Runes of Power v1.3

Runes of Power just got a neat new update to add in some extra character creation options and 5 new Perks and Quirks that will help you customise your spellcaster even more, and it will add in a new element to using magic: corruption. With the corruption quirks, failing spellcasting checks can now mutate and transform your body in horrific ways.

We also put in 4 character archetypes, so that you can quickly jump into any game with a pre-made character that has all his skills, perks, quirks and equipment sorted.

You can grab Runes of Power on ITCH, or at DRIVETRURPG.

Runic Array: Sanctuary

It’s been quite a while since we showed off a new runic array, but with the Enchridion Sigillum getting closer to completion, there’s no better time to make a couple of new runic arrays. The Sanctuary array takes something old and classic, modifies and mixes it up to create a whole new effect: showing you exactly what you can do with any runic array in the Enchiridion.


Create and Sustain a Containment field that is twice as Large as the array’s area size that Excludes Wood, Silver, Copper, Lead, Iron and Gold, and apply this to all humans within an area 100 greater than the array.


Offence is not always the best defence. If you can avoid the fight altogether then there is nothing to defend against, but how to avoid a fight once you are already in the thick of it? Well, when that fight becomes overwhelming, the Sanctuary array often is the only answer.

You will see something very familiar in this array: the good, old Middelburg Standard, pride of Alfresia and perhaps the most common defensive array in the grand city. However, the Sanctuary array takes the old Middelburg Standard and uses it in a brand new to change its ultimate purpose. 

The Middelburg Standard is a perfectly good array as it is, and that’s why it has been used so frequently across the ages, but by applying it to all humans within range, you are putting it directly on every part of their skin. In effect, by turning everyone into arrays, you make everyone a defensive array. Now, no wood, silver, copper, lead, iron or gold will be able to touch human skin as long as they stay within the array’s range. If you inscribe this array onto a ten centimetre disk, that means everyone within ten metres are now invulnerable to those materials. 

However, it goes a bit further than this. As any containment field that excludes a material activates, if any of that material is within the containment field, it will be instantly destroyed. This means that if anyone within range is holding a weapon, and perhaps even their armour, will suddenly and permanently disappear. To go even further, as long as they remain inside the array, they won’t be able to get close to a weapon, since the Middelburg Standard’s containment field will keep pushing the weapons beyond reach.

But how far does this containment field reach? Ordinarily, the Disk rune says one tenth the diameter of the array, but what happens when it is applied onto human skin? Where do you draw the diameter across the body? Well, runewrights have long thought on this question, and came to a conclusion: as all arrays by nature are circular, and when an effect is applied onto something else, it will seek the most efficient circular path to act from. Thus, when applied to a human, the quickest and easiest surface would the torso as it is a wide open canvas to work on. So if you want to know how deep the containment field is, it would be one tenth of the width of your torso.

In short, by activating this array, you will remove (almost) all the weapons in your vicinity and make everyone immune to those weapons. Unless someone is carrying alloy weapons, everyone within the array’s range should now be safe. Maybe you can talk things through now, or maybe you will have to resort to good old fisticuffs. Whatever the case may be, you now have at least a semblance of sanctuary in which to catch your breath.

If you to learn more about the runes and arrays, and see what the upcoming Enchiridion Sigillum looks like, then come join our Discord server!

Runed Age Dev Journal 9

For this week’s Dev Journal, we’re showing off something that technically is completely part of the Runed Age, but will also be its own thing. Cheekily having our cake and eating it too.

The Enchiridion Sigillum

Literally meaning the Handbook of Symbols, the Enchiridion will be a book we publish alongside the Runed Age update. It will contain all the updated rules for designing and drawing runic arrays, a full list of all the runes we’ve ever made and their uses, as well as all the runic arrays ever put in this blog and the Journals of Runic Array Design.

In short, it will be the complete book of runic magic, with everything you need to know about how to design them, draw them, read them and understand them.

Standalone book

Everything about the runes from the Runed Age will be in here, and also all the incantations as well that we’ve made, so it goes a wee bit beyond the Runed Age in its current form or the update. What the Enchiridion definitely will not have is any game mechanics, so it will be completely and utterly system-neutral. Much like the Journals of Array Design, the Enchiridion will be entirely focused on how the magic works in fiction, rather than in the game. This means that you’ll be able to use the ideas in the Enchiridion in any other game set with runic magic, enchantments and wizardry. Of course, any Sigil System game would be well placed to use the Enchiridion.

WIP Sneak Peek

If you’re keen to see what the WIP document of the Enchiridion looks like, head on over to our Discord Server where we talk quite a bit about it, or CLICK HERE to see the version we made when this post was written.

And while we are busy with The Runed Age, you can have your say about what we should work on afterwards by filling out this little survey.

Runed Age Dev Journal 7

On the last Dev Journal we showed you how to arm your PCs with the very best weapons Middelburg has to offer. For this Dev Journal, we’re showing a change to the most crucial part of the Runed Age: the runic magic rules.


Well, when we say “change”, it’s more of an addition. None of the old runic magic rules will change, and no runic array will become obsolete. What we’ve added here is an extra rule that will make your life easier when designing a runic array, and give you more flexibility in how you draw them.

What better way to start than with an example:

On the left here you can see the original Furnace Fist runic array, and the thing that set it apart was how it showed that if you wanted to say Do X if Y or Z, you’d have to draw each IF part separately, since there was never a way to do IF-OR on a single branch of the runic array.

Well, as you can see, now there is. On the right you have the new Furnace Fist and the new bit being added to the rules of the runic arrays: the placeholder locus. This empty locus simply says any of these things CAN fit in here IF they are present. So in this way, you can now say Do X if Y or Z and keep everything on the same branch.

The old Furnace Fist’s notation looks like this: Create Fire if Animal is present, create Fire if Iron is present, create Fire if Stone is present, create Fire if Wood is present.

The new Furnace Fist’s notation with the placeholder locus looks like this: Create Fire if Animal, Iron, Stone or Wood is present.

Now isn’t that just so much more tidy? This new way cuts out a lot of duplication that needs to be done in the old way. Furnace Fist might just have one affecting rune (Create), but imagine if you wanted to link 5 affecting runes through that one branch, and modify them all? You’d have to draw the same thing for each branch, meaning 20 runes plus all the modifications to them all.

So not only will it save you time and patience, but it will also save you space and not clog up the whole runic array with duplicated drawings.

And while we are busy with The Runed Age, you can have your say about what we should work on afterwards by filling out this little survey.

Runes of Power update

With the Sigil System 1.2 released, it was time to start updating our prior mods to get up to speed with the new system.

First on the block is Runes of Power. It used to be called Runic Magic, but now it’s got a snazzy new name and a new pretty cover. We’ve made some tweaks to the magic rules to get it to Sigil 1.2 standards and you’ll see this especially with the Range rules for the incantations.

We’ve also added in some new character creation options (much like in Brightest Night), so if you want to start a game off as a wizard or a mage, these character creation options will help set the mood and the tone for your new magical character.

So if you’re keen on some runic magic (and who isn’t), then click the big image up top or HERE to get your hands on Runes of Power.

And remember to keep watching this space as we’ve got a heap of new mods coming out on the horizon, from character focussed mods to combat mods to even world-generating mods!

Runed Christmas Sale

Another year is almost gone and Christmas is already just around the corner! And you know what that means, it means jolly good old sale!

While you’re looking around for presents to buy, treat yourself to a little runic magic and delve into the world of the Runed Age with the Runed Christmas sale. You’ll find all 3 major Runed Age books in this bundle as well as a few free goodies to get you started in the massive, magical, metropolitan city of Middelburg.

You’ll get all of this for only $19.99 and you can click on either the banner below or the image above to get straight to the bundle.

The sale will run for the entirety of the Christmas season so you be sure to spread the word around and have everyone have a very merry runic Christmas!

Runic Magic released!

We’ve finished revamping and streamline the runic arrays and the new rules can be found on DriveThruRPG! So what are you waiting for? CLICK HERE to go get your hands on it!

If you’ve already got yourself The Runed Age Corebook, then you’ll have received an email from DriveThruRPG with a download link to a modified version of these rules just for the Runed Age.

Inside this document you’ll find:

  • Rules for using this magic as both drawn runic magic as well as the more traditional spoken incantations.
  • A full rune list showing how each rune works and how they interact with each other.
  • Sample runic spells to use in your games and use as references.
  • Cutout templates to draw your own runic magic on.

New Runic Magic System

Some of you may have been wondering why there hasn’t been a Runic Arrays post in quite some time. While we have been hard at work on Z-LAND, the real answer is that we have been reworking the runic magic system into a new, more streamlined system.

It won’t replace the original runic magic system found in The Runed Age, but it will allow you to use the magic system more often in game as it is quicker and more efficient to use. And, hopefully, more understandable.

With all that said, here is a preview of what is to come:

The new runic magic system is a slot-based, modular system where you will work from a template to swap runes in and out of their designated positions to create your runic effects. There are five types of slots, and each type of slot has its own selection of runes that can be used. Each runic array must have all five slots (and only one of each), and a rune in all five slots, in order to work. This means that as soon as you understand what all five slots do, you can quickly and easily add and remove runes to create new runic arrays.

The Size slot works much the same as the Size Modification runes before and they just say how big the magical effect will be.

The Shape slot, as its name implies, says what shape the magical effect will be in. Eg: a ball, a cone, a column, a disk, a wall, etc.

The Action slot is where you say exactly what you want to do. Do you want to create, contain, transmute, push, pull, etc. This is what the magical effect will actually be doing.

The Target and Trigger slots share the same pool of runes, because they state what is being done and when it is being done. Or in other words, Do the Action to the Target if the Trigger is present. For example: Create (action) Water (target) if Fire (trigger) is present, or Float (action) Human (target) if Human (trigger) is present.

And that’s it. That is all there is to know about creating the new runic arrays. All those pages and pages of rules from before condensed into five easy rules to remember. This will make it easier to use the runic magic system in your games since that’s all you need to know to make them. And with just these five rules you can make something like this:

This creates a small ball of fire if air is present.

But that’s not all.

Since all the new runic arrays will follow the same format and same template, it is even easier to display them. Rather than putting them in a circle, you can lay them out like this:

And that’s exactly what we will be doing in the future. These runic lines will always follow the same order (Size, Shape, Action, Target, Trigger) so it will be easy to follow along with what we post, and in your games, rather than having someone physically draw out all their arrays, you can simply draw them in a runic line like this to save time and get back into the action. So, in our future posts and in your games, your runic lines can look like this:

So just like the array above, this runic line says Small, Ball, Create, Fire, Air, which means: In a Small Ball Create Fire if there is Air.

And that’s all there is to know about our new magic system, barring the devils in the details. We’re in the midst of typing all this up and you will be able to get the full pdf of the new rules, the new rune list, and all our previous runic arrays on DriveThruRPG before long.

Runic Arrays – Dancing Lights

For our runic arrays segment this week we give you a new way to use the arrays.

This week we show you the Dancing Lights array.

Notation: Secondary arrays: Create Copper in the shape of a disk as wide as the array and as thick as 1/1000th the array’s diameter. Primary Array: Rotate Copper at a speed of 4 rps if Copper is present, Push Copper at a speed of 1 m/s and Contain it to the width of the array and as deep as 1/10th the array’s diameter.

Class: Defensive

Description: An array that is perfect for a shield, and one that turns your shield into a weapon itself.

The Dancing Lights can be called an array of arrays. While it does have secondary arrays inside it, it isn’t a complex array because, if you look closely, you’ll see that these secondary arrays do not actually connect to anything. And they don’t have to. Any open space within an array is fair game for another, completely unrelated array. As long as there is an outer boundary around each array to isolate it, you can have as many arrays inside a larger array as you want.

This is an excellent way to tie several arrays together into one compact space, especially if those array normally can’t work with each other.

Take the Dancing Lights as an example. It create two flat copper disks and spins them around the centre of the array. With a single array, this is impossible, because any copper disk created would be created in the centre of the array and rotating it would just rotate it around its own centre axis. By putting these two secondary, and unconnected, arrays inside the larger array you can create those copper disks at any specific spot inside the array that you want.

So these two copper disks won’t be rotating around their own axes, but will be flung around the larger array’s axis like moons around a planet. Two completely (well almost) unrelated arrays working together to create an effect that is greater than the sum of its parts.

As to how to practically use this array? Well you just let it do its job and focus on the battle you have found yourself in. Copper is a highly reflective material, so whomever is facing your shield will see, as the array’s name implies, bright spinning and dancing lights in front of them. These copper disks also serve as a further level of protection, by being able to deflect incoming blades and projectiles. And since they are so thin (and made of metal) they are effective blades in and of themselves, able to cut open flesh and bone as good as anything else. It really is the complete package.

Runic Arrays – Wizard’s Envy

For our runic arrays segment this week we give you a way to make wizards even more overpowered.

This week we show you the Wizard’s Envy incantation.

Notation: Heat Iron at a rate of 64 degrees Celsius per second within an area in the shape of an Inverted Dome 100 times as wide across as the array and 10,000 times as deep as the array’s diameter. Cast from the mouth.

Incantation: Begh Yst Dün Ob Watze Ant Schniv Sepa Cob Dün Ob Hohd Ant Mürgrot Non Küp Ant Omkirdi Non Rônde Ant Grot Ant Mürgrot Tüwe Cob Ent Fin Bek.

Class: Incantation

Description: It is a staple trope (and perhaps even a cliche) in high fantasy stories that wizards are clad in loose cloth robes while the warriors encase themselves in as much steel as they can find. The warriors are the knights in shining armour while the wizards are the mysterious mages. It is a way to easily distinguish two very different types of characters and in games (whether videogames or tabletop) it is also a way to balance the two classes. After all, if a wizard could wear armour, wield a sword and then cast magic as well then what use is there for a warrior?

But you surely must feel for these wizards, watching these mighty warriors with their brightly shining (and often gilded) suits of armour crafted by the finest artisans, bedecked in fancy tabards and robes, their coat of arms proudly worn on their shields while a colourful and symbolic crest sits atop their helms. That is the sort of thing legends and songs are written about. And all the while, all the wizards have is a faded old robe, a tattered pointy hat and a long walking stick.

So why wouldn’t a wizard start to get envious after all the attention these pretty boys in their armour seem to get? Why wouldn’t a wizard start making plans, devious plans, to even out the playing field. After all, if a wizard can’t wear armour, no one should! It’s only fair.

And that’s where this incantation comes into play. Dreamed up by a very bitter and spiteful wizard, the Wizard’s Envy incantation creates an inverted and stretched dome (otherwise known as a rounded cone) that heats up all iron (and thus steel) within it by 64 degrees Celsius a second. The intent here isn’t to melt the iron and steel, since that would require holding this spell on target for more than 23 seconds. Rather it is just to make the cost of wearing armour greater than the reward.

After less than two seconds, the weapons and armour wielded by the warriors caught up in the cone would already be over 100 degrees Celsius and far too hot to touch with bare hands. Less than four seconds into the spell and they would be over 200 degrees Celsius and would start to burn and overheat the warriors no matter what are wearing underneath. The only thing the warriors will be able to do is to throw down their weapons and try and get out of their armour as quickly as possible.

And now the warrior and the wizard are on equal footing, no weapons and no armour. Well, the wizard still has magic, but why fight a fair fight?

Runic Arrays: Static Cloud

Notation: Transmute Humans into Air if Humans are present and apply the effect of Created Lightning to Air.

Class: Offence

Description: A handy array for both taking down a single enemy as well as incapacitating anyone around him.

The true power from this array comes from its smaller, secondary array. Without this, it would simply be an array to transmute humans into air, which while useful, is not any different than transmuting humans into anything else. By putting the secondary array into it, what you are telling the array to do is to apply the effect (not the individual runes) onto all of whatever rune is in the centre of the array. So for this array, the effect would be created lightning, so simply just lightning. The array would apply this to all of the air around it, meaning that all the air around the array would now be filled with electricity trying to find the quickest way down to earth.

But merely electrifying the air around the array isn’t enough for this array. No, that would be too simple. The other trick with this array is to remember that when dealing with runes and the materials they represent, the arrays work in mass and not volume. So if you transmute a person into air, you won’t just have as much air as can fill up the space that person left behind. Instead, you will have as much mass (or weight) of air to deal with stuck in that space the person just vacated. For other things, this wouldn’t be much of an issue, but air isn’t very dense.

1 cubic metre of air weighs only 1.23 kg. So if you transmuted a chap weighing 80kgs into air, you would end up with 61.9 cubic metres worth of air in an area of around 0.8 cubic metres. This just won’t do, and with nothing to stop the air moving it will immediately rush out of that space to find some equilibrium with the atmosphere around it. 61.9 cubic metres is enough to fill up a room and it will be expanding at an alarming rate.

All of this means that everyone around the poor chap who just died will be knocked off their feet by the sudden gale of wind around them and then electrocuted by the electricity flowing through that wind.

So with one array engraved onto a bullet, you can kill one man and keep all his allies convulsing on the floor.

And if you are new to the runes and arrays, here is a playlist we made to explain exactly how they work.

Runic Arrays: Grand Army

For our runic arrays segment this week we give you the way to create your very own legion.

This week we show you the Grand Army array.

Notation: Create Humans if no Humans are present, Push Humans at the speed of 1 m/s if Humans are present and apply the effect of the Lazarus array to Humans.

Class: Utility

Description: As can plainly be seen in the notation of the array, and in the array itself, the Grand Army array is based on the Lazarus array and uses the Lazarus array as its most critical part.

What this array does, in short, is to create its very own cloning production line. With this array, and as much energy as you can feed it, you can create as many artificial humans as you want. However, as with all arrays, the devil is in the details.

The Lazarus array transmutes (specifically) non-living humans into live humans. The obvious use for this array is to resurrect the dead. We naturally presume the opposite of alive to be dead and think to have a dead human you must first have had a living human. This, however, is not always the case. Any plant and animal (including humans) created by an array comes out dead. Well, technically not dead since for the merest fraction of a second after its creation it is indeed alive, but within the time it takes you to blink the created “thing” will die. This is because the arrays cannot provide that spark of life to a newly created plant or animal. It can, however, create that plant of animal in a perfect condition which is why it will be alive for a heartbeat.

While the runes and arrays cannot provide that spark of life, what they can do, though, is change the state of something: ie transmutation. It is the transmutation of something non-living to something living that allows the Lazarus and thus the Grand Army arrays to work.

Just one thing to note is that while this can be called a cloning machine, it can’t actually create a copy of an existing person. All it does it create a “blank” human over and over again. “Blank” in this case meaning “an androgynous, racially indeterminate, sexually mature corpse of a human” as the description of the Human rune puts it. Also, remember that this is a brand new human and comes with all that entails, so if you want your army you will first have to train it how to speak and walk and use the toilet properly.

But if you have patience, you will get your army.

Runic arrays: Lazarus

For our runic arrays segment this week we give you the ultimate reset button.

This week we show you the Lazarus array.

Notation: Transmute Non-Living Humans into Living Humans and sustain said Humans.

Class: Utility

Description: A very simple array but with the most direst of consequences. This array does exactly what its name implies: it brings humans back from the dead. By transmuting non-living humans into living humans, the only thing you are really changing is the state of life, thereby leaving the person “transmuted” unaffected otherwise. They are still the same person for all intents and purposes, but one thing that does not change is how they died.

Unlike the Dark Folly array, the Lazarus doesn’t turn back time to before the person died, it just changes their state from “dead” to “living”. So if they died through violent means (eg a gunshot to the chest) they will still have that bullet hole in their body and all the damage associated with it. And if left like that, they will promptly die again. That is why the Sustain rune in this array is so important; it sustains the body and keeps it from whatever just killed it killing it again. As long as the array is active and the Sustain rune is working, the person won’t die again. This gives you the time to fix whatever went wrong, however you might go about it.

One thing to note is that because this array only changes a person’s state from “dead” to “living”, if they are too far decomposed, it wouldn’t do any good since no amount of surgery will fix them. In that case, it is better to use something like the Dark Folly array. It will require far more energy, however, and that is why this array will more easily work in a pinch.

And lastly, if you are using the Z-Land rules with the Runed Dead crossover (for which the Life rune was invented), this array won’t help to bring people back from the dead as the undead in the Runed Dead are powered by the arrays. If you try and use this array on a dead person, it will just turn them into a zombie.

Runic Arrays – Forgotten Memory

For our runic arrays segment this week we’ve come to bargain.

This week we show you the Forgotten Memory array.

Notation: Invert the flow of Time over an area 100 time greater than the array if Humans are within the area of the array and Sustain this effect if Humans are within an area 10 times greater than the array.

Class: Utility

Description: They say the best criminal leaves no trace of what they’ve done. Of course you can always incapacitate and/or kill any witnesses to your crime, but then you are simply creating more lose threads and more mysteries that will lead the keen of eye and sharp of mind to your trail. It would be far better if it appears that you had simply never been there, that you had come and gone like the proverbial thief in the night.

This array helps you do just that.

This array’s core principle is to create a short time loop that the unsuspecting victim would fall into when they trigger it and fall out of when the array’s energy has run out, completely unaware that anything is amiss. As soon as the victims step over the array it activates and starts inverting time, but if not for the Sustain rune it would stop doing so as soon as the person is back outside the array (leading to a split second time loop as the person hovers over the array). The Sustain rune then takes over and keeps time flowing backwards until the person is well away from the array.

This allows for a significant time inversion and puts the person back outside the triggering area, meaning the array isn’t constantly using up its reserve of energy. The person then, with the same frame of mind as a few seconds ago, will most likely again step over the array, trigger the effect again.

The only clue they would have that not everything is as it seems is that if there is sufficient energy in the array and the time loop goes for long enough, then the day would turn to night (or vice versa) and the people inside would notice that the time outside is not the same as inside. This could then prevent them from, again, triggering the array and resetting the time loop. The same, of course, would be true for anything that moved into or out of the victim’s line of sight during any of the time resets as it would not be there for the next reset, looking to the victim as if it disappeared into thin air. The way to fix this is to use this array in an area where line of sight and sound is limited. Indoors, for example, or an alleyway at night.

With the victims stuck in a time loop, they would have no clue of the world outside changing, and that will give you more than enough time to get into wherever you aren’t supposed to be, do whatever you aren’t supposed to be doing and get back out again. Do it quickly enough, and give the array as little energy as needed, and no one will ever be the wiser.

And remember that you have until the end of this week to buy all our Runed Age products for half price!

Runic Arrays – Repeating Hammer

For our runic arrays segment this week we’re gonna rock your world.

This week we show you the Repeating Hammer array.

Notation: Push Iron at a speed of 8 m/s if Ironis present within a Cylindrical area the height of the array’s width and Pull Iron at a speed of 1 m/s if Iron is not present within a a Cylindrical area 10 times the height of the array’s width.

Class: Utility

Description: Like many arrays created in Middelburg after the discovery of electricity, this one is named after the machine it powers. The repeating hammer is a large metal cylinder housing a metal rod and this array at the back. As soon as the array is activated, the iron rod is hurled towards the end of the cylinder where it is stopped by spar of metal that ensures only a fraction of the rod will protrude from the cylinder. The array then pulls the iron rod back towards it and once it reaches the array it is again thrown towards the end of the cylindrical housing.

It’s a very simple machine and so can be built on a massive scale. The only intricate parts of it is the array and the socket where the copper cable can be plugged in to carry the electricity towards the array. Because of the ease of creating the repeating hammer, it has found its way into a variety of trades in a variety of sizes. Builders and carpenters use a small, one handed version to hammer in whatever nails and rivets they need; while ship (sea or air) builders use larger versions that can also hammer in the planks together to fit more tightly.

Even the Middelburg constabulary and military have been eyeing the repeating hammer. The constables want to use it to hammer down doors and barricades that have been runically strengthened or protected, while the military is eyeing up the hammer as a basis for a repeating musket.

In the darker side of Middelburg, the criminals have been tinkering with the repeating hammer and have been attempting to make version where contact with skin sets it going, meaning you can put the hammer on a more traditional shaft and swing it at an enemy and the hammer will rocket forward within the cylinder the moment it makes contact with a person, shattering whatever it touches.