7th Sea: A Great Star Falls – Laerdom
Laerdom is unique to characters from Vestenmannavnjar and Vendel, though generally only the Vestenmannavnjar use this magic regularly. It is derived from the 24 Runes of Power left behind when Vesten warriors slew the Great Wyrm. Each Rune can be Invoked, or Inscribed.
Invoking a rune summons its effect. Some runes work immediately, others must be kept active to have a benefit, others still are used to enable you to perform special actions or alter the weather.
A skilled Laerdom mage can Inscribe a rune into an object, a process which takes some time. Once this is done, anyone who holds the object can invoke the rune inscribed on it. Once a rune is inscribed, it continues to count against the total of active runes until removed.
Apprentice: Choose 4 Runes. You are able to Invoke runes, can have up to 2 Runes active at any time, and all X values are set to 1.
Journeyman: Choose 6 Runes. You are able to Invoke and Inscribe runes, can have up to 3 Runes active at any time, and all X values are set to 2.
Instant Runes: These runes activate their effect in the turn you Invoke them. They still count against the total of active runes for a cooldown period of (2÷X) turns after use. These runes can each only be used (X+1) times per session.
Sustained Runes: These runes take a turn to activate, and at the end of your turn begin to bestow their benefit. They remain active until dismissed, and do not require additional focus to keep active.
Action Runes: These runes remain active until the action described in them is completed, and the user must be focused on that action for it to work. These runes can each only be used (X+1) times per session.
Weather Runes: These runes alter weather, and can be used as if they were either Instant or Sustained runes. If a player uses a Weather Rune as if it were Sustained, any other attempts to influence the weather are subject to a Laerdom skill check between both mages.
Effect: Plus X to the total of any check to detect or resist deception.
Effect: Draw X cards to determine the motivations of a character or NPC – the level of detail is determined by your draw.
Effect: Hold a secret conversation that cannot be overheard or understood by anyone but the participants. This conversation ends automatically if a participant speaks to an uninvolved person.
Effect: Hide X items you are carrying. They cannot be found by conventional means.
Effect: Draw X cards for a chance to deal an additional point of damage to an enemy. This rune is prepared when you Invoke it, and you can choose to use the draw upon making a successful attack.
Effect: Spread a darkness that increases the difficulties of all checks requiring sight by X+1. This darkness fills an area and affects both enemies and allies.
Effect: Calm existing weather, stilling winds and easing rain.
Effect: You or an ally draws an additional card on the next non-combat check they have a Skill in. If in combat, this must be their next action or the effect dissipates.
Effect: You or an ally redraws a failed check, drawing X cards. This rune is prepared when you Invoke it, and the target can choose to redraw upon failing a check.
Effect: You gain an additional attempt to dodge any attack directed at you, drawing X cards for this attempt.
Effect: Draw X cards to seek guidance from an ancestral spirit to help resolve a situation – the level of detail is determined by your draw.
Effect: You gain an additional X health levels.
Effect: Lower the number of cards you draw on a Skill you have by 1 when you activate this rune. You may add 3 to the total of any check using that Skill, up to X times per session. This rune can only be activated once per session, and the lowered card draw remains in effect even after this rune is deactivated.
Effect: Free yourself from any bonds – this takes (2÷X) turns including the turn you Invoke the rune.
Effect: You or an ally draws an additional card on the next combat check they make.
Effect: Stir existing weather and increase its intensity.
Effect: Add X to the total of any non-combat check for physical strength.
Effect: Causes clouds to form and rain to fall.
Effect: A target draws X fewer cards on their next check (to a minimum of 1 card).
Effect: Add X to the total of any check for observation or perception.
Effect: Draw X cards to scry on a location you have either visited or have a high amount of detail on – the level of detail is determined by your draw.
Effect: Dramatically increase the temperature of an area.
Effect: Dramatically decrease the temperature of an area.
Effect: Use a ranged lightning attack that deals X damage – your attack check is a draw based on your Laerdom mastery level.