Runes

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Runes

Postby Andferne » Thu Sep 06, 2012 4:53 am

Question for Runes cast in Staves. Do they also effect casting rolls and spell damages when applicable? Or do the Runes just help the normal attack and damage rolls? Or perhaps both? I cannot seem to find it being mentioned anywhere.
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Re: Runes

Postby MacGrein » Sat Sep 08, 2012 7:46 am

I would rule that "yes".
What if you cast runes on a wand?

After all, a Staff if more useful as a magic-wand: only for spells.
A mage could always get a Club/Morningstar if it wanted a melee weapon.

Orrrr, runes could affect only Arcane Lance...
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Re: Runes

Postby shonuff » Sat Sep 08, 2012 8:03 am

MacGrein wrote:Orrrr, runes could affect only Arcane Lance...


Yeah. That's what I would rule personally. Unless, of course, there were specific runes that only affected spells.
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Re: Runes

Postby Andferne » Sat Sep 08, 2012 8:58 am

Perhaps Runes for each type of magic then to help the castings?
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Re: Runes

Postby shonuff » Sat Sep 08, 2012 11:14 am

Yeah, I think those would be fun. Although IIRC, caster runes aren't in RAW. You could increase damage, lower casting times, lower TNs, increase durations, tons of things.
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Re: Runes

Postby MacGrein » Sat Sep 08, 2012 10:32 pm

Yeah, that's right!
According to Set 3, there are Armor Runes and Weapon Runes. So, we can make Mage Runes (or Metamagic Runes, Conjuration Runes, I don't know)

Armor Runes ..... 5: defense, fortune, protection, valiance, warding

Weapon Runes ... 7: cold iron, devastation, elements, paralyzation, silverite, slowness, striking

Mage Runes ...... 6:
>>> Rune of quickening: faster conjuration or less Mana cost
>>> Rune of matter: stronger damage
>>> Rune of awakening: greater Spellpower
>>> Rune of space: larger area effects
>>> Rune of time: longer during and/or permanent effects
>>> Rune of control: element combining spells (Fireball + Winter'sGrasp kind of thing)
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Re: Runes

Postby Andferne » Sat Sep 08, 2012 11:15 pm

MacGrein wrote:Rune of control: element combining spells (Fireball + Winter'sGrasp kind of thing)

This could be extremely fun to play with. Maybe set it up to have a give and take feature.
Allows you to take away the knockdown effect of Fireball, and replace it with the slowed effect.
Hmm, the possibilities...
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Re: Runes

Postby Kalias » Sun Sep 09, 2012 2:53 am

I really like the idea of Magic Runes. I've always thought the rules were a bit ambiguous as to whether the abilities of a quarterstaff applied to just physical attacks, or if arcane lance and spells were affected too.

On a semi-related note, I've written some more detailed rules for Elemental Runes. The Playtest mentions that these runes have secondary effects, but doesn't provide much information on what these effects could be.

I've broken down each level (novice, journeyman and master) for each rune type and given it an extra effect. Any suggestions for improvements (particularly the Nature Runes) would be appreciated.

PDF can be downloaded here:
http://www.yourfilelink.com/get.php?fid=820519
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Re: Runes

Postby Hellebore » Mon Sep 10, 2012 5:05 am

Kalias wrote:I really like the idea of Magic Runes. I've always thought the rules were a bit ambiguous as to whether the abilities of a quarterstaff applied to just physical attacks, or if arcane lance and spells were affected too.

On a semi-related note, I've written some more detailed rules for Elemental Runes. The Playtest mentions that these runes have secondary effects, but doesn't provide much information on what these effects could be.

I've broken down each level (novice, journeyman and master) for each rune type and given it an extra effect. Any suggestions for improvements (particularly the Nature Runes) would be appreciated.

PDF can be downloaded here:
http://www.yourfilelink.com/get.php?fid=820519


I did up some runes in esoterica 1 (see my sig). They might give you some ideas.

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