Runic Rituals

         Carved rune charms are always specific to a particular event.

        

Ale-Rune
This charm detects the presence of poison and protects against poisoning, after a fashion. The runes are carved on the rim of a cup or horn, and anointed with blood of the drinker. If during that drinking session the drink is poisoned, the cup shatters when the runecaster touches it.
Beast-Rune
This charm lets the runecaster understand the speech of a single animal. When shaped, the runes must name the specific animal to be spoken with. Animals are generally friendly to those who can speak to them.
Berserk-Rune
This charm is carved onto the haft of an axe or shaft of a spear to incite a berserk frenzy in the owner during battle. This is generally viewed as a curse, but in desperate times can be seen as an aid.
Catch-Rune
This is tooled onto a pair of leather gloves to allow the runecaster to catch thrown weapons and arrows. A free hand with such a glove is just as effective as a large shield. The magic is effective for a single day.
Change-Rune
This rune allows the runecaster to assume the shape of a natural animal. The charm is carved on a bone, feather, or hide of that creature with the name of the caster. If successful, the caster assumes the outward form and mobility of that animal. However, the eyes of the animal are human, and it has the caster's strength and toughness. The change lasts until the caster sleeps or until the runes are broken, whichever comes first.
Charm-Rune
This is carved on a board and secretly placed under the bed of an intended lover. If it remains in place, the target is influenced to love the person named on the board.
Dead-Rune
This rune is carved on a pole and driven into the earth of a grave mound (or cast into the sea for the drowned). The earth then opens up and the dead person appears, who will answer three questions. The dead will then ask the runecaster to enter, but anyone foolish enough to do so is lost forever. This has risks that a different dead than the one intended might be called, or even that the dead might not sleep soundly after being awakened...
Disease-Rune
Like the Charm-Rune, this is carved on a board and secretly placed under the bed of the target. However, the target is infected with a malingering disease. Each day the target must make a CONx5 roll, or lose 1 hit point which will not recover until the rune is discovered and destroyed.
Fortune-Rune
This is carved on a piece of wood which is then heated until cracks appear in it. By interpretting the cracks in the runic text, the fortune of the person referred to can be interpretted. This is a guess rather than infallible prophesy, but the Norse strongly believe that the fate of a person is fixed from birth and there is little he can do to change it.
Heal-Rune
This is carved on a board and placed under the bed of the target to cure disease. When shaped it must specify the name and symptoms of the target. If successful, the disease is cured.
Iron-Can't-Bite-Rune
This is a potent rune much valued by warriors. The runes are carved onto an wooden amulet with the name of a target, whereupon it is worn around the neck. So long as it is worn, the target suffers 1 less damage from sharp iron weapons. If it is ever removed or damaged, the charm is broken.
Limb-Rune
This is used to speed healing of wounds. The runes are carved into the branch of a living tree and anointed with blood from the target. If successful, the target heals at twice the normal rate (each day counts as two normal days).
Lore-Rune
This is a charm of true prophesy, which is risky and uncertain in results. The caster carves a question in runes upon a stone which is cast into the sea. If successful, a prophetic answer will come to the caster in a dream within the week.
Luck-Rune
This is a helpful charm of a single use. The runes are carved on a stick or other wooden object with the target's name. It is then carried by the target. As long as it is carried by the target, it will minorly protect him from the next misfortune. The target may call for a re-roll of any roll, at which point the charm breaks.
Ni∂-Rune
This charm is a powerful curse. "Ni∂" implies disgrace and treachery -- a ni∂ingr is a criminal who kills his own blood-kin. The runes are carved on a pole set in the ground and topped with an animal skull, along with the name of both the caster and the target. The pole must be planted on the property of the target. The effects of the curse vary from madness, misfortune, illness, poor harvests, or evil weather.
Quench-Rune
This charm allow the caster to extinguish any single fire. The runes are carved into a piece of wood which is then thrown on the fire. When that wood is consumed, the fire ends.
Sea-Rune
This is a charm for ships against storms. The runes are carved on the prow, rudder, and oars of the ship. As long as the runes are in place, any skill roll may be re-rolled.
Shield-Rune
This is a defensive charm, carved into the wood on the inside of a warrior's shield. If successful, no blow can both penetrate the shield and harm the bearer. The charm is broken when the shield is, however.
Shout-Rune
This is a charm of opening. It is carved upon a door, bonds, or trunk to be opened. The caster then shouts to activate it, whereupon (if successful) knots are untied, locks open, and fetters are broken.
Sight-Rune
This charm temporarily grants the caster the power of second sight upon a named target. The runes are carved upon a wooden amulet along with the name of the target. Second sight allows the caster to instantly recognize corporeal spirits for what they are, to see through magical illusions or sendings, and to see the aura of living things as a faint outline (meaning he can tell simply from looking whether something is alive or dead).
Speech-Rune
This charm protects the wearers reputation, by preventing enemies from speaking evil of him.
Strength-Rune
This charm increases the strength of the target for a limited time. The runes are carved onto a piece of wood and stone with the name of the target. The charm is then driven into the earth and touched by the target. For the next day or as long as he is within a mile of the charm, his Strength is increased by +3.
Triumph-Rune
This charm is inscribed on the hilt of a weapon, naming the wielder and the battle to which it applies. If successful, the wielder has +10% skill with that weapon.
Water-Rune
This is a charm against drowning.


John H. Kim <jhkim-at-darkshire-dot-net>
Last modified: Thu Aug 15 00:15:25 2002