Namakan Death and Oblivion Forms¶
Rules system: homebrew Sancturi system (2016-2019 documents; these forms 2019).
Lore: the practice is on Namakan Runecasting; what becomes of souls is on Souls and Spirits.
Legacy design material, not canon for play: how anything works at the table is defined by ARCS. The two soul-handling forms of the Runebinder: Death (primary form MOR), the harvesting, capture and binding of spirits at the moment of death, from Runes (b) Death (S254, 2019); and Oblivion (primary form NIL), the spending of maximum health and the warping of bound souls into shadows and wraiths, from Runes (b) Oblivion (S255, 2019). How to read a rune card is explained on Namakan Animate Form; the core rules are on Namakan Runecasting. One more Oblivion rune, Hungering Dark, is among the uncommon runes on the core page. The number after each rune's name is its base complexity.
Death¶
The Death form's grid (S251):
| Apprentice | Adept | Master | Grandmaster (10-12) |
|---|---|---|---|
| Mortal Collector: collects energy from the moment of death of those nearby. | Spirit Cleave: attempts to kill a target by severing its spirit from its body. If it fails, it does nothing. | Bind Spirit: binds a spirit to a physical object permanently. | |
| Spirit Vessel: prepares an object to hold spirits, and can collect them. | Sigil: Quietus (major) | ||
| Sigil: Life's Demise (minor) |
Mortal Collector (6)¶
MAN MOR SER: Energy Death Reserve.
| Rune type | Duration | Activation | Area of Effect | Concern | Space & Cost |
|---|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Burst 15 | Offense-Extra | 25% |
"This rune collects energy from the moment of death nearby" (S254). Its bearer senses when a death occurs in range and can use a Reaction or Minor Action to gather the energy, receiving up to Q (maximum), based on half the level of the creature that died.
| MAN form | Cost | Effect |
|---|---|---|
| MAN | — | Can receive a maximum of 2 energy per death. |
| MANU | 4 | Maximum of 3 or Q/2 energy per death. |
| MANUS | 10 | Maximum of 4 or Q energy per death. |
| Ascend 5 | — | Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed. |
| Ascend 8 | 4 | Subject Rune. Recharges itself and another target rune within 60 feet with the energy it collects. With SERV or SERVO it can buffer that extra energy. |
| Dark 5 | 2 | Weapon Rune. Removes Area of Effect, but the target that died must have been struck by the weapon empowered with this rune within the last minute. Gathering energy does not require any action (Minor or Reaction). |
| SER form | Cost | Effect |
|---|---|---|
| SER | — | You receive up to ½ the creature's level when it dies within range (limited by MAN form). |
| SERV | 2 | The rune increases your max energy held by 10%. |
| SERVO | 4 | The rune increases your max energy held by 20%. |
| Blood 5 | 2 | +15 Burst. |
| Blood 8 | 6 | +75 Burst, −1 Energy gained. |
| Animate 5 | 2 | Subject Rune. Instead of granting you energy, it heals any undead within 10× the area of effect for Q, the most injured first. |
| Animate 8 | 6 | Corpses which are not destroyed are reanimated within 1d4 rounds as simple zombies under the control of the person with this rune. This acts like Animate Corpse: PHA VIV CORP (4), and energy gained by the collector is first used to power and maintain these undead. |
| Oblivion 8 | 6 | Affected corpses disintegrate, and +2 Energy is recovered per death. |
Spirit Cleave (8)¶
PHA MOR PER: Spirit Death Destroy.
| Rune type | Duration | Activation | Area of Effect | Range | Attack | Concern | Space & Cost |
|---|---|---|---|---|---|---|---|
| Cincture Rune, Power Word | Instant | Power Word | 1 Creature | 30 feet | Invocation | Offense-Extra | 25% |
"On a hit, it Kills the targeted living being if their vitality (health) is equal or lower to the potential damage done, otherwise it does nothing" (S254).
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Releases their soul into the afterlife. |
| PHAS | 2 | Releases their soul as a local spirit/restless dead. |
| PHASI | 8 | Captures their soul into an available spirit vessel. |
| Animate 5 | 2 | +Q potential damage to undead. |
| Ascend 5 | 2 | Range increased by 5' per skill level. |
| Blood 5 | 2 | On a successful kill, restores Q/2 or 50% of their remaining life (whichever is lower) health to you. |
| Blood 8 | 4 | On a successful kill, restores 50% of their remaining life to you. |
| PER form | Cost | Effect |
|---|---|---|
| PER | — | Deals Q + 1d8 potential Necrotic damage, +Q if Accursed, +Q if summoned, animated or constructed. |
| PERD | 4 | Deals Q + 2d8 potential Necrotic damage, +Q if Accursed, +Q if summoned, animated or constructed. |
| PERDO | 10 | Deals 2Q + 2d8 potential Necrotic damage, +2Q if Accursed, +2Q if summoned, animated or constructed. |
| Dark 5 | 2 | Blade Rune. |
| Dark 8 | 4 | Affects up to 3 targets within range, with a −2 Q penalty. |
| Oblivion 5 | 2 | Deals Q damage on a hit vs living creatures even when they have more health than the potential. |
Spirit Vessel (10)¶
SER MOR POS: Reserve Death Place.
| Rune type | Duration | Activation | Area of Effect | Range | Concern | Space & Cost |
|---|---|---|---|---|---|---|
| Subject Rune, Ritual | 1 day | Ritual | 1 Object | Touch | Defense-Intra | 50% |
"This rune is used to prepare a container to house (or collect) a soul" (S254). A soul vessel must be made of pure or cleansed materials and form a container capable of holding liquids (normally about 10 gp). It is temporary; Bind Spirit is the permanent solution. A vessel may house any number of spirits up to its capacity (see the POS forms), and a person may hold only one vessel at a time. "Getting two vessels in close proximity (within 3-5') can cause them to break, releasing their spirits. For this reason, most runecasters keep them in plain sight so that other runecasters know not to approach too closely with their own." When the rune is destroyed or expires, all its spirits are released, to transition to the afterlife or become Restless Dead depending on "the circumstances and length of their containment, and cause of death." Collection takes 1d3 turns.
| SER form | Cost | Effect |
|---|---|---|
| SER | — | Allows capture of spirits from spells and effects which specify that they can transfer spirits into spirit vessels. |
| SERV | 4 | Acts as a collector of free-ranging spirits (those that have not yet manifested as Restless Dead or begun the transition to the afterlife) within 10 + Q × 5 feet. |
| SERVO | 8 | Acts as a collector of the spirits of incorporeal Restless Dead within 10 + Q × 5 feet. Any Restless Dead entering the area must win a Will contest with the caster or be captured. |
| Ascend 5 | — | Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed. |
| Ascend 8 | 2 | With a Power Word, the caster can release the spirits in the vessel, instantly restoring their total level in MP to the caster and destroying the vessel. |
| Dark 5 | 2 | Increases collection range by Q × 5'. |
| POS form | Cost | Effect |
|---|---|---|
| POS | — | Allows the capture of spirits of lower or equal level to the caster. |
| POSI | 2 | Allows the capture of spirits up to Q levels higher than the caster. |
| POSIT | 6 | Allows the capture of spirits up to 3× the caster's level. |
| Animate 5 | 2 | (SERV or SERVO) Also collects spirits from corporeal Restless Dead as outlined in SERVO. |
| Animate 8 | 6 | (SERV or SERVO) Also collects spirits from animated undead (corporeal or incorporeal) according to the rules of SERVO. |
| Blood 8 | 2 | With a Power Word, the caster can release the spirits in the vessel, instantly restoring their total level in health to the caster and destroying the vessel. |
| Oblivion 8 | 4 | When the rune is broken or expires, spirits are destroyed 90% of the time, sending the souls into the afterlife (avoiding Restless Dead). |
Bind Spirit (14)¶
UNI MOR POS: Combine Death Place.
| Rune type | Duration | Activation | Area of Effect | Range | Concern | Space & Cost |
|---|---|---|---|---|---|---|
| Subject Rune, Ritual | Permanent | Ritual | 1 Object | Touch | Defense-Intra | 50% |
"Binds a soul over which you have dominion to an object while the rune persists. If the rune is destroyed, the spirit is released and may transition to the afterlife, be captured in a soul vessel or become one of the restless dead" (S254). Usable sources are souls of the dead that have not had a Gentle Repose or similar ritual performed on them, for which the body, ashes or another physical remnant is required, and souls held in a soul vessel.
| UNI form | Cost | Effect |
|---|---|---|
| UNI | — | Imprisonment: stops the soul from migrating to the afterlife by binding the spirit to a physical object. "If destroyed, the released spirit will often form a Spectre or Wraith at the location within a few days." |
| UNIS | 4 | Devouring: slowly destroys the spirit (sending the soul to the afterlife) while producing divine energy (MP) that can power runes or other magical items, 1 MP per day per level of the spirit, up to Q. "If destroyed, the released spirit will often form a Spectral Revenant at the location within a few days, targeting the creator of this Rune." |
| UNISC | 8 | Reincarnation: binds the spirit to a living body or living construct that is currently without a spirit. |
| Animate 5 | 2 | When inscribed on animated dead, this rune serves as a sort of back-up spirit, giving them an extra 20% max health. |
| POS form | Cost | Effect |
|---|---|---|
| POS | — | Allows the binding of spirits of lower level than the caster. |
| POSI | 2 | Allows the binding of spirits up to Q levels higher than the caster. |
| POSIT | 6 | Allows the binding of spirits up to 3× the caster's level. |
| Ascend 8 | 4 | When inscribed on a living creature, the subject has access to a scrambled and distorted set of the soul's memories. |
| Blood 8 | 2 | When a Devouring rune is inscribed on a living creature, it grants them regeneration equal to Q per hour, in addition to its other effects. |
| Dark 8 | 2 | A Devouring rune produces up to 2Q instead of Q. |
| Oblivion 8 | 4 | When the rune is broken, the spirit is destroyed 90% of the time, sending the soul into the afterlife (avoiding Restless Dead). |
The Spectre, Wraith and Spectral Revenant are on Apparitions.
Death sigils¶
S251 names the minor sigil Life's Demise (Adept) and the major sigil Quietus (Master). S258, marked for removal, gives their words, NEX (Life's Demise, called "Demise" and a "Living Sigil", order 5) and MACTO (Quietus, order 8).
Oblivion¶
The Oblivion form's grid (S251):
| Apprentice | Adept | Master | Grandmaster |
|---|---|---|---|
| Necrotic Healing: restores health by consuming max health. | Transfer Lifeforce: transfers max health from source to target. | Split Spirit: splits a fragment off of a spirit. | |
| Collapsing Soul: deals damage to the subject which causes damaging necrotic energy to be radiated. | Warped Shadow: creates a Shadow. | Sigil: Netherbite (major) | |
| Tormented Specter: creates a Spectre or Wraith. | |||
| Sigil: Dark Descent (minor) |
Necrotic Healing (4)¶
MED NIL FLE: Vitality Oblivion Change.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | Instant | Empowered | Defense-Intra | 50% |
"This rune restores health by consuming max health. Unlike most radiant-based healing, this will heal undead and demons as well as normal living creatures" (S255).
| MED form | Cost | Effect |
|---|---|---|
| MED | — | Consumes 2 max health. |
| MEDE | 2 | Consumes 3 or Q/2 max health. |
| MEDEL | 6 | Consumes 4 or Q max health. |
| Ascend 5 | 2 | Instead of healing the subject, it heals the empowerer. |
| Ascend 8 | 2 | Living Rune, Power Word. |
| Blood 5 | 2 | Instead of healing the subject, it heals the nearest wounded living creature within 30'. |
| FLE form | Cost | Effect |
|---|---|---|
| FLE | — | Heals 3 health for every 1 max health consumed. |
| FLEC | 4 | Heals 4 health for every 1 max health consumed. |
| FLECT | 8 | Heals 5 health for every 1 max health consumed. |
| Death 5 | 2 | The rune is triggered automatically if the subject drops to 0 or below. |
| Dark 5 | 2 | Consumes 1 additional max health. |
| Animate 5 | 2 | +10% max health for animated creatures. |
Collapsing Soul (6)¶
PHA NIL MAN: Spirit Oblivion Energy.
| Rune type | Duration | Activation | Area of Effect | Concern | Space & Cost |
|---|---|---|---|---|---|
| Living Rune, Power Word | 1 day | Power Word | Burst 10 | Defense-Intra | 50% |
"This rune consumes max health from its host and uses it to radiate Necrotic damage" (S255). It can never consume more max health than a creature has (max health can never go below 0). Once activated, it can be disabled by a Dispel Magic or similar effect.
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Consumes 1 max health per turn. |
| PHAS | 4 | Consumes 2 or Q/3 max health per turn. |
| PHASI | 10 | Consumes 3 or Q/2 max health per turn. |
| Ascend 5 | 2 | Allows the effect to be toggled on and off with the trigger. |
| Death 5 | 2 | If the target dies, it gives off an instant burst. |
| Death 8 | 4 | Burst 50, −1 damage dealt. |
| Animate 5 | 2 | Burst 30. Consumes 2× max health, but radiates ½ per max health (only on animated). |
| MAN form | Cost | Effect |
|---|---|---|
| MAN | — | Radiates 1 Necrotic damage per max health, double damage if Accursed. |
| MANU | 2 | Those with 0 Necrotic absorb are Accursed 1 if they take damage from this effect. |
| MANUS | 6 | Those below 50% health must save 6+Q vs Vitality or become infected with Collapsing Soul (PHAS NIL MAN) themselves for 2d4 rounds. |
| Dark 8 | 4 | Penetration 1. |
| Blood 5 | — | Makes targets Afflicted 1 instead of Accursed (MANU). |
Transfer Lifeforce (8)¶
MED NIL TRA: Vitality Oblivion Transfer.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Ritual | 1 day | Ritual | Defense-Intra | 50% |
"This rune provides for the transfer of maximum health" (S255). It is drawn on the subject, and the runecaster or channeller chooses which of subject and caster is the source and which the target. When it expires, the target loses any max health above its natural maximum and the source regains any excess not retained by the target. "If the source dies while under the effect of the rune (or is already dead/undead/demon), then the max health loss is permanent and is not restored with the rune expires. A being may never have a max health higher than +50% above their natural max health."
| MED form | Cost | Effect |
|---|---|---|
| MED | — | Works on living beings. |
| MEDE | 2 | Works on demons and undead. |
| MEDEL | 6 | Works on recent corpses (< 1 month and at full natural max health). |
| Animate 5 | 4 | Transfers 2× for animated undead. |
| Ascend 5 | 2 | Power Word activation, 30' range. |
| TRA form | Cost | Effect |
|---|---|---|
| TRA | — | Transfers Q/3 + 5% of subject max health. |
| TRAL | 4 | Transfers Q/2 + 10% of subject max health. |
| TRALA | 8 | Transfers Q + 15% of subject max health. |
| Dark 8 | 4 | Transfers +5% of subject max health; the source recovers no max health when the rune expires. |
| Death 8 | 4 | Deals up to 1× in necrotic damage until the target is at 0. Adds this amount as extra max health. |
| Blood 5 | 2 | Heals the target for Q. |
Warped Shadow (8)¶
PHA NIL FLE: Spirit Oblivion Change.
| Rune type | Duration | Activation | Special | Concern | Space & Cost |
|---|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Requires Soul | Defense-Intra | 50% |
"This rune creates a Shadow from a bound soul over which the runecaster has dominion. The shadow acts an an animal driven by pain and torment. The shadow will remain in the vicinity of the rune until the rune expires or unless it is commanded (driven by pain) to do otherwise. Shadows deal necrotic damage and can be hit by physical weapons" (S255). The shadows are on Apparitions.
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | The Shadow is a mindless creature that will attack any living thing other than the caster. It will not attack other undead. (spc) Skills = 50% of caster. |
| PHAS | 2 | The Shadow has animal-level intelligence and will obey single-word commands given via a Minor Action. (spc) Skills = 1 + 50% of caster. |
| PHASI | 5 | The Shadow has simple intelligence and will obey simple instructions given via a Minor Action. (spc) Skills = 2 + 50% of caster. |
| Animate 8 | 2 | The shadow drains 2d6 health from corporeal undead (which heals the Shadow) instead of Strength Drain. |
| Blood 8 | 4 | The shadow deals +1 Strength Drain. |
| FLE form | Cost | Effect |
|---|---|---|
| FLE | — | The Shadow has 2Q max health. |
| FLEC | 4 | The Shadow has 4Q max health and its attacks deal +2 Necrotic damage. |
| FLECT | 10 | The Shadow has 6Q max health and its attacks deal +4 Necrotic damage. |
| Ascend 5 | 2 | The Shadow can be controlled like a puppet with a Standard Action. |
| Ascend 8 | 1 | The caster can see and hear through its eyes using a full concentration ritual. |
| Dark 5 | 2 | The Shadow can become Invisible once per day. Attacks do not break the invisibility, but full illumination will. |
| Death 8 | 2 | The shadow can teleport 30' without provoking as a Minor Action. |
Shadow¶
Medium Undead. Movement 40. Darkvision 60'. Health set by the FLE grade.
| Str | Agi | Dex | Vit | Lck | Cha | Wil | Ing | Rea |
|---|---|---|---|---|---|---|---|---|
| −1 | +2 | +2 | +1 | 0 | −1 | 0 | −1 | −2 |
Skills: Perception 10, Hide 10, Move Silently 20, Claw Atk (spc)+1, Grapple Atk (spc), Evade (spc), Dodge (spc). "(spc)" values are set by the PHA grade.
- Strength Drain: all attacks that deal damage reduce the target's Strength by 1d4. A target reaching 0 Strength dies; Strength is recovered after a long rest. "If a mortal creature dies from this, a new Shadow will rise from the corpse after 1d4 hours."
- Amorphous: can move through 1 inch spaces without squeezing.
- Shadow Stealth: Hide as a Bonus Action in a dimly lit area or darkness.
- Sunlight Weakness: Disadvantage to attacks, checks and saving throws in sunlight.
- Immune to: Blighted, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.
- Silvered & Magical Weapons: reduce its effective Physical Armor by 2.
Attacks: Claw: Melee Reach 5, 1d6+2 Necrotic dmg. Envelop: Grapple, 1d4+2 Necrotic, applies Accursed 1 on damage. Physical Avoidance: Q/2+13. Magical Avoidance: Q/2+13.
| Armor | |||
|---|---|---|---|
| Phys | Cr 2 | Pi 2 | Sl 2 |
| Aur | Ac Imm | Fi 2 | Fr 3 |
| Som | Sh 3 | Th 1 | Bl Imm |
| Myst | Ne 0 | Ps 2 | Ra −2 |
Tormented Specter (10)¶
PHA NIL CRU: Spirit Oblivion Torment.
| Rune type | Duration | Activation | Special | Concern | Space & Cost |
|---|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Requires Soul | Defense-Intra | 50% |
"This rune creates a Specter or Wraith from a bound soul over which the runecaster has dominion. The creature acts an an animal driven by pain and torment" (S255). It stays near the rune until the rune expires or it is commanded ("driven by pain") otherwise. "They are incorporeal creatures and are immune to all non-magical physical damage. Specters and Wraiths deal damage to max health (life drain)."
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | It is a mindless creature that will attack any living thing other than the caster. It will not attack other undead. (spc) Skills = 50% of caster. |
| PHAS | 2 | It has animal-level intelligence and will obey single-word commands given via a Minor Action. (spc) Skills = 1 + 50% of caster. |
| PHASI | 5 | The Wraith is intelligent. (spc) Skills = 2 + 50% of caster. (Wraith only) |
| Death 8 | 2 | It can Fly and its Life Drain is permanent. (Wraith only) |
| Blood 8 | 4 | Can sense all living things within 120'. |
| CRU form | Cost | Effect |
|---|---|---|
| CRU | — | It is a Specter with 2Q health. |
| CRUC | 4 | It is a Wraith with 6Q max health. (Wraith only) |
| CRUCI | 10 | It is a Wraith with 8Q max health and its attacks deal +4 Necrotic damage. (Wraith only) |
| Ascend 5 | 2 | The Specter or Wraith can be controlled like a puppet with a Standard Action. |
| Animate 8 | 4 | The creature has +50% max health as long as its corpse remains intact and within 50'. |
| Dark 5 | 2 | Advantage to all attacks, checks and saving throws in complete darkness. |
Specter or Wraith¶
Medium Undead. Movement: Hover 60. Darkvision 60'. Health set by the CRU grade.
| Str | Agi | Dex | Vit | Lck | Cha | Wil | Ing | Rea |
|---|---|---|---|---|---|---|---|---|
| −2 | +3 | +3 | +1 | 0 | +2 | +2 | +1 | +1 |
Skills: Perception 12, Hide 10, Move Silently 20, Claw Atk (spc)+1, Evade (spc), Dodge (spc).
- Life Drain: all attacks that deal damage reduce the target's maximum health by the same amount, until a Long Rest.
- Sunlight Weakness: Disadvantage to attacks, checks and saving throws in sunlight.
- Immune to: Blighted, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.
- Incorporeal: it can move through solid material as if it weren't there, but cannot end its turn inside solid material (takes 1d10 damage if it does).
- Create Specter (Wraith only): any creature that dies from its life drain is immediately raised as a Specter (PHAS NIL CRU). The Wraith can also raise any recent corpse (< 1 day) as a Specter as a Standard Action. The Specter is under the Wraith's control; it can control up to 7.
- Silvered & Magical Weapons: required to deal Physical damage; it is completely immune to normal physical damage.
Attacks: Claw: Melee Reach 5, 1d8+2 Necrotic dmg; a Wraith deals 2d8+2 Necrotic dmg. Physical Avoidance: Q/2+12 (+2 Wraith). Magical Avoidance: Q/2+12 (+2 Wraith).
| Armor | |||
|---|---|---|---|
| Phys | Cr 2 | Pi 2 | Sl 2 |
| Aur | Ac Imm | Fi 3 | Fr Imm |
| Som | Sh 3 | Th Imm | Bl Imm |
| Myst | Ne 3 | Ps 2 | Ra −2 |
Split Spirit (16)¶
PHA NIL DIV: Spirit Oblivion Divide.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Ritual | Instant | Ritual | Defense-Intra | 100% |
"This rune splits off a part of bound or hosted sentient soul into a soul vessel. It reduces the NATURAL maximum health of the being by 10%. If/when the fragment is recombined with the sentient portion, the maximum health will be restored. Note that fragmented spirits automatically recombine when in close proximity. That is why a spirit vessel is required to keep the fragment separated" (S255). The Animate Lich card's PHASI grade calls for "Split Soul or other equivalent effect" (Namakan Animate Form).
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Fragment retains 10% of the sentient soul's level. |
| PHAS | 4 | Fragment retains 25% of the sentient soul's level. |
| PHASI | 8 | Fragment retains 50% of the sentient soul's level. |
| DIV form | Cost | Effect |
|---|---|---|
| DIV | — | Reduces NATURAL maximum health by 15%. |
| DIVI | 6 | Reduces NATURAL maximum health by 10%. |
| DIVID | 12 | Reduces NATURAL maximum health by 5%. |
Oblivion sigils¶
S251 names the minor sigil Dark Descent (Adept) and the major sigil Netherbite (Master). S258, marked for removal, named them Disintegrate (EXRA, order 5) and Dark Power (PRAVUS, order 8), each "Adds new necrotic or dark energy powers to the rune."
Gap
None of the four Death and Oblivion sigils is described beyond the cross-form rows. Split Spirit's card gives 10% as the base health loss and then 15%, 10% and 5% by DIV grade. No Grandmaster rune is listed for either form.