Any Rune Spells

yeahgday

Mongoose
Hi all Iv'e been thinking about how some of the runes got left out in the cold and didn;t get any spells, and some runes only got one or two, so until we get a bigger list of spells, here are a few "Any Rune" spells...

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Rune bolt
Casting time 1, instant, magnitude 1, progressive, ranged, resist dodge
Runes: any

A beam of energy arcs from the from the casters hand coloured by the energy of the rune it is being cast through.

If successful rune bolt strikes its target in one random location doing 1d4 (per magnitude) of energy damage based on energy of the rune used. (Water runes do water damage, and possibly extra damage to fire based creatures, law does law damage and possibly extra to chaos creatures etc. All extra damage is done at the GM’s discursion and/or by the targets vulnerabilities.)
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Rune Shield
Casting time 1, duration 5, magnitude 1, progressive, touch
Runes: any

A barely visible mesh of energy circles the target coloured by the energy of the rune it is being cast through.

For every point of Magnitude of this spell, one armour point is added to every hit location of the target. This stacks with any existing armour and is treated in the same way (so a precise attack can bypass it normally).
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I decided to make them less powerfull than simmilar spells, so that those runes that already had spells like these don't get a bashing.

so what does everyone think? are there suggestions? do you want any more "any rune" spells? or would like more specific rune spells?
 
Rune bolt, Kind of makes disruption redundant and you could be getting secondary effects from the runes.
Not sure what effect you'ld expect from Harmony or fertility runes :)
 
Exubae said:
Rune bolt, Kind of makes disruption redundant and you could be getting secondary effects from the runes.
Not sure what effect you'ld expect from Harmony or fertility runes :)
lol the 1D4 randomly heals you?

It's a good comment. Runebolt already more powerful than Disruption, even with 1D4, and the secondary from the element makes it even tougher. It'll also take on Frostbite at Magnitude 2 - 1 under Frostbite's magnitude. The spell description needs to make sure that armour protects against this damage as well.

Given it is progressive I think that if introduced as is players will rapidly acquire RuneBolt 6+ - 6d4 fire or ice damage is an awful lot on a target in one hit. If this is used then the spell description needs to make sure that either each d4 is rolled for separately or the whole lot is applied to a single location. Making it a fixed magnitude spell might be more appropriate.

The Runes to which it applies do need to be listed. Not just Fertility, but other Rune damage can be questioned. What damage does Communication do - would it do damage at all? What about Man? Beast? Even Dark or Shadow?
 
ok, so how about 1d2 damage? the damage comes from the concerntration of energy, so I think it realy doesn't matter what sort of energy it is, it's just a bolt of energy. if you want to rule out certain runes because you don't feal they fit, then it's all good. I'm just trying to fill the gaps until some of the runes with no or little spells get some spells
 
Dust Ball
Casting time 2, instant, magnitude 2, ranged, resist: Resilience
Runes: Air, Earth

A gust of wind whips up dust and dirt getting into the targets eyes and up their nose, obscuring the targets vision.

Dust and dirt is wipped up by a gust of wind getting into the targets eyes giving them great difficulty in performing any task. Failure to resist means that the target suffers -40% to all actions. They may make a Resilience roll every round, once succeded they throw off of the spells effect.
 
Heatwave
Casting Time 1, Instant, Magnitude 3, Ranged,
Resist (Resilience)
Runes: Cold
This attack spell allows the caster to enshroud his opponent in searing heat haze, dealing 1 point of damage to all hit locations, ignoring any armour points. Magical effects that protect against Heat damage can block this effect, but mundane items are ineffective.

Dragon Claw
Casting Time 2, Duration 5, Magnitude 4, Touch
Runes:Dragon or Dragonewt.
This spell transforms one of the users limbs (typically his left hand) into a fearsome scaled claw, with huge glowing dagger like nails. The claw does 1D10 damage. The spell uses their Unarmed skill to attack with the claw. The claw is treated as a Formidable Natural Weapon and can be used to parry, offering the same protection as a Buckler shield.

Simon
 
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