GameLab / OS-SIX / Gothic Horror / Rune Magic

Rune Magic

Although magic is rare and most people lack the skill to wield it, some have harnessed arcane forces and inscribed them into special runes. There are two types of runes: dark and sublime.

Runes are typically carved into small stone tablets, tattooed on the body, or carved into flesh to form scar runes (dark runes only).

Each morning or after a long rest, roll D6 + Will to determine how many spell points you gain. A character cannot have more than nine spell points, unless otherwise specified as part of a character playbook.

When casting a rune spell, roll Will. On a full success, you cast the spell and subtract one, two, or three spell points (as listed on the spell). If you fail, the spell fails, you take D2 Strain and become dizzy for that many turns (-1 Agility). During this time, you cannot cast spells. On a partial success, the spell either succeeds, but is less powerful, or there is some kind of drawback (see spell descriptions).

If you crit fail on the Will test to cast a spell, the GM may have you roll on the optional Arcane Calamities Table or you gain D6 Strain. If you roll a crit success, the GM may grant an additional benefit or better result, or rule that you cast the spell without losing a spell point.

Dark Runes

If you roll a crit fail while casting dark rune magic, your eyes permanently turn black and all of your hair falls out. (Optional: Consult the arcane catastrophes table).

  1. Dark Grasp (1 SP): An inky black tendril shoots from your hand, wrapping around a target within 25 feet, dealing 2D6 crushing damage (double on a crit success) or D6 on a partial success. If it’s human-sized or smaller, the target is Restrained until the beginning of your next turn.

  2. Unholy Quickness (1 SP): Your movement speed is doubled and you gain +1 Agility (lasts one minute). On a partial success, your speed is only increased by 10 feet for one minute. When the effect ends, your movement is reduced to 5 feet until you finish a long rest. You may cast this on another character for an additional spell point.

  3. Draining Grasp (1 SP): You touch a single living target, drawing its life energy into you. The target loses D6 HP (or D3 on a partial success) and you gain that much HP. You may expend up to two extra spell points to increase the damage (and life gain) by D6/D3 for each.

  4. Reanimate (2 SP): You touch a dead humanoid creature. It reanimates and becomes a Zombie under your control. After a day, it turns to dust. On a partial success, it turns to dust after one minute.

  5. Hellfire Blast (2 SP): A 15-foot gout of flame surges forth from your open mouth toward one target, which takes 4D6 fire damage (or 2D6 on a partial success).

  6. Blight Gaze (3 SP): Your eyes turn black for the duration. Up to D3 targets within 30 feet of you (that can see you) are stricken Blind for D3 rounds (or only one target on a partial success).

Sublime Runes

If you roll a crit fail while casting sublime magic, your eyes permanently turn silver and your hair turns white. (Optional: Consult the arcane catastrophes table).

  1. Divine Inspiration (1 SP): Up to D3 willing targets touch you and become blessed, giving them each one Luck Point (only one target on a partial success).

  2. Might of Ichiro (1 SP): You touch a willing target. For D6 rounds (or D3 on a partial success), they have Strength 5 and +2D6 damage when using a melee weapon or making an unarmed attack.

  3. Veil of Aoi (2 SP): You gain the Invisible condition for 2D6 minutes (or D6 on a partial success). You may end the effect at will.

  4. Hallowed Rite (2 SP): D6 small orbs of light appear and swirl around you (or D3 on a partial success). As a free action, you may direct an orb toward a target (up to 100 ft.). When the orb touches them, they regain D6 hit points and the orb disappears. Unused orbs disappear after one hour.

  5. Exalted Smite (2 SP): The next time you make a successful attack against a target, it takes an additional 3D6 damage (or D6 on a partial success). The target is stunned (cannot take any actions or move) until the end of your next turn.

  6. Anoint (3 SP): You touch a willing creature, healing it for 6D6 hit points (or 3D6 on a partial success).

Arcane Calamities Table (2D6)

  1. Your body completely dissolves into a puddle of brownish-red liquid. For the next 24 hours, only the ghostly apparition of your former self remains, which mournfully follows the remaining members of the party. Roll a new character.

  2. Your hair turns white. Your teeth fall out and your nails become brittle and yellow. You now appear to be a century old. Your Agility and Brawn become 0. Your max HP becomes 3.

  3. One of your arms permanently transforms into a… (D6):

    1. Insectoid limb with pincer

    2. Wooden marionette limb

    3. Bird-like claw with talons

    4. Tentacle

    5. Skeletal arm (no flesh)

    6. Ghost appendage

  4. Over the next day, you decrease D6 inches in height and lose 4D6 pounds. Your Strength is permanently reduced by one.

  5. You're stricken with recurring migraines that leave you feeling addled. Your Will is permanently reduced by one.

  6. You lose the ability to speak vocally but can communicate telepathically. Unfortunately, most people find this extremely unsettling and believe you are an evil sorcerer or demon.

  7. Your eyes turn black and your skin pale. You can see well in darkness but must shade your eyes during the day. Direct sunlight makes you feel sick (-1 to all abilities).

  8. You experience a terrible prophetic vision that scars your psyche. You’ve seen how the world ends, and it won’t be pretty. Your Mind is permanently reduced by one.

  9. Your skin becomes covered in small, hard scales (acts as medium armor), but this negatively affects your movement, which becomes 20 ft.

  10. A small amount of blood constantly weeps from your eyes, causing people to believe you are afflicted with plague unless you hide your face.

  11. Large, festering boils surface on your body and periodically erupt, oozing puss. Flies gather around you and never leave. You're constantly surrounded by a sickening miasma, making you a social pariah.