Elf Runes
The runes of the elves are among the deepest magical
secrets of fairy-kind. Discovered by mighty
elf sorcerers in aeons long past, the runes tap
into the magical fundament of Fairy itself. Their usage
is thus governed by ancient and immutable laws of Fairy.
The runes are guarded by elf lords and ladies and may be
bestowed upon an elf of lesser rank.
Intangibility: Runes are intangible; they are not physical
objects and thus cannot be stolen, lost, or given to another.
acquiring runes
As noted in the elf class (see p34), an elf may, upon gaining
an experience level, journey into Fairy to treat with an
elf lord of lady. The referee should make a reaction roll to
determine which rune the character is granted:
▶ Reaction roll: Roll 2d6 modified by the character’s CHA
score.
▶ Experience level: If the elf is of 4th–6th level, they gain
a +1 bonus. If the elf is of 7th level or above, they gain a +2
bonus.
▶ Reward granted: The Result of Petition table indicates
the reward granted, based on the result of the reaction roll.
If a rune is granted, the exact rune should be determined
at random.
▶ Duplicates: If a rune is granted which the elf already
knows, the number of times it may used is doubled.
Lesser Runes
- 1. deathly blossom
- Duration: 1 turn or until used
- Range: Appears in elf’s hand
- An exquisite, white rose is conjured in the elf’s hand.
- ▶ Proffering the rose: One who smells the rose must save versus death or fall into a deep faint—appearing dead—for 1d6 turns.
- ▶ Duration: The flower remains in existence until it is used or one turn passes.
- 2. proof against mortal harm
- Duration: 2d6 rounds
- Range: The elf
- The elf is rendered completely immune to the effects of one specific type of weapon (e.g. swords, bows, claws, etc.).
- 3. rune of invisibility
- Duration: 1 turn
- Range: 240’
- The elf is rendered invisible to mortal sight.
- ▶ Equipment and clothing: Anything the elf is carrying, including clothing and armour, is rendered invisible. If the elf drops or puts an item down, it becomes visible. Light sources are rendered invisible, but the light they cast is not.
- ▶ Attacking: If the elf attacks while under the effects of this rune, they are rendered momentarily visible. Opponents may attack the elf in the same round or the following round, but suffer a –2 penalty to hit.
- 4. sway the mortal mind
- Duration: 1 day
- Range: 30’
- A single mortal person must save versus spells or be charmed by fairy magic.
- ▶ Friendship: The subject’s mind is swayed such that it regards the elf as a trusted friend and ally. It will defend the elf and come to their aid.
- ▶ Communication: The power of this rune does grant the elf any ability to communicate with the charmed person if they do not already share a language.
- ▶ Commands: Any commands the elf gives the charmed person will be obeyed, as long as they do not contradict the person’s alignment, habits, and basic nature. Obviously harmful commands will be ignored.
- ▶ Restrictions: Only persons of up to 4+1 HD may be affected.
Greater Runes
- 1. arcane unbinding
- Duration: Instant
- Range: 120’
- This rune negates magical effects of arcane origin.
- ▶ Area: All magic in a 20’ cube area is affected.
- ▶ Spells: Spells cast by a caster of equal or lower level then the elf are instantaneously ended. Spells cast by a caster of higher level than the elf are unaffected.
- ▶ Magic items: Are rendered ineffective for 1 turn.
- ▶ Divine magic: Spells and magic items of divine origin are unaffected.
- 2. fairy gold
- Duration: 1d6 hours
- Range: Appears on the elf’s person
- This rune conjures a leather bag of 2d100 gold pieces from the vaults of the fairy lord or lady who granted it. When the duration expires, they vanish.
- 3. fairy steed
- Duration: Until dawn
- Range: Appears in the elf’s presence
- A dashing fairy charger—fleet of foot and charming of wit—is summoned to serve the elf.
- ▶ Commands: The fairy horse will serve the elf as a mount, in combat, or in any other capacity. It will not obey suicidal commands.
- ▶ Gear: The mount is equipped with saddle and bridle.
- Fairy Horse
- AC 8 [11] HD 3 (13hp) Att None THAC0 17
- [+2] MV 180’ (60’) SV D12 W13 P14 B15 S16 (3) ML 7 AL Neutral
- 4. sway the monstrous mind
- Duration: 1 day
- Range: 30’
- A single mortal creature of any kind—person, beast, or monster—must save versus spells or be charmed by fairy magic.
- ▶ Friendship: The subject’s mind is swayed such that it regards the elf as a trusted friend and ally. It will defend the elf and come to their aid.
- ▶ Communication: The power of this rune does grant the elf any ability to communicate with the charmed creature if they do not already share a language.
- ▶ Commands: Any commands the elf gives the charmed creature will be obeyed, as long as they do not contradict the person’s alignment, habits, and basic nature. Obviously harmful commands will be ignored.
Mighty Runes
- 1. dream ship
- Duration: 1 turn
- Range: Appears in the elf’s presence
- A phantasmagoric galleon sails down from the sky and docks as close to the elf as is possible.
- ▶ Passengers: The elf and up to 12 companions may board the ship.
- ▶ Travel: The ship will carry the elf and companions off to any named destination within Dolmenwood.
- ▶ The voyage: The passengers experience a delightful voyage aboard the ship, drifting through pink clouds and encountering sylphs.
- ▶ Duration: Whatever the perceptual time aboard, the journey takes a mere ten minutes of real time.
- 2. eternal slumber
- Duration: Permanent
- Range: 20’
- A mortal within range is placed into a state of stasis and eternal sleep.
- ▶ Awakening: The subject may only be awoken by magic or by a condition set by the elf who wields the rune.
- 3. rune of death
- Duration: Instant
- Range: 120’
- Invoking the power of this rune brings death upon one or more mortal creatures within a 30’ diameter area.
- ▶ Hit Dice: Up to 4d8 Hit Dice of creatures are affected.
- ▶ Saving throw: Each target may save versus death to resist. If the save fails, the creature dies.
- ▶ Restrictions: Only creatures with 7 Hit Dice or less are affected.
- 4. summon wild hunt
- Duration: 1d6 hours or until successful
- Range: Appears in the elf’s presence
- This rune, when used, invokes the blasting of ghostly horns, summoning forth a hunting host from the wild woods of Fairy.
- ▶ Composition: The wild hunt is composed as follows: 4d6 fairy hounds, 4d20 elf hunters on foot, 4d20 elf hunters mounted on fairy horses, 1d6 goblin horn-blowers.
- ▶ Hunting: The elf may direct the fairy host to chase a specific quarry.
- ▶ Duration: The host remains in the mortal realm until the hunt is successful, or until 1d6 hours have passed.
- Elf Hunter AC 7 [12] HD 1 (4hp) Att 1 × short bow or short
- sword (1d6) THAC0 19 [0] MV 120’ (40’) SV D12 W13 P14
- B15 S16 (1) ML 9 AL Neutral
- Fairy Horse AC 8 [11] HD 3 (13hp) Att None THAC0 17
- [+2] MV 180’ (60’) SV D12 W13 P14 B15 S16 (3) ML 7 AL Neutral
- Fairy Hound AC 7 [12] HD 1+2 (6hp) Att 1 × bite
- (1d6) THAC0 18 [+1] MV 150’ (50’) SV D12 W13 P14 B15 S16
- (1) ML 9 AL Neutral
- Goblin Hornblower AC 7 [12] HD 1 (4hp) Att 1 × dagger
- (1d6 or by weapon) THAC0 19 [0] MV 120’ (40’) SV D12
- W13 P14 B15 S16 (1) ML 8 AL Neutral