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Stratovarius
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« on: November 03, 2008, 07:25:38 PM »

Yup, it's another coming alternate magic system from me. This one is a runecasting system, with inspiration drawn from the rune system employed in the game Arx Fatalis. Great RPG if you haven't played it. The system is still in a skeletal form, and the base class is a barely there creation, but feel free to poke around and comment on what segments of it exist. Officially, I'll be calling it Stone and Symbol: The Tome of Runic Magic. Over the top titles are just great.

Rules
Base Classes
Prestige Classes
  • None.
Runes and Spells
« Last Edit: November 12, 2008, 01:30:47 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
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Posts: 1215


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22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
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« Reply #1 on: November 03, 2008, 07:26:23 PM »

Rune Magic

Rune magic is an hidden form of magic, carved into the foundations of structures and hidden amongst creations of an artistic nature, worked into armour and splashed across a page. Formed of many ancient glyphs drawn and redrawn, creating patterns and histories within themselves, runic magic is as much about creating a story as it is a spell, for each of the glyphs and runes has a special meaning, a core part of the universe that it describes in great and exquisite detail. Combine that word with another, and the runes form phrases, written in a language lost long ago, and perhaps never capable of being spoken in the first place. Today, runes are not spoken of by their proper names, for it is feared that even that much use will give power, and it is better for that power to be in the hands of those who are responsible, those who see the great task of the runes as their holy duty. The runecarvers have read the ancient texts, and know some of what might truly lie ahead.

Throughout Stone and Symbol is found the idea of carving, of creation, and of combination, a three part ideal that holds true to the very core of runic magics, for no one rune will function upon its own. Each is a building block that must be combined with another to reach the full potentional within, much as the same way a single world can never provide the full scope and meaning to itself, for without context, there is nothing to be heard or learned. Context is important in the art of runic magic too, for place a rune of water upon a rune of cold, and ice forms. Yet, place that same rune of water upon a rune of air, and gentle clouds that nourish the land form. One will destroy the crop, another save it, and yet each is based around the same principle. Only when that principle is placed into context is the true meaning known. The strength of the context may vary, depending upon the wielder's skill, but it will always be there, defining what one rune does with another.

For this, the first segment in Stone and Symbol, the class and runes presented herein focus on the strengthening of living creatures, imbuing both them and their items with vigor and vim. The runecarver can see the precise strokes and cuts he must make upon the stone and the steel and the flesh, and draw out the gifts that make them strong and unique, enhancing each and every one. His deep skill with this ancient and profound dialect of glyphs and runes has allowed him to see where faults might lie in certain items, and certain of his runes cripple and weaken those that they are drawn upon. As he progresses in power, the runecarver can create new and more impressive meanings for the runes, beyond the core meaning of the rune, finding nuances and hidden meanings in each one as he progresses further down his path towards true knowledge. Be it as friend or foe, the runecarver opens a new horizon, a style of magic very different than anything yet seen.

Runes
Runes are the spells of the rune magic world. They are the known sources of power for a runecarving class, and like spells, they possess common factors as well. All runes and their effects are considered supernatural abilities, and remain upon the runecarver or the affected target until dismissed, or the duration expires. Only the runecarver can dismiss a rune, and he may do so at any time as a full-round action.

Runecarving level is the measuring stick for the power of the runecarver, and in many ways corresponds to caster level, although certainly not in all. Runecarver level is generally determined from the totals levels in runecarving classes that the character possess, although certain modifiers may alter that. There are also classes with alternate methods of rune creation, different than those described below. Their method of determining level will be described in the class. Regardless of method, the runecarver level determines the duration and strength of the effect, and is a universal constant, whichever creation method is chosen.

A runecarver's knowledge and strength of spirit is not unlimited, and the number of runes that he can create in a given time period is restricted. A runecarver can create a number of runes per day equal to one, plus one for every four runecarving levels. He may have a total number of runes active equal to the number he can create per day. Any time he creates a rune which would take him above the limit, he has the option of either cancelling an existing rune, or letting the new rune fail.

A runecarver is a dwarf of purpose, but even that purpose cannot last indefinitely. All of his runes have a duration of one day. Certain rune combinations may have a number of uses inherent in them, and when those uses are all expended, the rune is considered to be dismissed.

Finally, the DC of a save against a rune created effect is 10 + one half total rune level + the runecarver's primary ability modifier. The runecarver needs to have a primary ability score equal to or greater than ten + the rune level in order to carve it.

Carving Runes
As with all forms of magical energy, there is also a cost of time to be paid during the formation and creation of a rune. For runes, given their inherently longer natures than other forms of magic, this time cost can be considerable. A rune takes ten minutes to carve, regardless of surface, unless otherwise specified or altered.

During the carving of the runes, the runecarver lays down complicated and complex designs that help control and guide the energy in the proper direction, and to the correct effect. This is a difficult task, requiring, as it does, the merging of two or more runes into a single, seamless, whole. These runes need to be formed with a Craft check, and the DC for that check is 10 + the total rune level. If the check is failed, creation of the rune is failed, but it does not count against the limit of created runes per day. If the check is passed by +10 or more, the runecarver treats his runecarving level as 1 higher for the purposes of this rune.

Each rune has five separate effects, each possessing a rune level, denoted by a number in parenthesis next to the name of the effect. This is also the minimum runecarver level necessary in order for that effect to be used. Total rune level is determined by adding up each of numbers next to the chosen effects, and then subtracting 1. This subtraction allows runes to be used at first level. The total rune level cannot be greater than the runecarver level

When carving a rune, a minimum of two separate effects must be used in order for a rune to take effect. It is impossible to create a functional rune that includes only one design. There is no upper limit on the number of runes that can be used to create a single effect, so if a player wished to use all twenty of his level 1 rune effects, it would be possible to do so.

Runes are carved upon a single item, or drawn upon a single living creature. Unless stated otherwise, they are always active, affecting the weapon or person that they have been created upon. Some few may have uses that need to be activated by touching the rune, and this is a free action.
« Last Edit: November 11, 2008, 04:46:22 PM by Stratovarius » Logged

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Stratovarius
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« Reply #2 on: November 03, 2008, 07:37:06 PM »

Runecarver

"Carvings upon the bones of the mountain sustain me, man of petty thoughts."
- Arwyddlun Chreawdwr, dwarf Runecarver


Text


Making a Runecarver
Text

Abilities: Intelligence is the ability that the Runecarver uses for his runecarving abilities. Given that many of the Runecarver's abilities result in boosting his physical presence, he is well served to treat those strongly.

Races: Text

Alignment: Text

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Runecarver
Hit Die: d6

Code:
Level  BAB   Ref   Fort  Will  Abilities             
------------------------------------------------------
1      +0    +0    +2    +2   
2      +1    +0    +3    +3   
3      +2    +1    +3    +3   
4      +3    +1    +4    +4   
5      +3    +1    +4    +4   
6      +4    +2    +5    +5   
7      +5    +2    +5    +5   
8      +6    +2    +6    +6   
9      +6    +3    +6    +6   
10     +7    +3    +7    +7   
11     +8    +3    +7    +7   
12     +9    +4    +8    +8           
13     +9    +4    +8    +8   
14     +10   +4    +9    +9                 
15     +11   +5    +9    +9     
16     +12   +5    +10   +10               
17     +12   +5    +10   +10           
18     +13   +6    +11   +11   
19     +14   +6    +11   +11                       
20     +15   +6    +12   +12   
Class skills (4 + Int modifier per level, x4 at first level): Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Search (Int), Speak Language (Int), Spellcraft (Int).
             
Class Features
Text
  • Weapon and Armor Proficiency: Runecarvers are proficient with all simple weapons and light and medium armour, as well as all shields.
  • Runecasting:
« Last Edit: November 03, 2008, 07:40:28 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
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Osteomancy - Rune Magic - Astral Magic
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Stratovarius
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« Reply #3 on: November 03, 2008, 07:37:24 PM »

Runes

  • Lujuus (Strength)
    • First Symbol  (1): Strength flows from the rune's design out into the being wearing it. The affected creature gets a +2 bonus to strength for every four runecarver levels, minimum of +2. This is increased by +2 if combined with an effect from the Sterkur rune.
    • Second Symbol (4): The grasp of the titan allows the target to wield weapons one size larger than the target normally could.
    • Third Symbol  (7): Rolling boulders crash down upon your foe, and the affected creature gets a +6 bonus to strength checks, trips, bull rushes, overruns, and strength-based skills for every four runecarver levels, minimum of +6. This is increased by +4 if combined with an effect from the Sterkur rune.
    • Fourth Symbol (10): The form of the giant is engraved upon the target, increasing his size category by 1.
    • Fifth Symbol  (14): Legends of the mountains breath their strength into the target, increasing him beyond all measure. He gains a +10 bonus to strength, increases by one size category, and is able to wield a giant hammer that deals 6d6 damage as a medium weapon.
  • Sterkur (Toughness)
    • First Symbol  (1): Life envelops the runecarver, and he is easily able to withstand injuries that would kill a lesser man. The affected creature increases his maximum hit points by +6 for every four runecarver levels, minimum of +6. This is increased by +6 if combined with an effect from the Lujuus rune.
    • Second Symbol (3): Skin deep and lined from actions long ago, The affected creature increases his natural AC by +1 for every four runecarver levels, minimum of +1. This is increased by +1 if combined with an effect from the Kolo rune.
    • Third Symbol  (6): Even the greatest of magics can be shrugged off by a dwarf of strong character. Whenever the affected creature fails a save against a Fortitude effect, he may immediately make a second save against that effect. He must take the results of this second save. The runecarver gains a +2 bonus on this save if combined with an effect from the Kolo rune.
    • Fourth Symbol (11): There is built around the heart of every man a wall against the hatred of the world, and the actions of the evil and the cruel. Whenever the affected creature fails a save against a Will effect, he may immediately make a second save against that effect. He must take the results of this second save. The runecarver gains a +2 bonus on this save if combined with an effect from the Linna rune.
    • Fifth Symbol  (15): Heroic and unstoppable, the runecarver trudges onwards, resistant to every attack thrown against him. The target gains 10/- damage reduction, automatically succeeds against the first Fortitude save required of him each round, can act freely down to -50 hit points, and only dies when he reaches -75 hit points.
  • Kolo (Earth)
    • First Symbol  (1): The grains of the earth bind themselves into the runecarver, providing him sturdiness and balance. The target gains a +2 to balance checks for every four runecarver levels, minimum of +2. He also becomes immune to any attempt to overrun or trip.
    • Second Symbol (2): Clambering about the rock is second nature to the runecarver, who gains a +4 bonus to survival checks when underground or upon rocky terrain, such as hills and mountains, for every four runecarver levels, minimum of +4. He also gains a climb speed equal to his walking speed.
    • Third Symbol  (7): Each strike from the runecarver reaches out to grab at his foe, pinning them to the ground. Whenever the target succesfully strikes a foe and beats their AC by 4 or more, that foe is immobilized, and cannot move from his current location, including by magical means. The foe can attack and perform all other actions normally. This only works against enemies who are standing upon earth, stone, or other rocky, natural materials. The foe must make a DC 15 Fortitude save or take two constitution damage if combined with an effect from the Kivi rune.
    • Fourth Symbol (9): The earth speaks to those who can stand upon it and listen, and those touched by the runecarver can do so. The target gains tremorsense with a range of 20 ft. per four runecarver levels. If this is combined with an effect from the Haamu rune, he gains a +2 bonus to attack creatures that he can see with both his eyes and his tremorsense.
    • Fifth Symbol  (12): Enshrined in the bosom of the earth, the runecarver is welcomed into its warmth and protection. He may cast meld into stone at will, and if he is struck by by an attack that would kill him, if he succeeds at a DC 20 Fortitude he instead melds into stone. If he cannot meld into stone, the attack affects him normally. While he is melded into stone, he gains fast healing 5.
  • Linna (Fortress)
    • First Symbol  (1): Walls and castles can be written into existence, carved from the bones of the earth. Any shield or armour upon which the rune is drawn has its armour class increased by 1 for every four runecarver levels, minimum of +1. When combined with an effect from the Sterkur rune, the target also grants damage reduction of 2/-.
    • Second Symbol (4): Fortresses are great, immobile structures, who extend their power beyond all measure of their size. If the creature targeted by the rune does not move or only takes a 5 ft. step, his reach is increased by 5 ft. If created with more than 10 runecarver levels, the reach increases by 10 ft.
    • Third Symbol  (7): By drawing the rune upon the ground, the runecarver can create a wall of stone, as per the spell. Caster level is equal to his runecarver level. If combined with an effect from the Rauta rune, this becomes a wall of iron.
    • Fourth Symbol (9): Walls can eventually be broken, but walls built in the right manner will resist the deciding blow for far longer. If any strike would do more than 25% of the target's total health, the damage is reduced to 25% of his total health.
    • Fifth Symbol  (12): Runes drawn upon the ground can call into being structures and homes, and the runecarver summons a fortress to defend. [Copy fortress information from Blood Magic]. If this is combined with an effect from the Kunnon, Pahuus, Ertaa, or Kaom runes, all creatures within the fortress gain the effects of protection from the opposite alignment. The benefits are as per the spell protection from evil.
  • Kunnon (Good)
    • First Symbol  (1): Runes have long marked the boundaries of good and holy places, written around the doors, protecting the entryways. Any evil creature attempting to pass through a doorway so marked, or over the marked area, must make a Will save or be stunned for 1 round, and take 1d6 holy damage per runecarver level. The marked area or doorway can be no larger than 25 ft. square per runecarver level. The marked area is affected for the full duration of the rune.
    • Second Symbol (3): Blending into the markings of other runes, this rune blesses anything that comes into contact with it. All attacks and spells made by a person affected by this rune count as good, if they were cast while this rune was active.
    • Third Symbol  (6): Holy radiance swirls around the target, protecting him against evil actions. The target gains spell resistance equal to 15 + runecarver level against all spells cast by an evil creature. When mixed with an effect from the rune Sterkur, if the spell resistance stops the spell, the spell instead rebounds upon the caster. This only works on spells that target just the creature affected by the rune.
    • Fourth Symbol (13): Those of the most noble spirit are affected strongly by the Kunnon rune, their noble self improved and made resilient. Good creatures affected by this rune gain a +4 bonus to wisdom, and whenever they are struck by a weapon, they may heal one half the damage to themselves, and heal an ally the reduced damage taken. That ally must be within 30 ft. If this is combined with an effect from the Terveys rune, the target may heal the ally twice the reduced damage taken.
    • Fifth Symbol  (15): A paragon of all things good, the target gains DR 15/evil, the Good subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against evil creatures.
  • Pahuus (Evil)
    • First Symbol  (1): Runes have long marked the boundaries of the dark and the dread, carved in blood upon the wood and stone, protecting the entryways. Any good creature attempting to pass through a doorway so marked, or over the marked area, must make a Will save or be stunned for 1 round, and take 1d6 profane damage per runecarver level. The marked area or doorway can be no larger than 25 ft. square per runecarver level. The marked area is affected for the full duration of the rune.
    • Second Symbol (3): Blending into the markings of other runes, this rune curses anything that comes into contact with it. Any creature struck by an item affected by the rune must make a fortitude save or take a -6 penalty to an ability of the rune wielder's choice. These penalties do not stack, and last for the duration of the encounter.
    • Third Symbol  (6): Dark energy flows out from the rune, blackening and cracking everything around it. All creatures within 20 ft. of the rune take a -5 penalty to their spell resistance, and 5 negative energy damage each round they are in the area. This does not affect allied creatures. When mixed with an effect from the rune Kiel, affected creatures must make a fortitude save or be shaken for 1 round.
    • Fourth Symbol (13): Those of the most vile spirit are affected strongly by the Pahuus rune, their ghastly self strengthened and made twisted. Evil creatures affected by this rune gain a +4 bonus to strength, gain two claw attacks and a secondary bite attack, each dealing 1d8 damage as a medium creature, and whenever they strike with a claw attack, they heal one half the damage dealt. One foe within 30 ft takes damage equal to one half of damage dealt to the struck creature. If this is combined with an effect from the Haamu rune, the target must make a fortitude save or be blinded for 1 round.
    • Fifth Symbol  (15): A foul and horrible creature, the target gains DR 15/good, the Evil subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against good creatures.
  • Ertaa (Law)
    • First Symbol  (1): Above all other things, immune even to the vagaries of the good or the bad, is the law. It is a perfect measure, the exact meaning of all things, defining and enfolding the universe. Creatures with this rune affecting them can easily recognize the patterns of life, and gains a +4 bonus to knowledge, spot, and search checks for every four runecarver levels, minimum of +4. Combined with an effect from the Haamu rune, opponents flanking the target of the rune gain only a +1 bonus on their attack rolls instead of +2.
    • Second Symbol (3): Law smoothes the passage of all things, forcing each into an easy and well known pattern. Whenever the targeted creature would roll a d20, instead replace that roll with an 11.
    • Third Symbol  (8): Shielded by the power of the law, there are few things that can affect such a creature, for to do so would be to disrupt the natural order. The affected creature gains spell resistance equal to 13 + runecarver level against all spells cast by an chaotic creature, and 10 + runecarver level against spells cast by a law-chaos neutral creature. It has no spell resistance against spells cast by a lawful creature.
    • Fourth Symbol (10): Those of the strongest power in law may bind a creature under the law, freezing them to the ground. Any creature struck by an item affected by the rune must make a fortitude save or be imprisoned for one round, as per the spell. This can only affect one creature per round. When combined with an effect from the Kerta rune, the imprisonment lasts for two rounds.
    • Fifth Symbol  (15): A stern and implacable creature, the target gains DR 15/chaos, the Lawful subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against chaotic creatures.
  • Kaom (Chaos)
    • First Symbol  (1): Chaos is a wild and variable thing, never constant, never stable, always in flux. Its nature makes it a difficult power to tame, but those who have succeed. Creatures with this rune affecting them can easily recognize the patterns of life, and gains a +4 bonus to tumble, escape artist, disable device, hide and sleight of hand checks for every four runecarver levels, minimum of +4. Combined with an effect from the Tenkt rune, the target gains a +2 bonus to attack in any round in which it succeeded at a tumble check.
    • Second Symbol (4): Chaos infects all things, boosting or infecting them as the case may be. Whenever the targeted creature rolls a d20, roll a d6 and randomly add or subtract that from the result of the d20 roll.
    • Third Symbol  (9): Foes can be scattered tossed to the winds of the chaotic powers. Any creature within 30 ft. of the rune, at the beginning of the round, moves 1d12 times 10 ft. in a random direction. This cannot put a creature into a position where the change in environment is harmful.
    • Fourth Symbol (11): Lost amidst swirling worlds and twisting portals, the chaotic creature is at home amongst any plane, any world. The target takes no negative effects from any plane that he is on, and while he is affected by the rune, he may cast dimension door every 1d4 rounds. If this is combined with an effect from the Rore rune, he may cast plane shift every 1d4 hours.
    • Fifth Symbol  (15): A random and unpredictable creature, the target gains DR 15/law, the Chaotic subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against lawful creatures.
  • Terveys (Health)
    • First Symbol  (1): Every creature wishes to be strong and healthy, but only a few can truly claim it. With a standard action, the target can heal a total number of hit points equal to the runecarver level. When combined with an effect from the Livet rune, the target also heals one point of ability damage for every five hitpoints healed.
    • Second Symbol (4): To be a strong and hearty man is a noble goal. The target becomes immune to poison and disease, including magical diseases.
    • Third Symbol  (5): Those with Terveys carved upon them are considered right and noble, and may heal all friends and allies within 20 ft.  once every five rounds, as a standard action. This heals 2 hit points per runecarver level.
    • Fourth Symbol (9): Drawn upon an item, it can heal those who wield it. The item affected by the rune grants the wielder fast healing equal to 1 + 1 per four runecarver levels. Combined with an effect from the Rauta rune, this also grants the wielder the ability to use their healing spells upon constructs and objects.
    • Fifth Symbol  (14): Life is a great and precious thing, to be protected and held dear. Any creature who dies while affected by this will return to life in a designated sanctum, one week later. The sanctum must be an area that he knows well and has visited, and is designated by the target of the rune while the rune is being carved. The creature returns to life with no loss of level or ability score, and fully healed.
  • Rauta (Steel)
    • First Symbol  (1): The heart of the rune is bound up within the steel it is written upon. This affects a single metal shield, and grants that shield a +1 bonus to AC and DR of 1/-. These bonuses increase by one every four runecarver levels.
    • Second Symbol (3): Steel against steel, that is the way of the warrior. The target gains a +1 bonus to attack and a +3 bonus to damage for every four runecarver levels, with a minimum bonus of +1 attack and +3 damage. If this is combined with an effect from the Risti rune, the wielded weapon has its critical range doubled, as per the improved critical feat.
    • Third Symbol  (7): Born out of the heart of the mountain, birthed in a pool of fire, steel is the life of all war. Whenever the target creature attempts a melee attack, he may also attempt a sunder against his opponent's weapon. If this is combined with an effect from the Kiel rune, the target receives a +4 bonus per four runecarver levels on the sunder attempt.
    • Fourth Symbol (11): Razored steel slides out from the scabbard, gleaming in the reddish glow. Each round, the target may negate a single melee attack from a foe that begins the attack in melee range of the target. That attack has no effect, and is lost. If combined with an effect from the Rore rune, the target may take a 5 ft. step before determining whether he can disrupt the attack.
    • Fifth Symbol  (14): Steel sheathes the hero, wrapping him in its cold embrace. The target is affected by the iron body spell, with a duration equal to the duration of the rune. Your unarmed attacks are treated as if they are a longsword sized for the target, not a club. All other aspects of the spell remain unchanged.
  • Kivi (Stone)
    • First Symbol  (1): Art is found within the stone and the rock, the swirls of their crystal cores drawing designs more complex than any living hand. Any enemy looking at a creature under the effect of this rune is dazzled, and the target of the rune can, using a full round action, cause the terrain 10ft. around him to be affected as if by soften earth and stone.
    • Second Symbol (4): Stone is often the core of the runecarver's art, for it, more than any other substance, bears his mark. A runecarver under the effect of this rune has his runecarver level increased by 1. When combined with an effect from the Lage rune, the runecarver can create runes in 8 minutes, instead of 10.
    • Third Symbol  (8): Stone can speak to the creator as it is being worked, allowing him to pull from it knowledge and strength. As a full round action, a creature under the effect of this rune may speak to stone, as per the stone tell spell. In addition, they receive a +4 bonus per four runecarver levels to any craft check they make involving stone.
    • Fourth Symbol (10): The very presence of this rune can warp the stone around it, calling out to it to bend and curve and sharpen against their foes. Any enemy within 10 ft. per runecarver level of the target if affected as if by spike stones. Those allies in the area are wrapped in a soft blanket of stone, absorbing the first 5/- damage of any attack that strikes them, as the rock flows up to protect allies.
    • Fifth Symbol  (13): Few have achieved the mastery of stone and symbol that the runecarver have, and none have incorporated it into his being in such a manner. The stone binds itself with the soul of the runecarver, welding itself to his body and mind. The runecarver gains construct traits[/i], except he retains his constitution score, and can be raised and resurrected. He also gains DR 10/adamantium and becomes immune to all spells that allow for spell resistance. His size increases by 1 step, and he gains two slam attacks that deal 2d10 damage as a large creature.
  • Lage (Create)
    • First Symbol  (1): A rune of many forms, Lage can create a bounty of useful tools for the wielder. As a full round action, the target of the rune can call a single item, weapon, or armour. Weapons and armour have a +1 enhancement bonus for every four runecarver levels. If the target lets go of the item, it disappears. He cannot call one-use items.
    • Second Symbol (5): Built from earth and stone, the rune forms a small fortress of stone. Drawn on the ground, it creates a square wall of stone, 10 ft. per runecarver level per side. The wall is 5 ft. high, and the inside of the wall has a step to allow small creatures to see and attack over the wall. It has the same toughness as the stone created by a wall of stone spell.
    • Third Symbol  (7): Bound within the spirit of creation is the ability to modify that which already exists. When drawn upon an item, the item possessor can reallocate all of the enhancement bonuses on the item to any others that are of the same bonus strength. Once the rune expires or has been dismissed, the item returns to its permanent properties.
    • Fourth Symbol (12): While under the effects of this rune, the target can create any magical item as if he had the appropriate item creation feat, can cast the appropriate spells, and has a caster level equal to his character level. He must still pay all gold and experience costs required, including those that would be required by the spells necessary for the item creation.
    • Fifth Symbol  (14): A creature of stone and earth appears before the target of the rune, bound to him and to protect him for the duration of the rune. The target summons an earth elemental or golem made from metal or stone, and can be any creature that meets the requirements and has a CR equal to the target's level - 2 or lower.
  • Kiel (Negate)
    • First Symbol  (1): Antithetical to creation, the very opposite of what would normally be, there is little that can be done for those touched by Kiel. All creatures within 5 ft. per 4 runecarver levels take a -1 penalty to all dice rolls, minimum of -1. When combined with an effect from the Haamu rune, the affected area increases to 10 ft. per 4 runecarver levels.
    • Second Symbol (5): Motions made by foes simply disappear into the ether, their results gone as if nothing ever happened. Once per round as an immediate action, the target may completely ignore the effects of one attack against him. He must succeed at a level check against the initiator of the attack. He recieves a +4 bonus on this check if this rune was combined with an effect from the Linna rune.
    • Third Symbol  (7): A ward built of the very negation of existence forms itself around those with the rune, binding their souls against darkness. Any creature who strikes the target in melee must make a Fortitude save or take one point of strength damage.
    • Fourth Symbol (13): Magic is nothing more than a bound together creation of energy, and like any other created structure, it can be broken apart. On any successful melee strike, the target may attempt to dispel spells on the target. Make a dispel check with a bonus equal to the runecarver level of this rune. If combined with an effect from the Rore rune, the affected spells may be transfered to the striking creature, instead of being dispelled.
    • Fifth Symbol  (15): Shields of nothing bind and protect the form of the marked. Any creature who strikes the target in melee must make a Fortitude save or take one negative level.
  • Rore (Move)
    • First Symbol  (1): The earth upon the ground may speed the step of those who walk upon it, granting them a boon. The affected creature increases his movement speed by 5 ft. for every four runecarver levels, minimum of 5 ft. This is increased by +10 ft. if combined with an effect from the Kerta rune.
    • Second Symbol (4): Within the grasp of the ground, the runecarver feels safe and at home, slipping between stone as easily as one would stride on air. He gains a burrowing speed equal to one-fourth his movement speed. If combined with an effect from the Kolo rune, that speed increases to one-half his movement.
    • Third Symbol  (8): Rune calls to rune, the entwined symbols making one greater, complete whole. By marking one place with a rune, the target may return to that location with a standard action. Marking the location takes 1 minute, and he may only have one location active at a time. He may only bring himself and any gear he is holding or wearing. This is a [teleport] effect, and only works on the same plane.
    • Fourth Symbol (12): Sometimes, it is necessary to move in the depth of silence, hidden away from prying eyes and evil fiends. As a standard action, the affected creature can step into, or out of, the Ethereal plane.
    • Fifth Symbol  (14): To step from rune to rune, each inscribed across distant locales and hidden fortresses, is the highest gift of the Rore. The affected creature may mark a location with a rune in an action that takes 1 minute. He may have one locale active per 4 runecarver levels. He may only bring himself and any gear he is holding or wearing. This is a [teleport] effect, and works across planes. When combined with an effect from the Livet rune, he may bring one other willing person per 4 runecarver levels.
  • Livet (Life)
    • First Symbol  (1): Wrapped in the positive glow of life, the rune shines forth the glory of the living. Every round, the affected creature gains 5 temporary hit points per 4 runecarver levels. At the beginning of the affected creatures round, any existing temporary hit points dissipate, and he garners a new total for that round.
    • Second Symbol (3): Built of the strength of the earth and the solidity of the mountain, the core of life within becomes resilient and fierce. The affected creature becomes immune to ability damage or drain. When combined with an effect from the Kiel rune, any enemy who strikes the affected creature in melee and attempts to deal ability damage takes damage equal to the ability damage the enemy would have dealt.
    • Third Symbol  (6): Inscribed over the heart, Livet marks the centre of the creature, the place where life is most important. When reduced below 25% of his normal hitpoints, the affected creature, once per encounter, remove all negative status effects and heal himself to half his total hit points. When combined with an effect from the Rore rune, once per day the affected creature may shift himself to be next to an ally.
    • Fourth Symbol (9): Often confused with the good and the pure, Livet is not of those things, but of life itself. Once every five rounds, the affected creature can touch an ally and affect him with either the raise dead or restoration spells. When combined with an effect from the Linna rune, the touched creature also gains a +2 bonus on saves and DR of 2/- per 4 runecarver levels. These bonuses last for one round.
    • Fifth Symbol  (13): Arching over every tenet is the sanctity of life itself, that without the life of the runecarver, the rune is a dead and lifeless creation, stripped of meaning and essence. While affected by this rune, the creature doubles his normal hitpoint total, and doubles his saves against any spell that would kill him.
  • Sinn (Mind)
    • First Symbol  (1): Marked upon his mind, Sinn protects those under its thrall from outside interference. The affected creature gets a +2 bonus to will saves for every four runecarver levels, minimum of +2. He gains slippery mind if combined with an effect from the Kaom rune.
    • Second Symbol (2): The twisted writings and ancient carvings become clear in but a moment, wiping uncertainty from the eyes of the knowing. The target gains a +2 to all intelligence based skill checks for every four runecarver levels, minimum of +2. When combined with an effect from the Haamu rune, the affected creature may take one minute to attempt to identify an item, as per the spell.
    • Third Symbol  (8): Wrapped within the hallowed caverns of long forgotten kingdoms, knowledge is built from the earth and the sky, the bone of the mountain and the blood of the river. The affected creature gets a +2 bonus to wisdom, intelligence, or charisma for every four runecarver levels, minimum of +2.
    • Fourth Symbol (11): A rune of the mind is a strange creation, drawn to create tricks upon the eyes and form altered images within the mind, a symbol of the mental essence of the creator. Each encounter, the affected creature may negate a single mind-affecting spell from a foe. That spell has no effect, and is lost. If combined with an effect from the Tenkt rune, the affected creature may, instead, negate a single spell that requires a will save.
    • Fifth Symbol  (13): The intellect towers upwards, a pillar of learning built upon a single marking, a rune drawn into the ground at the base of that tower. An ethereal tower forms around the affected creature, granting him immunity to all mind-affecting spells and effects, increasing his wisdom, charisma, and intelligence by +4, doubling his will save, and giving him a standard action attack that deals 1d2 per 4 runecarver levels in ability damage to intelligence, wisdom, and charisma. Enemies get a will save to resist.
  • Tenkt (Thought)
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • Risti (Sharp)
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • Haamu (Vision)
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): Stretching from point to point and peak to peak, a web of nodes spread themselves across the world, a map of infinite possibility before the runecarver. The affected creature can see the world from a top-down view, and centres of population glow based upon their size. He also sees all man-made paths between these population centres, including waterways with heavy travel. He may regain this view by concentrating as a standard action, and his personal location is marked upon the vision.
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • Kerta (Time)
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
  • RuneName
    • First Symbol  (X): I do funky stuff
    • Second Symbol (X): I do funky stuff
    • Third Symbol  (X): I do funky stuff
    • Fourth Symbol (X): I do funky stuff
    • Fifth Symbol  (X): I do funky stuff
Unused Effects:
The affected creature becomes immune to any polymorph effect, and gains a +1 bonus to attack and a +1d6 damage bonus against creatures who are not in their natural form.
« Last Edit: January 26, 2009, 03:50:05 PM by Stratovarius » Logged

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« Reply #4 on: November 04, 2008, 06:56:12 AM »

Updated with the rules post. It's complete barring system tweaks. Runes will start appearing during the course of the day today.
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« Reply #5 on: November 04, 2008, 11:02:15 AM »

First rune is up, but I'm not entirely happy with it. I think I need to sit down and work out just how these runes are going to interact.
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« Reply #6 on: November 05, 2008, 04:16:22 PM »

Added the third rune, as well as the name of Haamu (Vision). Much happier with how things are going now that I've started adding in the bonuses for combining certain rune effects. I may eventually have it so that every effect works better when combined with another rune, but that will come after I've mostly fleshed out the basic effects.
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« Reply #7 on: November 07, 2008, 03:17:08 PM »

Finished the first five runes, pushing 1/6th of the way through the list. Starting the alignment fun ones.
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« Reply #8 on: November 11, 2008, 01:56:24 PM »

Finished the first 10 runes, one third of the way through the rune creation. The system is rather starting to take shape, and I like the way things are blended together.
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« Reply #9 on: November 11, 2008, 03:13:34 PM »


Some examples of how to apply/use runes would be good.
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« Reply #10 on: November 11, 2008, 04:32:13 PM »

These are spells for the second base class in the system, which is based as an almost exact replica of the Arx Fatalis caster. There are 10 levels of spells, and I've been putting them together quickly based on the game guide for Arx Fatalis, translating it into DnD terms. It will use a different method of casting than that described above in the Rune Magic section, which has not yet been put to paper. Essentially, this system is very incomplete.

Spells

  • Magic Sight
    • Level: Arx 1
    • Runes: Mega, Vista
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: Living creature touched
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. You also gain the effects of darkvision.
  • Magic Missle
    • Level: Arx 1
    • Runes: Aam, Taar
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Target: One creature
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: You deal 1d4 points of damage per level to your target.
  • Ignite
    • Level: Arx 1
    • Runes: Aam, Yok
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Targets: One item/level in a 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: All torches and other unattended flammable objects in the area are set alight.
  • Douse
    • Level: Arx 1
    • Runes: Nhi, Yok
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Targets: One item/level in a 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: All torches and other burning objects in the area are extinguished.
  • Heal
    • Level: Arx 2
    • Runes: Mega, Vitae
    • Casting Time: 1 standard action
    • Range: Personal
    • Target: One creature/level in a 20-ft.-radius burst centered on you
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: All allies in the area are healed for 2d4 points per level.
  • Detect Trap
    • Level: Arx 2
    • Runes: Morte, Cosum, Vitae
    • Casting Time: 1 standard action
    • Range: Personal
    • Targets: You
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.
  • Armour
    • Level: Arx 2
    • Runes: Mega, Kaom
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The affected creature gains a deflection bonus to AC equal to your caster level.
  • Lower Armour
    • Level: Arx 2
    • Runes: Rhaa, Kaom
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: The affected creature takes a penalty to AC equal to your caster level.
  • Harm
    • Level: Arx 2
    • Runes: Mega, Vitae
    • Casting Time: 1 standard action
    • Range: Personal
    • Target: One creature/level in a 20-ft.-radius burst centered on you
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: All enemies in the area are damaged for 2d4 points per level.
  • Speed
    • Level: Arx 3
    • Runes: Mega, Movis
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The touched creature is affected by haste.
  • Dispel Illusion
    • Level: Arx 3
    • Runes: Nhi, Stregum, Vitae
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: Make a dispel check against every illusion spell in the area. If you succeed, those spells are cancelled.
  • Fireball
    • Level: Arx 3
    • Runes: Aam, Yok, Taar
    • Casting Time: 1 standard action
    • Range: Long (400 ft. + 40 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Every creature in the area takes 2d6 fire damage per level.
  • Create Food
    • Level: Arx 3
    • Runes: Aam, Cosum, Vitae
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Effect: Food and water to sustain three humans or one horse/level for 24 hours
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The food that this spell creates is simple fare of your choice - highly nourishing, if rather bland.
  • Ice Projectile
    • Level: Arx 3
    • Runes: Aam, Yok, Fridd
    • Casting Time: 1 standard action
    • Range: Long (400 ft. + 40 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Every creature in the area takes 2d6 cold damage per level.
  • Bless
    • Level: Arx 4
    • Runes: Mega, Stregum, Vitae
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The affected creature gains a +1 bonus to its abilities for every two levels.
  • Dispel Field
    • Level: Arx 4
    • Runes: Nhi, Spacium
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: Make a dispel check against every spell in the area. If you succeed, those spells are cancelled.
  • Fire Protection
    • Level: Arx 4
    • Runes: Yok, Kaom
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: Fire protection grants temporary immunity to fire. When the spell absorbs 12 points per caster level of fire damage, it is discharged.
  • Telekinesis
    • Level: Arx 4
    • Runes: Nhi, Spacium
    • Casting Time: 1 standard action
    • Range: Long (400 ft. + 40 ft./level)
    • Targets: See text
    • Duration: Concentration (up to 1 round/ level) or instantaneous; see text
    • Saving Throw: None
    • Spell Resistance: Yes (object); see text
    • Spell Effect: As per the telekinesis spell.
  • Curse
    • Level: Arx 4
    • Runes: Rhaa, Stregum, Vitae
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The affected creature gains a -1 penalty to its abilities for every two levels.
  • Cold Protection
    • Level: Arx 4
    • Runes: Fridd, Kaom
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: Cold protection grants temporary immunity to cold. When the spell absorbs 12 points per caster level of cold damage, it is discharged.
  • Rune of Warding
    • Level: Arx 5
    • Runes: Aam, Morte, Cosum
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: Object touched or up to 5 sq. ft./level
    • Duration: Permanent until discharged
    • Saving Throw: See text
    • Spell Resistance: No (object) and Yes; see text
    • Spell Effect: This spell functions like glyph of warding, except that it can only be used to create a blast glyph that deals 10 damage per level.
  • Levitate
    • Level: Arx 5
    • Runes: Mega, Spacium, Movis
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a levitate spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a levitate spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.
  • Cure Poison
    • Level: Arx 5
    • Runes: Nhi, Cetrius
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any existing effects are ended. The creature is immune to any poison it is exposed to during the duration of the spell.
  • Repel Undead
    • Level: Arx 5
    • Runes: Morte, Kaom
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: You cause all undead in the area to flee from you until they can no longer see you. They must continue to flee every time they see you for the duration of the spell.
  • Poison Projectile
    • Level: Arx 5
    • Runes: Aam, Taar, Cetrius
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Target: One creature
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: You poison your target, as per the poison spell.
  • Raise Dead
    • Level: Arx 6
    • Runes: Aam, Morte, Vitae
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: One summoned creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: You summoned a single skeleton with a CR of your level - 2 or less.
  • Paralyze
    • Level: Arx 6
    • Runes: Nhi, Movis
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One creature
    • Duration: 1 round/level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: The target becomes paralysed.
  • Create Field
    • Level: Arx 6
    • Runes: Aam, Kaom, Spacium
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Effect: One wall
    • Duration: 1 round/level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: You create a wall of force, as per the spell.
  • Disarm Trap
    • Level: Arx 6
    • Runes: Nhi, Morte, Cosum
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Targets: One trap/level in a 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: Traps in the area are disarmed and rendered inert.
  • Slow Down
    • Level: Arx 6
    • Runes: Rhaa, Movis
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: The target becomes slowed.
  • Flying Eye
    • Level: Arx 7
    • Runes: Vista, Movis
    • Casting Time: 1 standard action
    • Range: Unlimited
    • Effect: Magical sensor
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: Creates a flying eye, as per the arcane eye spell.
  • Fire Field
    • Level: Arx 7
    • Runes: Aam, Yok, Spacium
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: Opaque sheet of flame up to 20 ft. long/level, 20 ft. high
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Any creature in area takes 50 fire damage per round.
  • Lightning Blast
    • Level: Arx 7
    • Runes: Aam, Folgara, Taar
    • Casting Time: 1 standard action
    • Range: Long (400 ft. + 40 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Every creature in the area takes 4d4 electricity damage per level.
  • Confuse
    • Level: Arx 7
    • Runes: Aam, Fridd, Spacium
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Targets: All creatures in a 30-ft. radius burst
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Any creature in area becomes confused.
  • Ice Field
    • Level: Arx 7
    • Runes: Aam, Fridd, Spacium
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: Opaque sheet of snow and ice up to 20 ft. long/level, 20 ft. high
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Any creature in area takes 50 cold damage per round.
  • Invisibility
    • Level: Arx 8
    • Runes: Nhi, Vista
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: One living creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The touched creature becomes ethereal, as per the ethereal jaunt spell, and invisible, as per the greater invisibility spell.
  • Mana Drain
    • Level: Arx 8
    • Runes: Stregum, Movis
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One creature
    • Duration: 1 round/level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: You recover 2d4 mana points per round.
  • Chaos
    • Level: Arx 8
    • Runes: Mega, Aam, Yok
    • Casting Time: 1 standard action
    • Range: Long (400 ft. + 40 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Every enemy in the area takes 3d8 damage per level.
  • Enchant Object
    • Level: Arx 8
    • Runes: Mega, Aam, Yok
    • Casting Time: 1 standard action
    • Range: Touch
    • Target: One item
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: The touched item gains special abilities with a total bonus increase of +5. Thus, you could choose to add anarchic, axiomatic, and defending to a sword, or heavy fortification to an armour, as examples.
  • Life Drain
    • Level: Arx 8
    • Runes: Vitae, Movis
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Target: One creature
    • Duration: 1 round/level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: You heal 3d8 points per round, and damage the target for the same amount.
  • Summon Creature
    • Level: Arx 9
    • Runes: Aam, Vitae, Tera
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: One summoned creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: No (harmless)
    • Spell Effect: You summoned a single outsider with a CR of your level - 2 or less.
  • Negate Magic
    • Level: Arx 9
    • Runes: Nhi, Strgum, Spacium
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: Opaque sheet of magical energy up to 20 ft. long/level, 20 ft. high
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: No spells may be cast in, into, or through the area, and all magical items cease to function.
  • Incinerate
    • Level: Arx 9
    • Runes: Aam, Mega, Yok
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: One creature
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: The target takes 5d4 fire damage per level, each round.
  • Mass Paralyze
    • Level: Arx 9
    • Runes: Nhi, Movis
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Targets: One creature/level in a 40-ft.-radius burst
    • Duration: 1 round/level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: The targets become paralysed.
  • Mass Lightning Strike
    • Level: Arx 10
    • Runes: Mega, Aam, Taar, Folgora
    • Casting Time: 1 standard action
    • Range: Long (400 ft. + 40 ft./level)
    • Area: 20-ft.-radius burst
    • Duration: Instantaneous
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Every enemy in the area takes 4d6 + level in damage per level.
  • Control Demon
    • Level: Arx 10
    • Runes: Movis, Communicatum
    • Casting Time: 1 standard action
    • Range: Close (25 ft. + 5 ft./2 levels)
    • Targets: One outsider
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: The target outsider becomes dominated.
  • Freeze Time
    • Level: Arx 10
    • Runes: Nhi, Tempus
    • Casting Time: 1 standard action
    • Range: Personal
    • Target: You
    • Duration: 1 round/level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Time freezes, as per the time stop spell.
  • Mass Incinerate
    • Level: Arx 10
    • Runes: Mega, Aam, Mega, Yok
    • Casting Time: 1 standard action
    • Range: Medium (100 ft. + 10 ft./level)
    • Effect: Opaque sheet of flame up to 20 ft. radius/level, 20 ft. high
    • Duration: 1 min./level
    • Saving Throw: None
    • Spell Resistance: Yes
    • Spell Effect: Any creature in area takes 5d4 fire damage per level, each round.
« Last Edit: November 12, 2008, 01:20:34 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
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« Reply #11 on: November 12, 2008, 01:29:30 PM »

Arx Runes

  • Aam - Create
  • Nhi - Negate
  • Mega - Improve
  • Yok - Fire
  • Taar - Missile
  • Kaom - Protection
  • Vitae - Life
  • Vista - Vision
  • Stregum - Magic
  • Morte - Death
  • Cosum - Object
  • Comunicatum - Communication
  • Movis - Move
  • Tempus - Time
  • Folgora - Storm
  • Spacium - Space
  • Tera - Earth
  • Cetrius - Poison
  • Rhaa - Weakness
  • Fridd - Freeze
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Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
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That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
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Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
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« Reply #12 on: January 23, 2009, 02:02:05 PM »

Added the Kiel rune.

And now Rore.
« Last Edit: January 23, 2009, 03:53:28 PM by Stratovarius » Logged

Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die
Stratovarius
Hong Kong
****
Posts: 1215


Player Resource Consortium

22641845 hs667@hotmail.com Blasted+Idols DiscipleOfOrcus
WWW Email
« Reply #13 on: January 26, 2009, 03:50:41 PM »

Livet and Sinn runes added.
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Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
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That is not dead which can eternal lie
And with strange aeons even death may die
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