The House
The Johannsen
Lore
The Church
Order Duties
The Code
True Name
Boons
Forward

Rune Magic

This is a learned trait and will be:
3d6 after 100 years
4d6 after 200 years
5d6 after 400 years.

Rune Magic Spells (difficulty 11) are as follows:

  • Fee -- brings money or wealth if needed.
  • Strength -- brings strength to the knight or to the person they are healing. Also counteracts poisons.
  • Joy -- Causes a mortal's life to be happier for a goodly number of years.
  • Need -- Need breaks all bonds except for magical pacts. Can break physical bonds.
  • Geese -- Is a misnomer, and means that the person is protected. Makes a nearly impervious bubble as a protective shell three feet around all sides of the person or object or place. Only protect can be put on an inanimate object or a place.
  • Sun -- Bring warmth to those who are frozen, can make them feel as if they are warmed by the sun.
  • Speech -- Will send a message to someone, like a spoken message that the person hears no matter the distance. Anyone in the area of the recipient will hear it as well.
  • Defend -- Makes a bubble that actually reaches out and defends the mortal. Cannot be put on an inanimate object or place.
  • Torch -- A light in the dark. Also will help someone find a piece of knowledge they may be looking for.
  • Change Of Fate -- This can only be given once in a swan knight's long life. It is the ability to change the fate that has been set for a mortal, making their life come out happier in the end, or avoiding a tragedy that will be life-altering and for the worse. I emphasize, this can only be given once.

TOP

How Valkyrie Are Made
Discipline
Heart & Soul
Insults and Slang
Swan Knight Magic
Battle Magic
Rune Magic
Restrictions