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| paths:devoted_path:domain:rune [2023/06/01 03:42] – created elfinlocks | paths:devoted_path:domain:rune [2024/11/12 21:41] (current) – [Zenith - Runestore (Sp)] elfinlocks |
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| //In strange and eldritch runes you find potent magic.// | //In strange and eldritch runes you find potent magic.// |
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| ===== Primus - Runemage ===== | ===== Primus - Runemage (Sp) ===== |
| | <WRAP round box> |
| | You never accidentally set off Symbol or Glyph spells when identifying or otherwise detecting them. |
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| You never accidentally set off Symbol or Glyph spells when identifying or otherwise detecting them. Additionally, any time you would be adversely affected by a Symbol, Glyph, or any similar magic (at GM discretion), you may make a Caster Level check against the Caster Level of the effect before you are affected. If you succeed, you wrestle control of the rune, and may harmlessly discharge it, or treat the rune as your own spell (though the duration and any miscellaneous factors of the original spell remain). | Additionally, you may inscribe your own custom Runes - in order to do so, you must select a solid, stationary surface to inscribe the rune upon (a boat's deck, for example, would be suitable - this clause is meant to disallow moving the Rune about, which would just make it a Scroll). You must expend 10 minutes per Spell Tier to inscribe a Rune, and you may inscribe any spell which you know. The Mana used on a Rune is sacrificed, meaning your maximum Mana is permanently decreased until the Rune has activated. You may bind a Rune to an Implement for this purpose, but the Implement will likewise lower its maximum capacity when doing so. A Minor Implement bound to a specific Spell may only assist with Runes of that specific spell. |
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| ===== Enlightenment - Runeseer ===== | Next, select a trigger for the Rune - this must be simple (IE, one sentence of description or less), but is otherwise quite flexible. Examples of suitable triggers include: |
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| You may concentrate as a Full Round Action to see or hear through any active rune, glyph, symbol, or other applicable spell (at GM discretion) which you have cast. As long as you maintain Concentration, you gain the benefits of [[priority:magic:spells:tier3:clairaudience_clairvoyance|]] (choose one) from the "perspective" of the rune. This ability works across any distance, and even across planes, but as it is a Divination effect, lead and similar preventative magicks block it. | * Physically looking at the Rune |
| | * Standing within a certain number of squares from the Rune |
| | * Casting a specific spell, or school of spells, on or near the Rune |
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| ===== Favored Spells ===== | When the trigger condition is met, the Rune casts as if you had cast the spell yourself from that position. You must dictate any specifics of the spell when you are inscribing the Rune (for example, a Rune of [[priority:magic:spells:tier4:scrying|Scrying]] must have a predetermined target upon activation). You always know when one of your Runes has been activated. |
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| You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner): | Runes remain indefinitely, but they may be destroyed through their host structure being destroyed, an [[priority:magic:spells:tier1:erase|]] spell, and similar effects. You may allow a Rune to have multiple "charges" by expending sufficient Mana for each use. A Rune may only activate once per Round. |
| | </WRAP> |
| | ===== Enlightenment - Etch Rune (Su) ===== |
| | <WRAP round box> |
| | You may modify the properties of a magical item by inscribing runes within it. To do so, you must spend 10 minutes of time per bonus of the magical item (thus a +6 item would take 1 hour). Doing this allows you to freely modify the properties of the item's enchantments, up to half your Caster Level (minimum 1). This means that in order to completely rewrite every enchantment upon a +10 Longsword, you would need to be Caster Level 20. You only need the Caster Level for the enchantments being rewritten - if your Caster Level were 12, you could still rewrite up to +6 of the theoretical +10 item's enchantments. |
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| | Typical uses of this Talent include changing the element of a magical weapon, or adjusting the bonuses or special abilities conferred by it. The Runes etched in this manner last indefinitely, but you may remove them with a touch, as a Swift Action. Etched Runes are subject to dispelling. |
| | </WRAP> |
| | ===== Zenith - Runestore (Sp) ===== |
| | <WRAP round box> |
| | You may now store runes on people, provided that their gear is sufficient to withstand the process. Runes may now be etched onto Armor, as the Runemage Talent. Armor may store the following base amount of Spell Tiers, plus its [[equipment:mwk|Masterwork]] Bonus. Meaning that a Masterwork 3 set of Light Armor could store up to four Spell Tiers of Runes upon it (such as two T2, one T4, or other such combinations). |
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| | ^ Armor Type ^ Base Tiers ^ |
| | | Light | 1 | |
| | | Medium | 3 | |
| | | Heavy | 6 | |
| | | Shield | 1 | |
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| | A creature wearing Armor with Runes etched into it may activate any Rune as a Half Action. The Spell acts as if you had cast it, but the creature wearing the Armor may dictate what the spell does (for example, a Rune of [[priority:magic:spells:tier2:elemental_spray|]]'s target is dictated by the one wearing the Armor and activating the Rune). Using a Rune in this manner is treated as a Spell-Like Ability. A Rune may have a trigger condition as stated under Runemage if desired, but this disallows it from being manually activated as described above. |
| | </WRAP> |
| | ===== Favored Spells ===== |
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| * [[priority:magic:spells:tier1:erase|]] | * [[priority:magic:spells:tier1:erase|]] |