New WordRunes

n the world of Dragonraid, "magic" (DragonPower) is recognized as being an evil trap designed to lure men into the sin of powerlust. It promises everything, and in the end, destroys and consumes everything it touches... and the Dragons laugh.

However, the OverLord has provided WordRunes, a form of prayer, to his LightRaiders as a way to protect their bodies and grow their souls. The full rules on how to use WordRunes and the basic set of Runes are available at the DR1 website by ordering the boxed game. Gamers may use three Runes a day by reading them, but can invoke any number of them from memory, so the game serves as an excellent study tool in your Walk with the OverLord! Remember, as the AM you may not wish to grant the desired effect...a WordRune is a request of the OverLord, not a demand. Your game ref will judge if the Rune is a humble request, as it should be.

I had to come up with some new Runes that would provide cures and wonders for a more exciting game. Here are the new WordRunes for my world. You should print this webpage, cut the Runes out as tiny scrolls, and use them as treasure for the game.

 
 
True Light
WordRune and TeamRune 

John 1:5

The Light shines in the darkness, and the darkness has not overcome it.

John 1:5 

GO 4 DL 1 
This rune does Sword of the Spirit * d10 damage to undead. (Since the damage is based on SS, it is suggested that the highest SS person use it.) May be used on a group of undead, all points going towards one monster until dead, then towards a 2nd monster, and so on. On a mixed group, the weakest kind of undead dies first. May be cast as a TeamRune, which does an additional d10 roll, in addition to one d10 for each SS point of the highest SS rated Raider. Rune appears as a blast of intense white light 3' in diameter, emanating from the speaker's shield and blasting forward, exploding on contact.
May be used once daily
GO +1  SS +1
 
 
Fear Not
WordRune 

Psalm 18: 2-3

The Lord is my rock and my fortress and my deliverer, 
My God, My rock, in whom I take refuge. 
My shield and the horn of my Salvation, my stronghold. 
I call upon the Lord, who is worthy to be praised,
and I am saved from my enemies.

Psalm 18: 2-3 

FA 4 DL 4
This rune will remove Fear and some types of Madness from any one humanoid.
May be used once daily
PE +2  SS +2
 
 
Safely Hidden
WordRune 

Colossians 3: 2-4

Set your mind on things above,
not on the things that are on the Earth. 
For you have died and your life is 
hidden with Christ in God. When Christ who is our life
is revealed, then you will be revealed with Him in Glory.

Colossians 3: 2-4 

PE 4 DL 4 
This rune will allow one person to seem invisible as if BWS at 20. Check must be made each round if PC is moving and/or attacking within the sight of a hostile monster. Note PC will STILL make noise, have odor for monsters that can sense it, etc. If PC fails a check, he/she is seen that round, and is open to attack. Lasts for one encounter/pursuit with respect for the monster or group of monsters present when the Rune is said. Dragons and other LightRaiders see through the Rune immediately, no check needed.
May be used once per WEEK.
PE +2  SS +2
 
 
Destroy Darkness
WordRune 

Deuteronomy 18:9-13

There shall not be found among you anyone who makes his son 
or his daughter through the fire, one who uses divination,
one who uses witchcraft, or one who interprets omens,
or a sorcerer, or casts a spell, or a medium, or a spiritualist, 
or one who calls up the dead. For whoever does these 
things is detestable to the Lord; and because of these things your 
God will drive them out before you. You shall be blameless 
before the Lord your God.

Deuteronomy 18:9-13 

FA 6 DL 8
This rune destroys all dark magic and removes curses in a 10' radius. Roll GO+SS vs. the following: AD&D spells, per level; rods/staves/wands at DL 6; magic potions at DL 1, Curses at DL 8, magic weapons by plus. Has no effect on the OverLord's holy items.
May be used per item attacked.
FA +3  SS +4
 
 
Banish Evil
WordRune and TeamRune 

John 12:46

I have come into the world as light, that everyone 
who believes in me shall not remain in the darkness.

John 12: 56 

JO 4 DL 1
This rune will drive away or destroy many types of undead creatures. It is done like this:
     
  • The player with the highest SS rating holds his/her shield arm high in the direction of the creature.
  • The player or full party says the WordRune. A shimmering cross blinks into being over the PC's Shield of Faith.
  • The player rolls a SS check vs. the creature's Battle Ability. If said as a TeamRune, add +1 to the SS for each extra Raider that outnumbers the undead foe.
  • If the roll beats the percentage, the dark creatures are rebuked in the OverLord's name. They will seek to escape at all costs, moving directly away from the OverLord's Mark. Any creature below a specter is stupid enough to be held at bay while unoccupied Raiders attack at his back.
  • If the roll beats the required rebuke percentage by 25 points or more, the undead are turned to dust. 
  • Note that this attack works only on undead with a BA from 1 to 10. To rebuke a Specter or stronger requires a pure 100 on the Rebuke roll. Ghosts, because of their horrible evil and hatred of the OverLord, roll as a DL 3 with respect to Rebuking, and even a failed Rebuke does 2d10 damage.
May be used once per Undead encounter
JO +1  SS +1

  
 
True Sight
WordRune 

1 Corinthians 13:12

In the same way, we can see and understand only 
a little about God now, as if we were peering at his 
reflection in a poor mirror; but someday we are going
to see him in his completeness, face to face.

1 Corinthians 13:12 

FA 2 DL 2 
This rune will allow a +1 bonus to a HS "True Sight" Check, or allow a +1 FA bonus for a "Disbelieve Illusion" check.
May be used once daily
FA +2  SS +2
 
 
Living Water
WordRune 

John 4: 13-14

Everyone who drinks of this water shall thirst again; 
but whoever drinks of the water that I shall give him
shall never thirst, but the water that I shall give him
shall become in him a well of water spring up to eternal life.

John 4: 13-14

KI 6 DL 6 
This rune is a rune of healing. It is often cast by unicorns, who, with a dip of their horn, may change a Flask of holy water into a healing elixir that will remove poison from a TwiceBorn (or OnceBorn if given by a TwiceBorn) and revive to life if administered within one hour of physical death. PC's may do the same, once per party per week. The holy elixir will last only one week. It is said that the earthly life this elixir restores honors the OverLord's Gift of Eternal Life.
May be used once daily
KI +4  SS +2

 
 
Blessed Might
WordRune

2 Corinthians 10: 4

The weapons we use in our fight are not the world's weapons, 
but God's powerful weapons, with which to destroy strongholds.

2 Corinthians 10:4 

GO 6 DL 1 
This rune will allow perfectly normal weapons to strike undead abominations and certain other creatures as if they were true Holy Weapons. It provides no pluses or extra damage initially, but will allow Raiders to hit creatures that they ordinarily would have no hope of damaging. If the SS of the caster is greater than 6, will provide +1 hit/damage for every SS point over 6. (This bonus is only on undead creatures.) May be said as needed, and will last for a number of battles equal to the SS of the person invoking it.
May be used twice per day.
GO +4  SS +1
 
 
Master's Joy
WordRune 

1 Corinthians 15:54b-57

Death is destroyed; Victory is complete!
Where, Death, is your victory?
Where, Death, is your power to hurt?
Death gets its power to hurt from sin, and sin gets its power
from the Law. But thanks be to God who gives us the Victory
through our Lord Jesus Christ!

1 Corinthians 15:54b-57

GO 6 DL 4 
This rune is a rune of healing. It will remove the Entropy curse placed by a mummy's touch. It will only destroy the actual rotting and restore the PV points, however. Actual Rescue will be needed to stop the horrible life-hatred, dread and self-pity that go with the enchantment.
May be used once daily
JO +3  SS +3
 
 
Improved Hotfoot
WordRune 
 
Amend the original Player's Manual WordRune to cast a 10' long blast of fire (1' wide at far end doing d10 holy flame damage.) Beyond the initial d10, certain items will catch fire and burn beyond that round if a d10 check beats specific DL levels, as follows: paper at DL 1, cloth at DL 2, twigs/sticks at DL 3, wood 3' diameter at DL 4, dungeon door at DL6, Stone and metal at DL 10. AM to rule on what DL other things roll at. 
Onward, for the OverLord!
 
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