Rune Blade Class
Proficiencies
Weapon Skills
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One Handed Weapon
Cost: 0
This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
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Bastard Weapon
Cost: 1
Any weapon that is between 37.1 inches and 45 inches and must have a core.
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Two Handed Weapon
Cost: 2
Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
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Polearms/Staff
Cost: 3
A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
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Thrown Weapon
Cost: 1
A thrown weapon is a coreless knife, axe, hammer, or even a foam rock that is 12 inches or under.
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Oversized Weapon
Cost: 4
Some weapons are simply too big to fit in any other category. An oversized weapon is any normal weapon larger than a Two handed weapon, or a polearm larger than our listed “Polearm/Staff” skill would allow. Oversized weapons always require 2 hands at all times, and can be approved to thrust by a game master.
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Cleave
Cost: 5
You perform a large swing calling out “Cleave”. The strike deals 1 cleaving damage. This ability can only be used with a Two-Handed weapon or larger, any length axe, hammer, or mace that has a core and that you can fit 2 hands on, or any polearm with a bladed or hammer/mace end on it. The weapon should appear to have sufficient mass to perform this ability. 5 second cooldown.
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First Aid
Cost: 5
You have trained in basic battle first aid allowing you the following abilities:
1. You can spend 10 seconds of role play to pull an arrow out of a wound caused by an arrow. This exchanges the wound for a hit of damage instead (assuming the target has a hit to spend).
2. You have the ability to apply bandages to yourself and others.
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Dual Wield
Cost: 5
Allows you to wield 2 weapons of bastard length or shorter at the same time. Spell orbs and coreless thrown weapons do not need this skill in order to be used with another weapon.
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Shield Bash
Cost: 5
You push out with a small shield or larger using only arm force. If you make light contact with a person, shield, or weapon, then the target suffers a Knockback. You can use this ability once every 30 seconds.
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Stagger
Cost: 5
Allows you to strike out with a large weapon (two-handed sized, polearm/staff or bigger) or both weapons if you are dual wielding. Your strike causes the target you hit to suffer a Knockback. You can use this ability once every 30 seconds.
Armor Skills
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Gambeson
Cost: 1
Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
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Light Head Armor
Cost: 2
Allows you to wear light armor on your head.
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Light Torso Armor
Cost: 2
Allows you to wear light armor on your torso.
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Light Limb Armor
Cost: 2
Allows you to wear light armor on your limbs.
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Medium Head Armor
Cost: 3
Allows you to wear medium armor on your head.
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Medium Torso Armor
Cost: 3
Allows you to wear medium armor on your torso.
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Medium Limb Armor
Cost: 3
Allows you to wear medium armor on your limbs.
Shield Skills
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Buckler
Cost: 1
Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
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Small Shield
Cost: 3
Small shields have to be larger than 14 inches, but no more than 22 inches in length and width. They have 2 cleave points.
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Medium Shield
Cost: 5
Medium shields have to be larger than 22 inches, but can be no more than 35 inches in length and width. They have 3 cleave points.
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Large Shield
Cost: 10
Tower shields, have to be larger than 36 inches in width and can be no more than 48 inches in width and 36 inches in length. They have 4 cleave points.
Resource Skills
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1st Rune
Cost: 1
Grants you +1 rune.
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2nd Rune
Cost: 1
Grants you +1 rune.
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3rd Rune
Cost: 1
Grants you +1 rune.
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4th Rune
Cost: 2
Grants you +1 rune.
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5th Rune
Cost: 2
Grants you +1 rune.
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6th Rune
Cost: 2
Grants you +1 rune.
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7th Rune
Cost: 3
Grants you +1 rune.
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8th Rune
Cost: 3
Grants you +1 rune.
General Skills
Cleaving Strike
Cost: 3 SP
1 Rune. 0 second incant. Melee Spell. When used, call out “Cleaving Strike” before a hit with a cored one handed or longer weapon. This spell deals 1 cleaving damage to the shield or armor it hits. 5 second cooldown between uses.
Arrow Ward
Cost: 5 SP
1 Rune, 5 second incant. Tie a blue ribbon on the recipient. This blessing blocks the next arrow hit against them.
Spell Bind
Cost: 7 SP
2 Runes, 10 second roleplay. You tie a blue ribbon to your weapon. The ribbon must have the name of a melee spell you can cast on it. When you cast the melee spell written on the ribbon, you can do so with the rune cost reduced by 1. Spell Bind stacks with other abilities that reduce the rune cost of spells, and is applied after all other reductions. The minimum rune cost of a spell reduced by this ability is zero. Spell bind can only be applied to a weapon once. This effect lasts until dispelled. Additionally you can remove this effect yourself by removing the ribbon. Only the caster of this spell can gain any benefit from it.
Null Magic Zone
Cost: 10 SP
4 Runes. 3 minute setup. 15ft size. Color: Black. Anyone inside this circle is immune to other magical effects. Additionally, no one inside the circle can cast any magical effect.
Circle of Thorns
Cost: 10 SP
2 Runes. 2 minutes setup. 10ft size. Color: Green. Whenever anyone other than the caster enters this circle, they take a leg wound. If you also have Runic Mastery, you can choose who this circle affects.
Circle of Protection
Cost: 10 SP
3 Runes. 2 minute setup. 10ft size. Color: White. Anyone inside the circle (including their equipment) is immune to all damage, but also cannot deal any damage. If you get hit while under the effect of the circle call “Protection”.
Rune Trap
Cost: 15 SP
3 Runes. 3 minutes setup. 10ft size. Color: Orange. As part of the preparation of this circle you can cast a thrown or touch spell. You cannot store healing spells or self cast only spells in this circle. The rune cost for that spell is added to the cost to set up this circle. Whenever someone other than the caster enters this circle, they take the effect of that spell. If you also have Runic Mastery, you can choose who this circle affects.
Circle of Power
Cost: 15 SP
3 Runes. 3 minute setup. 10ft size. Color: Red. While you are inside this circle, you can cast thrown or touch spells on anyone else in the circle without incant time and need only point at the person to target them. Healing spells do not benefit from this circle. Only the caster of this circle can gain its benefits.
Circle of Magic
Cost: 15 SP
4 Runes. 3 minute setup. 10ft size. Color: Blue. Anyone inside this circle has the cost of their spells reduced to 1 rune.
Rune Blade Skills
Flame Strike
Cost: 5 SP
1 Rune. 0 second incant. Melee Spell. Deals 1 point of damage to the target location. After casting this spell, you cannot cast another melee spell until you finish a 5 second incant to recharge your weapon
Frost Strike
Cost: 5 SP
Frost Strike: 1 Rune. 0 second incant. Melee Spell. Targeted location is disabled for 30 seconds. After casting this spell, you cannot cast another melee spell until you finish a 5 second incant to recharge your weapon.
Healing Hand
Cost: 5 SP
2 Runes. 10 second incantation. Touch. The target recovers 2 hits.
Cleanse
Cost: 5 SP
2 Rune. 10 second incantation. Touch. The target recovers from a poisoned location.
Arcane Armor
Cost: 5 SP
1 Rune. 5 second incant. Touch. Tie a blue ribbon on the arm of the recipient. They gain 1 magic armor.
Cleave Adept
Cost: 5 SP
Casting cleaving strike no longer has a rune cost for you.
Sapping Strike
Cost: 10 SP
2 Runes. 0 second incant. Melee Spell. The wielder can call “Sap” before a strike. The strike deals 1 point of damage to the target location and you can recover 1 hit. After casting this spell, you cannot cast another melee spell until you finish a 10 second incant to recharge your weapon
Entangling Strike
Cost: 10 SP
2 Runes. 0 second incant. Melee Spell. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 minutes or until dispelled. Can also be removed by a full minute of roleplay breaking out of the vines. After casting this spell, you cannot cast another melee spell until you finish a 10 second incant to recharge your weapon
Invigorate
Cost: 15 SP
3 Runes. Special Spell. Within 10 seconds after dying, you can call “Invigorate” any pay the rune cost to heal all wounds and regain 2 hits.
Runic Aura
Cost: 15 SP
3 Runes. 15 second incant. Special Spell. You and all allies within 10ft of you gain 1 magic armor.
Magic Resist
Cost: 20 SP
3 Runes. Special Spell. When you are hit with a spell, you may call “Magic Resist” and pay the rune cost to ignore all effects of the spell. Additionally you gain +1 rune when you take this skill.
Runic Smite
Cost: 20 SP
2 Runes. 0 Seconds incant. Melee Spell. Deals a wound to the target. If it hits a Cursed Creature then it deals 5 damage instead. This spell cannot be used with Spell Bind. After casting this spell, you cannot cast another melee spell until you finish a 10 second incant to recharge your weapon. Additionally gain +1 rune when you take this skill.
Runic Surge
Cost: 20 SP
Once per day you can call “Runic Surge” and you instantly regain all your runes. Additionally, you gain +1 rune when you take this skill.