TEXT: Rune Casters
  An Expert Magic System for Levels 1-5
  by Shane King & Hayes Edgeworth
  There are many tales to be told, too many for even one bard to recount. Sagas are third-party 
  supplementary products and adventures for the Torchbearer RPG that have been reviewed and approved 
  by Burning Wheel Headquarters.  
  
  Credit Due
  Concept
  Shane King
  Design
  Shane King and Hayes Edgeworth
  Additional Development
  Shane King and Hayes Edgeworth
  Art
  Joseph Burns
  Playtesters
  Donnie Galloway, Brad McCracken, and Brent McCracken
  Editing
  Hayes Edgeworth
  Torchbearer Concept
  Thor Olavsrud
  Torchbearer Design
  Thor Olavsrud and Luke Crane
  Torchbearer © 2014 Thor Olavsrud.  
  This game is based on previous work by Luke Crane.  
  This document is © 2014 by Shane King.
  Torchbearer is published by the Burning Wheel, New York, NY 11102
  www.TorchbearerRPG.com | www.burningwheel.com
  Torchbearer Sagas Commercial Term Sheet
  This is a plain language license for those who wish to create material for the Torchbearer 
  roleplaying game for commercial digital publication. The license is between the authors, 
  Luke Crane and Thor Olavsrud, and the licensee. 
  1.  This license grants the holder the right to create new supplementary material for the 
  Torchbearer roleplaying game. The licensee may use Torchbearer rules and terms except 
  when such use would reprint artwork or large or key sections of text of the rulebook. 
  Character and monster statistics and descriptions are excepted and may be reprinted.
   
  1a.  Supplementary material eligible for the license includes but is not limited 
  to: adventures, new artwork, monster statistics, town events, camp events, 
  twists, weapons, spells and prayers, skills, traits, towns, traps, magic items 
  and character classes
  2.  To be eligible for the Torchbearer Sagas commercial license, the licensee must use the 
  associated logos and trade dress to designate the publication as part of this license.
  3.  All Torchbearer Sagas products must be submitted to the authors for editorial review prior 
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  including but not limited to: poor presentation, offensive content or poor fit for the 
  Torchbearer rules. 
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  and trade dress. 
  
  The Dwarf Wanderer
  Wanderers are outcasts. They are misunderstood by their own kind, even dreaded for their erratic and unpredictable behavior. They 
  walk the wilds in search of wisdom, hunting for the keys to understanding their own strange origins. But they are not entirely alone, for 
  wanderers have sworn by blood and stone to unlock in others what they have unlocked within themselves: to make one’s own path, to 
  number the stones of the earth, and to uncover the deepest secrets of the rune.
  Dwarf Wanderer Class Overview
  Dwarf Wanderer Class Starting Options
  Class
  Wanderer
  Born of the Wind
  A wanderer’s heart guides them through even the 
  most dire circumstances. But blind faith in chance 
  and the kindness of strangers can be unnerving, 
  leaving them bereft, grasping at straws.
  Raw Abilities
  Will 5, Health 3
  Starting Weapon
  Cudgel
  Starting Nature
  A starting wanderer should answer the Dwarf 
  Nature Questions below.
  Cudgel
  As good a tool for walking as it is for settling 
  disputes. +1D to Attack and Feint, -1D to Maneuver 
  and Defend in kill, capture, and drive off conflicts. 
  One-handed weapon.
  Skills
  Pathfinder 3, Arcanist 3, Mentor 3, Lore 
  Master 2, Survivalist 2, Scavenger 2
  Starting Armor
  None
  Starting Trait
  Born of the Wind
  Alignment
  Must remain unaffiliated.
  Dwarf Nature Questions
  If your kin are slain and their halls plundered, would you spend your life plotting and exacting revenge, or would you tally your losses and move on 
  to greater challenges?
   
  I If you would take revenge at any cost, increase Nature by one.
   
  I If you would forgive these grudges, you may replace or increase your home trait with Honorable or Jaded.
  Would you plunge ever deeper into the bones of the earth looking for treasures untold, or do you fear what you would uncover should you dig too 
  deep?
   
  I If you would dig ever deeper, increase Nature by one and decrease Fighter by one if you have that skill, or Health if you do not. 
   
  I If you fear what lies beneath, do not increase Nature or decrease your skill or ability.
  Do you yearn to spend your days crafting wondrous objects from silver and gold or does the life of adventure call?
   
  I If you were born to craft wondrous objects, increase your Nature by one.
   
  I If the life of adventure calls, you may replace or increase your home trait with Fearless or Foolhardy.
  
  Wanderer Level Benefits
  Level 1
  Wanderer
  The wanderer may wear a helmet but may not equip any other armor or a shield. They can wield a dagger, cudgel, sling, or crossbow. 
  Also, a wanderer’s alignment must remain unaffiliated and they may not pray at a shrine of any alignment. If a wanderer’s alignment should 
  change through play, the player can choose to retire the character or become a dwarf adventurer of the same level.
  Finally, a wanderer has taken the art of rune writing out of the halls of dwarves and away from the protected towers of learned scholars and 
  lore masters—and at great risk to their reputation. At level 1 a wanderer may cast first circle rune magic.  
  Level 2
  Cloaked
  Best of friends, the wanderer may wear a cloak in a special, fourth inventory slot on the torso.
  Curmudgeon
  A surly dwarf is a commander of respect. Blunt objects wielded as improvised weapons use the stats of a cudgel as described in the dwarf 
  wanderer class starting options.
  Level 3
  Prophet 
  By selecting this benefit, a wanderer may cast second circle phrases. In addition, they may choose a second circle phrase they wish to 
  acquire and attempt to learn it as they approach the gates (for free).
  Beastmaster
  A wanderer may perform the rite of empathy (see the list of phrases) with denizens, monsters, familiars, and beasts, as long as they are 
  capable of conducting the ritual uninterrupted. 
  Level 4
  Know Thyself 
  Deep down, a wanderer recognizes who and what they are—any tax of one to current Nature may be ignored once per session. If Nature is 
  taxed by two or more, the wanderer must take the full tax as normal.
  Storyteller 
  Once per camp phase, the wanderer may tell a story about one of their companions, granting them a free recovery test. As an added benefit, 
  while weaving their tale they may toss etched rune stones into the fire, their sparks flying high, creating an illusion of events long past, or 
  even of events to come. Etched stones tossed into the fire this way are wiped of their etchings, and may be recovered as blank stones.
  Level 5
  Augur 
  By selecting this benefit, a wanderer may cast third circle phrases. In addition, roll 1d6 on the list of third circle phrases (number them in the 
  order found in the phrase list). The wanderer may attempt to learn this phrase as they approach the gates (for free), and if they already know 
  it they may choose a different third circle phrase to attempt to learn.
  Commiserating
  Misery loves company. If sharing a fourth nature descriptor with another, when tapping Nature within that descriptor the wanderer may 
  spend an additional Persona point to add that person or creature’s current Nature with their own for a single roll once per phase, as long as 
  they agree to help in the test. If the test is failed and Nature taxed, the tax is doubled and applies to both characters.
  Level
  Fate
  Persona
  Wanderer Benefits
  1
  0
  0
  Wanderer
  2
  3
  3
  Cloaked
  Curmudgeon
  3
  7
  6
  Prophet
  Beastmaster
  4
  13
  9
  Know Thyself
  Storyteller
  5
  19
  12
  Augur
  Commiserating
  
  The Fisk Gambler
  Fisks are a hardy people with gills just under their ears, their upper bodies coated with fishlike scales. Called by the oceans since their 
  beginnings, at some point in the past their sea was all at once taken from them, caught up in the tumult of god, beast, and man. Pushed 
  out and maladjusted, they now either walk the path of the subservient, or roam the world as pirates, pariahs, and trouble-makers. To make 
  a living, something in a fisk pushes them to games of chance. And they have special talent at them, for having concealed their identities 
  among common folk for so long, a fisk’s outward ways are naturally enigmatic. 
  Fisk Gambler Class Overview and Starting Options
  Class
  Gambler
  Starting Weapon
  Gaff
  Raw Abilities
  Distribute 8 points between Will and Health. 
  Neither stat may have a rating lower than 3 or 
  higher than 5.
  Gaff
  A long pole with a hooked beak on the end, normally 
  used for fishing. May take -1s on a successful Feint 
  action in kill, capture or drive off conflicts to Impede 
  the opponent (-1D), or take -2s for an ally to Gain 
  Position (+2D). One-handed weapon.
  Starting Nature
  Write Nature: Fisk on your character sheet. 
  Your descriptors are Bluffing, Obstructing 
  Justice, and Regretting. See below for the 
  fisk Nature questions for determining your 
  starting Nature (beginning with a rating of 3).
  Hunted
  The fisk gambler must take an enemy during 
  character creation. This enemy is either a poacher 
  coveting their prized scales, or someone they double-
  crossed somewhere along the line.
  Starting Trait
  Undrowned
  Fisk Racial Benefits
  Gilled and Scaled
  Undrowned
  Overwhelmed with hardship of unfathomable 
  depths, the fisk survives. But their thick skin 
  sometimes blinds them to the true terrors, 
  and thus their brashness may get the best of 
  them.
  Gilled
  A fisk may dive for any number of turns without 
  penalty of drowning. However, fisks are known to 
  work up a powerful thirst when deprived of water. 
  When made Hungry & Thirsty during The Grind, if 
  they do not relieve this Hungry & Thirsty condition 
  with water they take on a special condition: Parched 
  (see below). 
  Skills
  Haggler 3, Steward 3, Sailor 3, 
  Manipulator 2, Peasant 2, Laborer 1, 
  Ritualist 1, Criminal 1
  Special Condition: 
  Parched
  While Parched, a fisk may not recover taxed Nature, 
  nor may they mark tests for advancing Nature. To 
  relieve the Parched condition, a fisk must drink water. 
  If they take on the Hungry & Thirsty condition while 
  Parched, the conditions must be relieved separately. 
  Starting Wises
  Choose a single Society-wise (either dwarf, 
  elf, or human society) or choose Clean Water-
  wise. Additionally, take a second wise of your 
  choice.
  Scaled
  Fisks exhibit scales on their upper body and in subtle 
  webs between their fingers and toes. They take to 
  water very well, and are not subject to any Evil GM 
  Factors for actions while swimming or diving under 
  water.
  Fisk Nature Questions
  Do you go on betting when the odds are against you, or do you fold and take with you what little you haven’t already lost?
   
  I If you would push your luck, increase your Nature by one.
   
  I If you take your meager savings with you, you may replace or increase your home trait with Skeptical or Bitter.
  When you’ve secretly cheated terrible men and are faced with coming clean, do you speak the truth, or go on bluffing?
   
  I If you would come clean, increase your Nature by one, but reduce Will or Manipulator by one.
   
  I If you deny everything and make them prove it, your Nature, Will and Manipulator remain unchanged.
  When called by the wild mysteries of the ocean, do you go to it with open eyes, or do you shield yourself against the crashing waves?
   
  I If you would go to the ocean, increase Nature by one.
   
  I If you would cower, you may replace or increase your home trait with Stoic or Scarred.
  
  Gambler Level Benefits
  Level 1
  Gambler
  A fisk gambler may wear leather armor and use a shield, but may not wear any other armor. They may not wield any two handed weapons 
  except for ranged weapons such as the bow or crossbow. They are also Gilled and Scaled (see fisk gambler class overview).
  At some point in their history, whether by accident or picked up trading ambergris and blubber with dwarf merchants from far away, some 
  enterprising fisks took up the art of rune casting. At level 1 the fisk gambler may receive a path and cast first circle phrases.  
  Level 2
  Shiny
  Fisk scales are said to have magical properties. The gambler knows the truth: ace in the hole. The fisk may shed scales once per town phase 
  for lucky scales which provide a +1D advantage as supplies to any test made within their Nature descriptors (lucky scales, pack 1).
  Smuggler
  Always sly, the gambler may conceal a single item on the torso or belt which is hidden from sight and may only be detected through magical 
  means. This item still takes up a slot on the torso, but may be concealed without making a Criminal or Manipulator test for sleight-of-hand. 
  As an added benefit, if this gambler breaks a town law (not including the “resources 0 and no cash dice” clause for lifestyle test) he may slip 
  away from pernicious authorities undetected once per town phase.
  Level 3
  Dervish 
  This fisk goes without, so that he may begin to look within. When Parched, the fisk 
  receives a +1D to any Nature test made within his Nature descriptors.
  Bilge Drinker
  Muddy runoff, sewer & trough water, donkey spit—accustomed to overly strong 
  drink and otherwise unsavory fare, this gambler may consume liquid that is 
  otherwise not potable with no penalty. 
  Level 4
  Eel
  The fisk has learned to slip away from certain situations. In one lost convince 
  crowd conflict per session (such as a trial), if the entire party is captured, taken 
  away, or thrown behind bars, the fisk is left behind, alone but unhindered.
  Fixer
  Naturally, a fixer tends to spend time in the back alleys of town. When sleeping on 
  the streets during any town phase, the gambler may take a single, free item 
  randomly selected from the unplanned loot table.
  Level 5
  Thickened
  The fisk’s scales on their upper arms and torso have hardened throughout their 
  travails. Acts as leather armor.
  Calculator
  Able to keep tab of this and that in an uncanny way, once per town phase a fisk 
  gambler may reduce any character’s lifestyle cost by -1. Explaining how 
  they covered the cost is up to them.
  Level
  Fate
  Persona
  Wanderer Benefits
  1
  0
  0
  Gambler
  2
  3
  3
  Shiny
  Smuggler
  3
  7
  6
  Dervish
  Bilge Drinker
  4
  13
  9
  Eel
  Fixer
  5
  19
  12
  Thickened
  Calculator
  
  5
  Rune Casting
  Rune Casting
  R
  une casting in the world of Torchbearer is done by 
  reciting incantations over rune stones and tossing them 
  to the ground, tapping into the strange and secret magic of 
  fate itself. Though runes have been used by dwarves, learned 
  scholars, and lore masters throughout the ages, casting them 
  like dice is considered a perverse act. Therefore, a rune 
  caster should always be prepared to suffer persecution for 
  their art.
  When tapping into the power of the fates, rune casters draw 
  upon their understanding of the arcane to recite phrases 
  over etched rune stones, and after must be careful not to 
  drop them until the right moment. For good or ill, once 
  those stones are released from the hand and strike upon any 
  surface, power will flow forth unrestrained.
  To Cast
  The rune caster must have the ability to toss prepared 
  rune stones from the hand in order to unlock the phrase 
  within.
  Phrases
  A phrase is the marriage of magic and words, which a rune 
  caster recites over runes to imbue them with power. Once 
  recited, the phrase is embedded in the stones, and their 
  magic is only released when cast upon the ground or any 
  other surface (see phrase list for the list of possible phrases).
  Paths 
  Every phrase falls under one of three governing aspects, 
  called paths: the mountain, the wind, and the ocean. These 
  forces are hallowed by devotees of the fates, for whether they 
  come or go, recede or ascend, they are ever present in the 
  world. 
  Before etching for the first time the rune caster meditates, 
  waiting until they are absolutely certain of which path the 
  fates will allow them. The player rolls 1d3: one for the 
  mountain, two for the wind, three for the ocean. 
  The corresponding result is the path the fates have whispered 
  to the rune caster, and they should make note of it. Rune 
  casters may only walk one path at a time, and any stones 
  they etch may only contain phrases which are governed by 
  that particular path while they are on it.
  Once they receive a path, the rune caster marks the 
  exhausted condition. If they are already exhausted, they must 
  tax their current Nature by two. If they are dissatisfied with 
  the path the fates have given them, they may consult the 
  fates again as many times as they like, following the same 
  process. If their maximum Nature reaches zero, however, 
  they retire from the life and recede into obscuirty as normal.
  Receiving a path is not a test. It can only be done during the 
  camp or town phases, but it does not cost a check, nor does 
  it increase the difficulty of maintaining one’s lifestyle.
  Stones for Etching
  Rune casters prefer to etch runes on sturdy, inch-thick pieces 
  of durable rock, cut into various shapes. Whether found with 
  the rune caster at the start of their journey, received as a 
  gift, purchased, crafted, or acquired by some other means, 
  a supply of these blank stones should be kept at hand, ready 
  to be etched with runes at any time. Blank stones can be 
  stacked in threes, and are either carried (hand/carried 1) or 
  packed away (pack 1). 
  Keeping a Supply of Blank Stones
  A rune caster may take as many blank stones as they can 
  carry to start. They can be purchased as spell supplies, and 
  they may also be crafted from good quality rock using the 
  following factors:
  Stonemason Factors (starts at 2): one blank stone, two 
  blank stones, three blank stones.
  Etching Runes
  When the rune caster is ready to etch runes, they grab the 
  number of blank stones they need—one stone for first circle, 
  two stones for second circle, three stones for third circle.
  
  Once they’ve gathered the proper number of stones, a rune 
  caster makes note of their current path. Only then are they 
  ready to begin etching.
  Etching Runes Tests Nature
  Etching runes for casting is considered a profane act, thus all 
  rune casters must fight against their nature to do so. When 
  etching, the rune caster tests Nature, using these factors:
  Etching Runes Factors (starts at 3): first circle, second 
  circle, third circle.
  Successfully Etched Stones
  Players should note the path and circle of etched stones once 
  they are completed.
  Failure to Etch
  If the test to etch runes is failed, the GM can use the standard 
  condition or twist rules for failure, or they may tax the 
  rune caster’s current Nature by the margin of failure, even 
  if etching is within their Nature descriptors. With etching, 
  taxing Nature is a special condition, so the player should get 
  what they were after in addition to having their Nature taxed. 
  No other conditions or twists are applied if Nature is taxed.
  Etching and Advancement
  Passes or fails for Nature when etching should be noted after 
  any maximum Nature adjustments, if necessary, and not 
  before.
  Storing Etched Stones
  Rune casters may store etched rune stones wherever they 
  wish, provided they have the inventory or a companion 
  willing to carry them. Etched stones may not be stacked with 
  blank stones, nor any other stacks of etched stones, including 
  etched stones with the same circle and path. No matter how 
  many rune stones comprise a given circle (one, two, or three), 
  they are always hand/carried 1 or pack 1.
  Etching Runes Takes Time
  A check must be spent to etch during camp. Etching runes 
  for casting is frowned upon in town, but maybe folks will look 
  the other way for an added factor to your lifestyle cost (+1).
  The Family Jewels
  Gems used instead of blank stones provide +1D per gem to 
  etching tests. In addition they protect from Nature tax using 
  the rules for cash dice from the core rulebook.
  Etching and Help
  Rune casters should warn that the act of etching and casting 
  is profane, but help from Nature is certainly welcome. 
  Anyone may help with etching by using Nature. If etching is 
  failed and Nature taxed, however, each character who helped 
  is subject to the same tax to their current Nature. If the tax is 
  two, for instance, everyone’s current Nature is taxed by two.
  Reciting Phrases
  Reciting a phrase consists of gripping etched rune stones in a 
  single hand and speaking the proper incantation over them. 
  The path and circle of the phrase recited must match that of 
  the etched rune stones used to carry it, and the rune caster 
  may only recite phrases from their current path.
  When reciting a phrase, the player tests Arcanist against 
  the obstacle listed with the phrase (see the list of phrases). 
  If successful, the phrase is prepared—the stones glow with 
  a pale light. If failed, preparation is subject to a twist or 
  condition. 
  Once imbued with the power of a phrase, rune stones must 
  remain in the hand (hand/carried 1) until the rune caster is 
  ready to cast them, and the player should make note of the 
  phrase they have prepared.
  Recitation and Time
  Reciting a phrase only takes a moment. It does not require a 
  check to recite a phrase during camp, nor does it take a turn 
  to do so during the adventure phase. 
  Recitation and Help
  A rune caster may only receive help from other rune casters 
  when reciting phrases.
  Casting Stones
  Once the rune caster has prepared a phrase, if the stones 
  imbued with the phrase are thrown or dropped, even by 
  accident, the phrase is cast and its power is released. Careful 
  not to drop certain stones at the feet of your enemies, or 
  others at the feet of your friends. They may never forgive 
  you for it.
  Recovering Stones
  Stones are usually shattered when cast, however if an 
  adventurer has a moment to reclaim them and wishes to 
  do so, roll 1d6. On a 6 a single stone is left intact and may 
  be reclaimed as a blank stone, devoid of power. If a gem 
  was used during etching, it has strangely turned dull—just 
  another blank stone like the rest.
  Known Phrases
  All rune casters start with the capability to etch and prepare 
  stones that can bear phrases of the first circle, but they may 
  not recite phrases they do not know. Rune casters may 
  automatically learn up to three phrases when they ask for 
  their first path (see The First Whispers), and their Mentor 
  will teach them a new phrase for free every time they gain 
  a new level. 
  Otherwise, rune casters are on their own, and will only 
  encounter new phrases to learn on lost tablets and inscriptions
  
  Rune Casters
  7
  found in dungeons. Listed with each phrase is a Lore Master 
  obstacle to learn that phrase.
  The First Whispers
  Rune casters start with no phrases committed to memory; 
  however, when a rune caster asks for a path for the first time 
  they may either choose one phrase from the path they find, 
  or they may instead roll 2d6 three times and consult the 
  table below each time. The rune caster automatically learns 
  either the phrase of their choice from the first option or each 
  phrase rolled if they choose to use the table below instead. 
  2d6
  Rune Caster Starting Phrases
  2
  Warning Wave
  3
  Writ of Quickness
  4
  Rhyme of Bridges
  5
  Words of Withering
  6
  Make Mana
  7
  Winds and Sails
  8
  Soothing Lyric
  9
  Mercurial Verse
  10
  Ligature of Rock
  11
  Fragment of Rust
  12
  Glyph of Starlight
  If a rune caster rolls a phrase they already know on the 
  second or third roll, they may choose another phrase from 
  the list above instead. 
  Ahead of Their Time
  A rune caster may learn second and third circle phrases 
  before they are capable of etching or reciting them.
  A Pouch at Hand 
  A rune caster’s pouch contains their tools for etching and 
  can still hold a pack 1 item as normal. Unlike other skill 
  tools, which are tied to the backpack or satchel, a rune caster 
  is guaranteed the tools for their art as long as they have a 
  ranking in Arcanist and access to their pouch. If their pouch 
  is lost, they no longer have access to their etching tools 
  (except for dwarves).
  Rune Casting in Conflicts
  There are a number of phrases that are useful during 
  conflicts. 
   
  I Phrases may be cast during a conflict as described under 
  effects in the listing for that phrase. 
   
  I Once a conflict is initiated, it is too late to recite a phrase.
   
  I Phrases wielded during conflicts ignore armor and may 
  not be disarmed by the Maneuver action.
   
  I Phrases that may affect or even prevent a conflict, like 
  Horrifying Depths or Commanding Gale, should be cast 
  before rolling for disposition unless they say otherwise.
  Rune Casting in Brief
   
  I When taking a path, roll 1d3 (mountain, wind, ocean), 
  and take the exhausted condition. If already exhausted, 
  tax current Nature by -2. Does not cost a turn or check.
   
  I Before etching runes into blank stones, make note of your 
  current path and select the circle you wish to prepare, 
  then take the number of blank stones required (1 for first 
  circle, 2 for second circle, 3 for third circle).
   
  I To etch, test Nature against the required obstacle (starts 
  at 3): first circle, second circle, third circle. Costs one turn 
  during adventure phase, a check during camp, or +1 to 
  lifestyle cost in town.
   
  I In order to prepare a phrase, test Arcanist to recite it over 
  etched stones that correspond to the path and circle of 
  that phrase. Does not cost a turn or check.
   
  I Once etched stones are imbued with a phrase, all the 
  rune caster must do is toss them from the hand to cast.
  
  List of Phrases
  The following is the list of phrases available to rune casters, 
  in order of circle and path. Listed with each phrase is the 
  Lore Master obstacle for learning it, the Arcanist obstacle 
  for reciting it, and the special, fourth Nature descriptor that 
  can be used as a supply for reciting that phrase (+1D). We 
  recommend that rune casters keep a copy of this list and 
  underline phrases they’ve learned as they go on their way.
  The Rite of Empathy
  To draw upon the fates of others is forbidden, but it is the 
  curse of all rune casters that they must if they wish to thrive. 
  When performing the rite of empathy, they simply lay a hand 
  on friend or foe, and wait for the whispers.
  This ritual is special. It is not etched on stones, and may 
  always be performed. It does not cost a check during camp, 
  however it does cost a turn during the adventure phase and 
  may not be performed in a rush unless the rune caster has 
  an applicable instinct. 
  Empathy Obstacle: When performing the rite of empathy, 
  test Ritualist. The rune caster’s obstacle is half of their target’s 
  current Nature, rounded up.
  Empathy Effect: When the ritual is completed, number the 
  target’s Nature descriptors one through three, then roll 1d3 
  and select the corresponding descriptor. The rune caster 
  must write this descriptor on their character sheet as a fourth, 
  special Nature descriptor. There it will remain until the rune 
  caster’s maximum Nature advances, or if they use this fourth 
  Nature descriptor as a supply for an appropriate phrase 
  (+1D, see The Right Tone below). It may also be replaced if 
  they perform the empathy ritual again.
  The rite of empathy may only be performed on humans, 
  halflings, elves, and dwarves.
  The Right Tone
  When reciting a phrase over stones, a rune caster may lean 
  heavily on an appropriate, fourth Nature descriptor. They’ll 
  gain +1D to the preparation test, but they’ll expend that 
  descriptor in the process as if it were a supply (see Nature 
  descriptor under each phrase).
  The Gift Comes from Others
  Rune casters may not seek empathy with themselves.
  Empathy and Help
  Rune casters may receive help from ritualists when 
  performing the rite of empathy. Supplies such as incense 
  and chimes are also welcome. 
  First Circle Rune Casting 
  Phrases
  Path of the Mountain
  Make Mana
  The stone is placed in the bowl and covered. When the cover 
  is lifted, warm, chewy bread is ready, filling the room with a 
  delicious smell.
   
  I Lore Master Ob to learn: 1
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: merrimaking
  Make Mana Effect
  During camp, enough fresh bread to feed: D6: 1-3, two 
  adventurers; 4-5, an adventuring party; 6, a large gathering.
  Ligature of Rock
  Cast at the feet of a companion, binding their fate to the rune 
  caster’s, tried and true as deep, uncovered stone.
   
  I Lore Master Ob to learn: 2
   
  I Arcanist Ob to recite: 2
   
  I Nature descriptor: avenging a grudge
  Ligature of Rock Effect
  When knocked out, the rune caster may continue to provide 
  a helping die in any type of conflict when a certain action is 
  scripted, even if brought back into the fight and knocked out 
  again: D6: 1, Attack; 2-3, Defend; 4-5, Maneuver; 6, Feint.
  Rhyme of Bridges
  The rune stone is rolled over the gap, knitting together a 
  temporary, stone bridge only wide enough for adventurers to 
  walk single file. Helpful when fleeing from fire demons.
   
  I Lore Master Ob to learn: 2
   
  I Arcanist Ob to recite: 2
   
  I Nature descriptor: crafting
  Rhyme of Bridges Effect 
  A bridge suddenly extends over any gap for the duration of: 
  D6: 1-4, 1 turn; 5, a phase; 6, a session.
  Glyph of Starlight
  The rune caster wishes for stars, lest the darkness overwhelm.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: singing
  Glyph of Starlight Effect
  Ceilings are lit with stars that follow the rune caster. Provides 
  dim light for (1d3): 1 for 6 turns, 3 for 3 turns, 6 for 2 turns. 
  This light may not be lost in a twist.
  
  Rune Casters
  9
  Path of the Wind
  Mercurial Verse
  Those who would oppose the rune caster are filled with 
  doubt.
   
  I Lore Master Ob to learn: 5
   
  I Arcanist Ob to recite: 4
   
  I Nature descriptor: sneaking 
  Mercurial Verse Effect
  Opponents gain a sense of apprenhension, which turns to 
  fear. Apply the afraid condition to 1d3 foes for 1 turn.
  Winds and Sails
  Cast at the back of a friend, rebuffing them with a feeling of 
  lightness and speed.
   
  I Lore Master Ob to learn: 1
   
  I Arcanist Ob to recite: 2
   
  I Nature descriptor: boasting
  Winds and Sails Effect
  A number of companions may ignore the exhausted condition 
  for 1 turn: D6: 1-3, 1 companion; 4-5, 2 companions; 6, 3 
  companions.
  Writ of Quickness
  Become swift like pebbles rolling downhill.
   
  I Lore Master Ob to learn: 3
   
  I Arcanist Ob to recite: 2
   
  I Nature descriptor: running
  Writ of Quickness Effect
  May be cast at any moment during a flee conflict to receive 
  a bonus to disposition of D6: 1, +0; 2-5, +1; 6, +2. These 
  additional points are assigned to any single participant in the 
  conflict, as long as they are still in the fight. Raise one’s total 
  maximum disposition by that number. 
  Scribble
  Confusing riddles abound in the mind of the fool who 
  receives this phrase.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 2
   
  I Nature descriptor: riddling
  Scribble Effect 
  The victim of this phrase can only speak gibberish for a 
  single turn or conflict and must pass an obstacle 1d3 Will test 
  (Nature for monsters) or they may not participate in social 
  conflicts or help in rolls where verbal communication is 
  required. The victim may not pray or cast spells either, unless 
  they’ve (wisely) prepared a ward against such a phrase.
  Path of the Ocean
  Soothing Lyric
  The stone turns into a pile of smelling salts, easing hurts.
   
  I Lore Master Ob to learn: 2
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: singing 
  Soothing Lyric Effect
  Alleviate a random condition from one companion (1d6): 
  hungry & thirsty, angry, afraid, exhausted, injured, sick.
  Warning Wave
  The force of a wave comes under the control of the one who 
  recieves the power of this phrase.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: demanding
  Warning Wave Effect
  Must be cast when weapons are declared in a kill, capture, 
  or drive off conflict. May be combined with a weapon. On a 
  successful Maneuver or Feint, the one who wields this power 
  adds (1d3): +0s, +1s, +2s to their result for one round.
  Words of Withering
  The body feels the weight of past and future hurts.
   
  I Lore Master Ob to learn: 2
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: remembering
  Words of Withering Effect
  Apply a random condition to a single foe (1d6): hungry & 
  thirsty, angry, afraid, exhausted, injured, sick. If angry is the 
  condition applied, it counts as a conflict twist as the victim 
  engages the rune caster with all their ire. Victims immune to 
  certain conditions are unaffected.
  Fragment of Rust 
  Shards burst from the stone and turn to fine powder, coating 
  everyone embroiled in a conflict; hands become weak and 
  arthritic for a moment.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 3
   
  I Nature descripor: avenging a grudge
  Fragment of Rust Effect
  The caster chooses 1d6 foes in this kill, capture, or drive off 
  conflict, and the GM chooses 1d3 of the caster’s companions. 
  Both the foes and companions chosen are considered 
  disarmed for the remainder of this round. Their hands are 
  too weak to wield weapons, even those that are improvised.
  
  Second Circle Rune Casting 
  Phrases
  Path of the Mountain
  Deep Roots
  The power of this phrase makes those who are vulnerable 
  feel as if they are unshakable.
   
  I Lore Master Ob to learn: 5
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: boasting
  Deep Roots Effect
  The receiver of this power may restore their own disposition 
  by an amount up to the total margin between their current 
  and maximum Nature in any conflict, minus (1d2): -1, -0. 
  This phrase may not be used to regroup.
  False Fissure
  The stones erupt with power when cast, creating a temporary 
  fissure, impeding foes.
   
  I Lore Master Ob to learn: 6
   
  I Arcanist Ob to recite: 4
   
  I Nature descriptor: delving
  False Fissure Effect
  May be played alongside any action except Maneuver during 
  a kill, capture, or drive off conflict. Versus an opponent, 
  grants a free (1d3): impede, gain position, disarm.
  World’s Weight
  The power to impart the weight of the world upon a foe.
   
  I Lore Master Ob to learn: 3
   
  I Arcanist Ob to recite: 4
   
  I Nature descriptor: remembering
  World’s Weight Effect
  Cast when a weapon is declared in a kill, capture, or drive 
  off conflict to enchant it with the following effect (1d3): +0s, 
  +1s, +2s to Feint and Attack. At the end of this conflict this 
  weapon becomes impossibly heavy and cannot be reclaimed.
  Path of the Wind
  Whisper of Comprehension 
  The voice of the wind whispers words to all present in their 
  own language.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 4
   
  I Nature descriptor: singing
  Whisper of Comprehension Effect
  All present may understand one another’s speech for D6: 
  1-3, 1 turn; 4-5, a phase; 6, a session.
  Appear with the Lightning
  Wherever the stones are thrown, the rune caster appears 
  with a strike of lightning.
   
  I Lore Master Ob to learn: 5
   
  I Arcanist Ob to recite: 4
   
  I Nature descriptor: sneaking 
  Appear with the Lightning Effect
  Wherever the stones land, the rune caster and 1d6 of his 
  companions appear with a flash of lightning. If appearing 
  with the intent to gain the element of surprise in a conflict, 
  add +1D to the disposition roll for this conflict.
  Writ of Warning
  The trap is triggered, but the warning is heard in time.
   
  I Lore Master Ob to learn: 6
   
  I Arcanist Ob to recite: 3
   
  I Nature descriptor: hiding
  Writ of Warning Effect
  If there is a trap or pitfall that triggers a reaction test for 
  multiple characters individually and at the same time, for 
  avoiding the danger, provide 1d6 companions implicated in 
  the trap with a benefit of +1D to avoid the danger.
  Path of the Ocean
  Rhyme of the Abyss
  A reflecting pool appears before the victims of this phrase, 
  with the image of the rune caster staring back.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 4
   
  I Nature descriptor: riddling 
  Rhyme of the Abyss Effect
  Copy all conditions the rune caster is suffering from to 2d6 
  -2 foes in a single location, except for those with immunities. 
  The rune caster does not recover from these conditions.
  Incomparable Bluster
  A blast of icy winter waves comes under the command of the 
  one who receives the power of this phrase.
   
  I Lore Master Ob to learn: 7
   
  I Arcanist Ob to recite: 5
   
  I Nature descriptor: boasting
  Incomparable Bluster Effect
  The wielder of this power is able to blast foes with icy water, 
  dousing flames and chilling bones to their core. Arcanist 
  replaces the Fighter skill for the remaining duration of any 
  kill, capture, or drive off conflict, with the following added 
  effect (1d3): +1D, +1s, any 6’s rolled explode as if the wielder 
  spent a Fate point for luck.
  
  Rune Casters
  11
  Seeker of the Deep
  The runes become finders of terrible things, hidden traps, 
  and lost treasures.
   
  I Lore Master Ob to learn: 5
   
  I Arcanist Ob to recite: 5
   
  I Nature descriptor: remembering
  Seeker of the Deep Effect
  The stone rolls in the general direction of: D6: 1-3, nearest 
  creature; 4-5, nearest trap; 6, nearest treasure.  
  Third Circle Rune Casting 
  Phrases 
  Path of the Mountain 
  Verse of Brightness 
  The light of the sun reaches even the depths of the earth, 
  wherever the rune caster wanders.
   
  I Lore Master Ob to learn: 6
   
  I Arcanist Ob to recite: 5
   
  I Nature descripor: singing
  Verse of Brightness Effect
  A shaft of bright light follows the rune caster. Provides light 
  for (1d3): 1 for 8 turns, 3 for 6 turns, 6 for 4 turns. May not 
  be lost in a twist.
  Blood of the Mighty 
  The blood of the mighty rests beneath the mountains.
   
  I Lore Master Ob to learn: 8
   
  I Arcanist Ob to recite: 6
   
  I Nature descripor: remembering
  Blood of the Mighty Effect
  Enough blood pools around the stones to smear on 1d6 
  adventurers, providing an armor benefit of -1s to any 
  incoming Attack or Feint in a kill, capture, or drive off 
  conflict, usable once per adventurer girded by such a power. 
  Must be performed before any conflict is initiated.
  Path of the Wind 
  Commanding Gale
  This wind puts the fear of the rune caster in the mind of the 
  dumb.
   
  I Lore Master Ob to learn: 7
   
  I Arcanist Ob to recite: 5
   
  I Nature descripor: demanding
  Commanding Gale Effect
  Up to 2d6 -2 automatons, constructs, or living statues in a 
  given location (a single room keyed by the GM) come under 
  the command of the rune caster for the duration of a single 
  turn or conflict. Use the henchmen rules. 
  Eye of Peace
  A bright sphere radiates from the rune stones, and all at 
  once, in the center of trouble, all is calm.
   
  I Lore Master Ob to learn: 7
   
  I Arcanist Ob to recite: 5
   
  I Nature descripor: merrimaking
  Eye of Peace Effect
  2d6 -2 adventurers are covered with a shield of warding and 
  may not be harmed, nor may they move through or affect 
  the environment around them or be engaged in any conflict 
  whatsoever. They may also make camp if they have a check 
  to spend, even in the center of a dire situation, as long as all 
  adventurers present are protected by the shield. The spell is 
  broken on the rune caster’s command, or at the end of any 
  camp phase while the spell lasts (do not roll on the camp 
  events table if this phrase is active and all are shielded when 
  camp is initiated). If this phrase is cast in the middle of a 
  conflict, the conflict resumes where it left off after the spell 
  is broken. If any actions during this reprieve invalidate the 
  conflict, the conflict is considered a mutual loss on both sides 
  as the fates always hold rune casters true to their promises.
  Path of the Ocean 
  Denunciation of the Storm
  The cursed are seen through their storm safely.
   
  I Lore Master Ob to learn: 5
   
  I Arcanist Ob to recite: 7
   
  I Nature descripor: hiding
  Denunciation of the Storm Effect
  Remove any curses from all present when the stone is 
  cast, with the following additional effect for each individual 
  relieved of such malignancy: D6: 1-4, apply an appropriate 
  condition; 5-6, remove all conditions and recover the fresh 
  condition.
  Horrifying Depths
  The order of paths is what this phrase derives its power from, 
  for all paths pale in comparison to the vastness of the ocean 
  ever plunging.
   
  I Lore Master Ob to learn: 4
   
  I Arcanist Ob to recite: 5
   
  I Nature descriptor: boasting
  Horrifying Depths Effect
  Reduce foes’ Might once for the duration of a single kill, 
  capture, or drive off conflict by: 2d6: 2-4, 0; 5-11, 1; 12, 2. 
  Must be cast before disposition is rolled.
  
  Rune Caster Resources
  General Advice
  Rune casters are difficult to play. They rely heavily on luck, 
  require detailed note-taking, and players who wish to play 
  them well must be adept at using the rules for Nature to their 
  advantage. A few bad etching rolls can easily bring any rune 
  caster to the brink of retiring from the life, and those times 
  can be dark for them.  
  Players who wish to play a rune caster should master the 
  casting rules and the rules for Nature. As with the magician, 
  ranger, and cleric, only players who understand their ruleset 
  intimately and are willing to take painstaking risks will be 
  able to get the most out of rune casting.
  Notes for Game Masters
  Players who wish to use rune casting will require some 
  special attention from the GM. Quite simply, rune tablets and 
  inscriptions must be placed in dungeons, along with other 
  rune casting related loot. All of the phrases can easily fit in 
  with and even amplify the theme of any dungeon, temple, or 
  other adventuring site. Try placing a lost tablet of Soothing 
  Lyric on the lip of a sanctifying pool or an inscription of 
  Warning Wave on the altar of a temple by the ocean.
  If the GM wishes, they may also use the following 
  modifications to the planned and unplanned loot tables in 
  the Torchbearer handbook for levels 1-5 to manage pacing 
  for the rune caster’s progress in their games:
  Spell Supplies
  When the spell supplies result is rolled (7 on the 2d6 Magic 
  Subtable on page 146 of the core rule), roll on the following 
  table if you wish to introduce supplies for a rune caster: 
  2d6
  Rune Caster Spell Supplies
  2
  Cursed Stones (1d3+1, these appear to be blank 
  stones but apply a curse to the rune caster once 
  they’ve touched them).  
  3
  Rune Pouch (holds 1 stack of etched stones in 
  addition to any other pack 1 item)
  4
  Fine Quality Etching Tools (+1D to etching tests) 
  5
  Etched Stones (1d3: first, second, or third circle; 
  1d3: mountain, wind, ocean)
  6
  Blank Stones (1d3+1)
  7
  Blank Stone(s) (1d2)
  8
  Blank Stones (D6: 1-4, 3; 5-6, 6)
  9
  Etched Stones (first circle, 1d3: mountain, wind, 
  ocean)
  10
  Etched Stones (second circle, 1d3: mountain, 
  wind, ocean)
  11
  Etched Stones (third circle, 1d3: mountain, wind, 
  ocean)
  12
  1d2: Chime or Censer (+1D to empathy ritual)
  Providing New Phrases
  The rune caster can learn new phrases from inscriptions 
  or from lost tablets found in dungeons. For inscriptions on 
  walls, fonts, altars, doors, and other surfaces, a rubbing may 
  be taken or a copy made for later study (pack 1). For lost 
  tablets (first circle, pack 2; second circle, pack 3; third circle, 
  pack 4), a rubbing may be taken or a copy made for later 
  study as well (pack 1). 
  When rolling on the magic subtable on page 146 of the 
  Torchbearer core rulebook, if the GM  wishes to place items 
  for the rune caster instead and the result is 8 the GM should 
  place an inscription. If it is 9, the GM should place a lost 
  tablet as follows: D6: first circle 1-4; second circle 5-6. If 
  clerics and mages are present in the adventuring party, the 
  GM may simply roll 1d3 if the result is an 8 or 9 to determine 
  which kind of magic is discovered.
  Third Circle Phrases
  Rune casters may attempt to learn a single, random third 
  circle phrase if they select the appropriate level benefit for 
  their class. Their mentor cannot teach them such a phrase, 
  and they must learn it on their own. If they fail to learn it 
  on this first try, they may not reattempt to learn it until they 
  encounter it again on a lost tablet or inscription. In addition, 
  in order to learn any further third circle phrases they must 
  specifically dig up leads and quest for them.
  Full Hands
  If a rune caster prepares two phrases and their hands are 
  full, they must be held accountable for their boldness. Do 
  not allow them to perform tasks requiring the use of their 
  hands until they release the stones. If they are holding on to 
  one phrase and are performing a task that requires the use 
  of both hands, apply a +1ob Evil GM Factor. This includes 
  etching, of course.
  Custom Classes
  The dwarf wanderer and fisk gambler classes provided with 
  these rules for rune casting are only examples of classes that 
  are capable of rune casting. GMs with a good handle on 
  the rules for Torchbearer should certainly create their own 
  classes that incorporate rune casting for their games. We’d 
  love to see what you come up with.
  
  There are many tales to be told, too many for even one bard to recount. Sagas are third-party 
  supplementary products and adventures for the Torchbearer RPG that have been reviewed and approved 
  by Burning Wheel Headquarters.  
  burningwheel.com | torchbearerRPG.com
  Shane King is a semi-avid GM. He works for a literary agency and lives in NYC.
  s.andrewking@gmail.com | @groverbomb
  Hayes Edgeworth is known for his dwarf nature. He lives in South Carolina, where there are still dragons.
  hayese986@gmail.com
  Joseph Burns is a writer and artist currently living in North Carolina.
  jburns2331@gmail.com | @swarmofdogs
  
SOURCE: textdata/thevault/Torchbearer/Sagas/Torchbearer Sagas - Rune Casters.pdf