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==Learning Runes== Obviously, a runecaster cannot inscribe a rune he does not know, and learning a new rune is much more difficult than simply memorizing its pattern. Rune magic does not work without a deep understanding of the essential truths and relationships that the pattern of the rune represents. All 1st-level runecasters automatically know one rune. They may attempt to learn one additional rune each time they advance in level, just as wizards may attempt to learn new spells. To learn a rune, casters must pass a Chance to Learn Spell roll based upon their Intelligence score. Runecasters who fail this roll may never make another attempt to learn the particular rune in question; it's simply beyond their grasp. Note that it is impossible to learn some runes without first learning the specified "prerequisite" runes listed in their descriptions. Runecasters with high Wisdom scores begin play with "bonus" runes, as summarized in the table below: {| class=wikitable !Wisdom Score||Additional Runes Known |- |15||1 |- |16||2 |- |17||3 |- |18||4 |- |19||5 |- |20||6 |- |21||8 |- |22||10 |- |23||12 |- |24||14 |- |25||16 |} Note that some runes may be learned more than once, allowing the caster to use such runes to greater effect. In essence, he or she has an increased understanding of the turths underpinning the rune and the forces it represents. Tehse special runes are identified in their descriptions. In any case, the essential truths that power rune magic are remarkably difficult to grasp. In order to learn a new rune, one must either 1) have access to a teacher who already knows the rune, or 2) complete an epic quest that ends with an appropriate revelation or insight. For instance, if a teacher is unavailable, one might learn the ''Annam's Unblinking Eye'' rune by somehow traveling to Gudheim to discuss the All-Father's virtues with the servants of Stronmaus. It is strongly recommended that DMs maky any player-character runecasters in their campaigns obey these strictures, even if the prevailing attitude toward wizards learning spells is rather laissez-faire. Without such restrictions, not only do the runecasters lose a great deal of their "flavor", but they might also upset the balance of the game.
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