs 1 permanent point of POW to create
- Five runes: 2 active runes / Effects, costs 2 permanent points of POW to create
- Seven runes: 3 active runes / Effects, costs 3 permanent points of POW to create
- Nine runes: 4 active runes / Effects, costs 4 permanent points of POW to create
# Possible Effects of Each Active Rune in a Bind-Rune
- Increasing/decreasing a Characteristic (STR, DEX, INT, etc) by +2.
- Increasing/decreasing one skill by +20%.
- +4 armor points to the area of the body directly in contact with the object, plus +2 armor points to other areas. These are not cumulative with armor worn.
- For example, a ring or bracelet can give +4 armor points to the arm wearing it, plus +2 armor points to all other body areas.
- Increase weapon damage by +1D4.
- Increase a healing action by +1D4 hit points (see Healing Stones).
# Analyzing a Bind-rune
With a successful Rune Magic roll, a runemaster can recognize if a bind-rune was properly made and what power it carries.
# Using a Bind-rune
Any hero can use a talisman or weapon that bears a bind-rune, not just runemasters.
To enjoy the effects of a bind-rune, the hero must first activate it by spending 3 magic points. This only takes only a thought and can be done as part of any combat action without affecting DEX rank.
The bind-rune’s effect lasts until the start of the hero’s next turn.
# Gjöf + Vend + Nauð + Peorð + Ár
Active Runes: Gjöf (Love) and Vend (Relationship) Effects: +20% to Charm, and +2 to CHA
The owner of this item will be quite popular at feasts and other gatherings.
# Peorð + Sól + Óðal
Active Rune: Peorð (Luck)
Effects: +20% to Prophecy
The hero carrying this talisman will surely gain a reputation for their accurate prophecies.
# Sól + Kaun + Bjarkan + Týr + Dagur
Active Runes: Sól (Heat) and Kaun (fire)
Effects: +20% to Sword and +1D4 damage
A weapon engraved with this bind-rune feels perfectly balanced, allowing the hero to inflict extra damage.
# Healing Stones
The most common type of rune-bind talisman is perhaps the healing stone (Lyfsteinn). These are basalt stones roughly the size of a closed fist, carved with a bind-rune that gives them healing properties. Touching a healing stone while performing a healing action, such as attempting First Aid or enacting healing magic, adds +1D4 to the number of hit points healed when that action is successful. Each time a healing stone is used, like any rune-bind, it must be activated at the cost of 3 magic points.
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