Navigation

() Main
() History
() Characters
() Rules
() Register

Navigation

() Gods
() Professions
() Races
() Ethics
() Skills

Navigation

() Shoppes
() Maps
() Laws of Everlynn
() Nyx's Library
 

Rune Master

In tradition of Midguard all young ones ready to wield a weapon and protect their homeland learn to be Rune Masters. In tradition a previous Rune Master be it friend of the family or family member themselves teaches all young children boy or girl in the art of rune making and mastering runic Magic with their weapon or Attacks form. This style of battle makes their warriors not even similar to true spell casters but not warriors as well. The power of the rune is taught by them to master at a young age till they understand to create the power from with in and not of runic symbols. These symbols once learned can be forged into a form of energy by their spirit and manifest onto their weapons or attack forms. This mastery makes them a force to be reckoned with as they can establish with out carving runes by simply using their inner energy to manifest the rune symbol and grant their weapon power or unleash attacks. Though this takes time the Rune Master can become one with the runes as each is magically carved into their flesh in form of a tattoo.

Benefits> Rune Masters are the only ones capable of learning the abilities of a Rune Master since at an early age they are taught to wield the inner spirit from with in as well by tradition each Rune Master skilled learned is carved in form of a Tattoo on their body. Though outsiders may learn their abilities Adventurers cannot just learn the ability with out knowing the basics.

Rune Craft> At an early age all Rune Masters learn to carve runes giving them a +4 to Crafting Runes. This ability also helps them in carving the runes in black ink to their bodies when they learn rune master abilities.

Runic Bind> Only Rune Masters can summon their Runic Ability into their weapon or in a form of attacks. This ability can only be mastered by Rune Masters and is what ties them to their use of their powers.

Runic Weapon> They say through out all teachings the weapon is the traditional item to unleash and absorb Rune Master Abilities. This weapon is a sign of a Rune Master’s Rank since it contains the runes that they learn on the blade as well as their bodies. The Weapon is simply crafted as a special weapon of their choice able to be wielded only by the Rune Master since the power comes from the Rune Master and not the weapon. This weapon is given when a Rune Master has learned their first Rune Master ability and submitted by email. The weapon once owned can be reforged to enhance it or made modifications to the Rune Master’s desire and of coarse it comes from their pocket. Also the Rune Weapon when held by a Rune Master gets +2 ATR since they have trained with such said weapon most of their time in training. This weapon also allows them to deal +2 more damage to any ability of the Rune Master.

Abilities> Rune Masters use their Rune Powers based on what they learn and can use them up to the amount of Spirit they have per day. Once the Rune Master has spent all his Spirit for the day they cannot use their Rune power till they have rested and regain some Spirit. The Rune Powers are focused mainly in attack forms giving the Rune Master a strong offensive both physically and magically. Though they do have a few miscellaneous defensive abilities their form in this profession is mainly for Attack though their second attack forms other than imbue their weapon is a projectile that is hurdled by their Rune Weapon forcing their enemy target to make a Dodge Check and roll higher than the Rune Masters Attack roll.

Runic> The ability allows a Rune Master the opportunity to absorb magical spells into their weapon and unleashing them back as they make an attack. By spending a Spirit they can absorb a spell coming towards them or cast in their direction and absorb it into their weapon. When they make an attack with this weapon a hit not only unleashes damage but the spell as well. A Runic can only absorb Spells that are 10-20 Exp for a Rune Master however.
Cost> 30 Exp

Rune Blaze> Rune Masters who learn this ability can manipulate fire in two forms. They can imbue their Rune Weapon with Fire properties by spending a Spirit or unleash a 2d10 Dmg Blazing Flame from their hands in a straight line 20ft in front of them. A symbol of a fiery band is tattoo around the left bicep showing the power of fire and a small strip similar to the fire band is on the weapon.
Cost> 20 Exp

Rune Frost> Rune Masters who learn this ability can manipulate ice in two forms. They can imbue their weapon with the properties of ice or unleash a 2d10 single dmg direction Blizzard at an enemy in a straight line. The icy shards cut into the flesh of their enemies and their tattoo appears as a snow flake over the upper left of their back.
Cost> 20 Exp

Rune Bolt> Rune Masters who learn this ability can manipulate lightning into two forms. They can imbue their weapon with the power of Odin’s Lightning by spending a Spirit or unleash a 2d10 Lightning Bolt that will strike a target and also cause them to make a E.Resist Check Difficulty 14 or be stunned for d4 rounds. The Lightning Bolt is tattooed as dark zigzag around the right bicep.
Cost> 40 Exp

Rune Terra> Rune Masters who learn this ability can manipulate earth into two forms. They can imbue their weapon with the properties of earth or unleash a spell of Stone Armor that solidifies Armor with stone scales adding a +10% Armor by spending a Spirit. The form of earth is in shape of a mountain over the upper right of their back.
Cost> 30 Exp

Rune Magna> Rune Masters learn this ability and can manipulate the Power of Dark and Holy into imbuing forms. The Holy Property can Smite Evil, Undead, and Demonic creatures dealing double the damage of the weapon or the property of Dark to Smite Good, Living, and Angelic creatures. The Power appears as a cross shrouded in night time sky on the left fore arm.
Cost> 50 Exp

Rune of the Snake> Rune Masters learn this ability and can manipulate Poison into two forms. The first imbues the property of Poison into a blade and deducts d6 Hp till the target is healed from poison when cut by the weapon. This effect cannot stack but if the person heals the effect can be affected again by another slash. The second use offers a +4 Resist and E.Resist to any form of poison by spending a Spirit however this cannot cure poisons if it is already inflicted on the Rune Master. The tattoo appears as a Snake’s Head over the right hand of the Rune Master.
Cost> 40 Exp

The Seer> Rune Masters learn this ability to see the true form and reality around them. Once tattooed this magical rune allows the person immunity to illusions being able to see the illusion as it really is. It also allows the Rune Master to see the true form of an object or creature regardless the power of the spell or ability of the target. In some cases this can be good and in some cases it can be bad. The tattoo is in the form of a third eye above the nose center of the forehead.
Cost> 50 Exp

Niblehiem Spear> The Spear of Valkyrie is a sign of a Rune Masters Prowess in learning all the abilities of a Rune Master. They gain a +4 Bonus when rolling all Attribute Rolls or Ability Rolls. Also they are able to cast Runes from the Rune Forge base on its Difficulty by rolling a Spirit Check and can use them as if it were a normal Rune Ability that lasts for a day. However one can be cast only for a day and another cancels out the last Rune cast to place the newest one cast. This is a tattoo with flourish design down the spine of the Rune Master and is normally painful.
Cost> 150 Exp

Navigation

() Forum Board
() Staff
() Server
() Contact
() FAQ

Navigation

() Updates
() Help and Support
() Host Schedule
() Library
() Player Advice

Navigation

() How to Play
() Dark Lands Game System
 
 
 

Layout © Eternal-D
Site and Content © EDMolina
All characters and related material belong to their respective owners. All rights reserved.
Everlynn: Serenade of the Dark Lands ©2004 -