Runecaller
The Runecaller is a class for the RPG targetted around the Shattered World and Venya. It is currently in the content creation phase and more classes will be added before it moves into the testing phase. The Runecaller serves as an exclusive class for the Dwarven Enclave. There are still further additions to inscribing, glyphs and runes to follow as balances occur and more classes are introduced.
Runecallers can learn all runes and glyphs, usually learning new ones through quests. All Runecallers can use level 1 runes, but level 2 and 3 runes are unlocked through specific talents. However, all glyphs can be learnt and used by both rune warriors and runesmiths, though the number of glyph slots you possess depends on your chosen talents. Tier 2 glyphs are unlocked at level 4, and tier 3 glyphs at level 8.
Glyphs can be cast while runes are active. Runes require concentration to be maintained while glyphs work like spells. Activating a new rune takes an action unless ‘Ancestor’s Strength’ is taken as a talent.
The damage and effect of runes and glyphs does not scale with ‘magic power’ as dwarves have none. Instead, the damage described by the runes and glyphs is set as it is described unless amplified through items or the ‘Ancestral Runes’ talent.
Resist Bonuses: Fortitude & Wisdom
At level 1 a Runecaller has the following abilities:
Introduction
Runecallers are soldiers chosen for their skill in runecraft and runecarving. They are a necessity for dwarven society and are involved in battles, smithing and building works. They call upon their ancestors within runes or use glyphs to provide boons and power. This is the only way they can harness magic as dwarves are magic null and have no other way of manipulating magic. Runecallers are found primarily amongst dwarves or iron gnomes as their practices are highly secretive. Runecallers can follow two paths, though some learn skills from both becoming hybrids of a sort. These paths are usually linked to the faction they represent in the Dwarven Enclave. If they follow the High King they will take more talents from the Rune Warrior branch of the tree, though if they follow the High Runemaster they will take more talents from Runemaster branch.Rune Warriors
These warriors are often leaders or heroes amongst The Dwarven Enclave. They use runes to empower their physical capabilities and weapons and are often seen on the frontlines. Some forgo protection and armour becoming berserker-like warriors, while others choose heavy armour and a calm mind. They possess military knowledge and are specialized in dealing with monsters, horrors and all manner of enemies, though no two Rune Warriors are the same.Runemaster
Runemasters are protectors of dwarven ancestors and their memories. They commune with ancient spirits through artefacts and heirlooms to learn hidden or lost knowledge. In times of need, they serve with the armies and soldiers, wielding great powers through the use of runes and glyphs to summon and concentrate magic onto specific locations or to provide boons to entire regiments. They are often revered within dwarven society and usually answer to Master Runecaller Arneth Stormwrath, the leader of their traditions.Class Mechanics: How they play
Runes & Glyphs
Runecallers use runes and glyphs to work their magic. Runes are used to call upon ancestors who create auras around them providing boons to allies or disadvantages to enemies. While glyphs are used to call magic to locations, items and their bodies. The effects of these can be seen on the runes and glyphs spell list.Runecasting
At the beginning of each long rest, runes and glyphs are selected from a list the hero knows. You cannot choose more runes or glyphs than the number of empty rune and glyph slots you possess.(e.g. If you have a tier 1, tier 2 and tier 3 rune slot you can choose three runes at the start of that day).Runecallers can learn all runes and glyphs, usually learning new ones through quests. All Runecallers can use level 1 runes, but level 2 and 3 runes are unlocked through specific talents. However, all glyphs can be learnt and used by both rune warriors and runesmiths, though the number of glyph slots you possess depends on your chosen talents. Tier 2 glyphs are unlocked at level 4, and tier 3 glyphs at level 8.
Glyphs can be cast while runes are active. Runes require concentration to be maintained while glyphs work like spells. Activating a new rune takes an action unless ‘Ancestor’s Strength’ is taken as a talent.
The damage and effect of runes and glyphs does not scale with ‘magic power’ as dwarves have none. Instead, the damage described by the runes and glyphs is set as it is described unless amplified through items or the ‘Ancestral Runes’ talent.
Runecaller Traits
Main Traits: Fortitude, Strength & WisdomResist Bonuses: Fortitude & Wisdom
At level 1 a Runecaller has the following abilities:
- Ancestor’s Might: concentrate and maintain the presence of 1 rune at a time.
- Glyph Slots: Possesses four empty Glyph slots.
- Stubborn Attention: Roll with advantage on maintaining concentration effects.
- Glyph Carver: Can spend ten minutes carving glyphs into inanimate objects. These glyphs absorb magic and activate when the object is broken releasing the magic held within. This does not consume a glyph slot but requires you to know the glyph you are carving.
Levelling-Up
Beyond the information detailed on the main levelling-up page, class-specific steps are chosen from the two pathways presented here. You may choose one of the two pathway options at the designated level, following the path of Runemaster, Rune Warrior, or walk a path between the two.Lore
Lore concerning runecallers can be found within the archives of The Dwarven Enclave, where they originate. Further information about their affiliation with other races and where they stand within Lenwir can be found within the offices of The Free Cities and particularly the signators of the Unitum Pact. Amongst the Archives of the Dwarven Enclave exist others that may tell more of these people and the culture of runecallers. As well as present opportunities for future quests:The Reclamation Edict
The Brighthammer
Khan Zorak
The Keeping of Dragon Hounds
Runes
Runes are the primary weapons of Runecallers. They serve as semi-permanent auras that require an action to activate and concentration to maintain. If certain talents are chosen these can be activated and changed with bonus actions. With the appropriate talents, three runes can be active at once, though each active rune must be a different tier. If the person takes damage, a WISDOM RESIST must be rolled for each rune being concentrated on to see if it remains active. All runic auras have a radius of 5m from the caster unless otherwise stated in the rune description (size is not influenced by ‘Ancestral Rune talent).All creatures caught in rune aura’s negative effects must make a WISDOM RESIST check against the Runecaller’s ‘Spell Hit’ to avoid being hit. This must be re-rolled at the end of every turn to see if the aura affects them for the next turn. See a current list of runes on this rune page (WIP).
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