From
the Introduction to Mystic
Secrets: The Lore of Word and Rune
By
Mike Mearls
If
there's magic, it's fantasy. That's one of the simplest
ways to describe fantasy in terms of games and fiction.
Magic
plays a key role in almost every fantasy setting, and
the world of Monte Cook's
Arcana Unearthed is no different. If magic is
rare, when it does appear, it's an important event. If
magic is common, then the race for power becomes a competition
to see who can master the mightiest spells and artifacts.
Beyond those simple descriptions, magic is different for
every fantasy world.
In
the Lands of the Diamond Throne, magic plays an important
but sometimes subtle part in daily life. The sibeccai
farmer who performs a ritual to learn when to plant his
crops uses magic in much the same way as the magister
who hurls mighty bolts of energy at his foes. They might
operate on a different scale, but at the end of the day
they both need a touch of magic to make their way through
the world.
Mystic
Secrets: The Lore of Word and Rune focuses on
how magic is different in the Lands of the Diamond Throne.
It looks at rituals, runes, and other factors that separate
Arcana Unearthed from other settings you may have
gamed in. Whether you are a doughty warmain or a cunning
magister, there's something in this book for you to use.
The chapters cover the following topics:
How
Will This Book Improve My Game?
All
too often in games, magic becomes a mundane part of the
background. A spellcaster who can send explosive balls
of flame at his enemies has all the wonder and mystery
of a loaded pistol. Mystic Secrets: The Lore of Word
and Rune tries to counter that tendency by focusing
on the unique aspects of Monte Cook's Arcana Unearthed
and emphasizing the everyday magic that can touch a character's
life.
Runes
and ceremonies are vital to the folk of the Diamond Throne.
Barely a day goes by when they do not see a rune or complete
a minor ritual. By investing magical power in such things,
these rules emphasize runes and rituals. Characters might
complete a helpful ceremony before heading out on an adventure
and should recognize the power and importance of runes.
Whenever possible, the new rules given here are grounded
and justified within the setting's context. Nothing exists
in a vacuumyou won't see any floating bonuses, modifiers,
or special abilities that mean little beyond the numbers
and rules on a character sheet.
This
emphasis makes Mystic Secrets useful to all characters,
not just spellcasters. While the new spells and items
are slanted toward such magic-using PCs, the rituals,
rune manifests, and bonds are potent tools for any heroic
character.
Using
This Book
Mystic
Secrets: The Lore of Word and Rune is designed in
segments, allowing you to pick and choose the parts of
the rules to use in your campaign. As a DM, it is best
to read through this entire book and find the parts that
appeal to you. Over time, you may find the opportunity
to introduce rituals or new runes to the characters. Don't
forget that nonplayer characters (NPCs) and villains are
just as likely to use these new abilities as the player
characters themselves. If the players don't take rituals
seriously, they may do so after their enemies turn ceremonial
magic against them.
With
its emphasis on bringing out some of the unique aspects
of Monte Cook's Arcana Unearthed, this book fits
effortlessly with games that use material from The
Diamond Throne campaign sourcebook. Even if you use
a homebrewed setting based on Arcana Unearthed,
the rules here draw logical conclusions from the tone
and feel of the core book. The introduction of Monte
Cook's Arcana Unearthed covers the themes and ideas
explored here, along with some insight into the design
process.
Finally,
even if you don't play or run an Arcana Unearthed
game, it's fine to use the material here in any fantasy
campaign. The ceremonies and rituals are balanced against
character level, as are the rune manifests (see Chapter
Two). Since ceremonies and rituals cost money to complete,
you can use the standard guidelines for character wealth
or simply limit the amount of treasure you make available
in the game to control their use. The spells in Chapter
Four can be ported over without change, as can the mystic
sites in Chapter Three.
Breaking
it Down
As
mentioned earlier, this book is of use to spellcasters
and nonspellcasters alike. The new rituals in Chapter
One can benefit any class, as they present flexible new
abilities that characters can gain simply by paying a
gold piece cost. Warmains, champions, totem warriors,
and mage blades in particular find the new rules for item
bonds useful, because they allow these characters to forge
a greater attachment to their favorite items. Since mage
blades can take Knowledge (ceremony) as a class skill,
they can quickly master the various rituals needed to
establish a bond with a weapon, such as their athame.
Greenbonds, runethanes, witches, akashics, and magisters
can use Knowledge (ceremony) to master a broad range of
rites to aid the party or even establish a bond of friendship
among the characters.
The
new rules for runes in Chapter Two obviously benefit runethanes,
as they broaden their selection of abilities. The minor
rune manifestsspirits you can summon and bind to
perform a minor servicecan prove useful to any character
with ranks in Knowledge (runes) or Knowledge (ceremony).
As your characters gain ranks in those skills, you can
learn more ceremonies from Chapter One and/or the rituals
needed to bind rune manifests. The expanded rules for
runechildren give you options for joining the ranks of
these heroes, while the dreaded heralds of annihilation
give the DM new options for villains.
Chapter
Three's mystic sites present a set of rules DMs can use
to show how the land can affect and alter magical effects.
The three sample sites provide a launching pad for adventures
and serve as examples of highly magical locales.
The
new spells in Chapter Four are useful to any character
with a talent for magic. Chapter Five's new magic itemsrune
weaponsare primarily helpful for combatants, but
the rune templates give you a method to increase any magical
item's utility.