Loz said:DamonJynx said:Look at the sorcery rules for Elric, rune casting and summoning. They are ideal for low-magic, swords and sorcery campaigns. Whilst they don't have same versatility or raw power as the magic systems in the core rulebooks, they can be quite useful if used creatively! The good thing is you don't have to nerf anything then. YGMV.
You'd be surprised how versatile and powerful Elric runes can be when used creatively...![]()
Very true. I undersold them a little. Here are a couple of examples of what Loz is talking about.
Rune of Reflection
Each magic point used to cast the rune reflects an equal number of attacks back on the attacker, provided the recipient of the rune is aware of the attacks. One of my guys before a combat spends 5 CA buffing, 3 points on the Rune of Reflection, so 3 attackers hit themselves, he doesn't need to spend any other CA's for defense, and 2 points on Rune of Protection giving him an additional 2 points of armour. And the effects of both last an hour! That's as per the book.
Rune of Water stacked with Rune of Creature and Rune of Touch (Man, Woman, specific beast)
Each magic point invested in the casting of the rune of water does that many points of damage to all locations of the victim by dehydrating them (making them sweat blood is my description of it, along with agonizing pain). The touch rune is used to make the attack ranged and gives you POW * 1 meter for each point invested. The creature rune is used to specify the creature type affected. So for 4 MP you could do 2 points of damage to a creature POW metres away every round for an hour!
That's a use that's not listed in the book, but Pete Nash said it would be OK in another post. Maybe you could confirm that Loz?
And that's just the start really. One guy made a flying skull that did 1D6 points of fire damage each time it hit you! The magic is really cool! You just have to think outside the box!