Spells converted to RQII

Make

Mongoose
Well lets first get some things out of the way. I am from Finland so sorry for any bad grammar. Second thanks to the authors for creating the best pnp rpg to date.

I didn't find any topic concerning this so sorry if this is a repost.I am putting up only sorcery spells here, but the topic is for any and all spells from previous versions of runequest.So here's a couple I would like to share and get some feedback on.

Aura of lightning(original Runequest spellbook pg 128)
Autonomous, Resist(evade)

This spell creates a mobile lightning storm centered at the caster the radius of the spell is 1m/10% grimoire. Any creature that enters in the radious takes 1d4 electrical damage that ignores metal protection or armor to a random hit location the spell strikes again on each new combat round.

Chains(Fiendish chains Runequest spellbook pg 139)
Autonomous, Resist(Evade)

This spell makes chains come out of the earth and lock around the target(s). Any target(s) that fail to resist are bound by 1d3 chains to random hit locations. The chains have a brawn skill of 20+grimoire skill/2 which the target must win in an opposed skill test with his/hers brawn skill to brake free using a CA. Regardless if the target succeeds or fails he will take 1d4 slashing damage. The sorceror can choose to apply the target manipulation on the same target getting a cumulative +1 on the hit locations affected roll. After the duration has expired the chains will disappear.

Knockdown(Original runequest spellbook pg 149)
Concentration, Resist(resiliency)

This spell while not damaging the target(s) pushes them away from the caster. Any target(s) that fail their resistance are knocked prone and 1m/10% grimoire skill away from the caster up to maximum range of the spell.



Note: I do not own the abiding book(next on the buy list) so if these are there please mention it.
 
Beware when you move on to other types of magic, I heard that there was a major problem with MRQ1 magic where a load of spells that should be Divine Magic were listed under Common Magic (which I think was called Rune Magic back then).
 
Dan True said:
Aura of Lightning doesn't seem that good compared to Wrack and Airburst (from SpellCom).

- Dan

Wat?

I thought; wow this is What I've always wanted Wrack to be.

First it requires an Evade action to parry, which means your enemies must spend a CA to ignore it, all your enemies within Grimoire/10 meters.
Second, it's Autonomous, meaning taking hits or casting other spells is no problem at all.
Yes the damage is low, but it's consistent and harder to resist.
However, the fact that it will often roast your party as well is probably pretty bad, so without an option to control the lightning it would probably never be used by a player character.


Chains is awesome though, perhaps too awesome. Grimoire is pretty easy to get up pretty high which means while you are using 1-2 CA (depending on number of targets) to cast this spells enemies are using 1+1d3 (1 to evade the spell initially, and 1d3 to get out of the chains). Which means you get a two for one on action economy, as well as damage. If I had access to this spell I'd use it all the time (partly because it reminds me of my favorite spell form D&D)
 
Well the way I see it the purpose of aura of lightning is to discourage melee fighters from closing in so you can work your thing.

On chains that actually might be true it might be better idea to get rid of the damage all together, since the original already did way more damage so might as well get rid of the hole thing.

Thanks for the feedback.
 
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