HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 RUNE CASTING

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: RUNE CASTING   RUNE CASTING Icon_minitimeSat Aug 08, 2009 5:21 am

All Runes are cast in advance and when activated, last only until the end of the encounter when they disappear, unless otherwise stated in the spell description.

Runic Level One

Claw of the drake - (£3) Touch End Adv
The target of this spell is not affected by the drop spell.

Courage (£3) Touch End Adv
The target of this spell is immune to all unnatural fear for the duration of the encounter. It also negates any fear effect already placed on a target.

Defend Item (£3) Touch End Adv
The target item has now been given a defy, it must be used on the first spell cast at the item.

Protection from cold (£2) Touch End Adv
This rune protects you from the first two points of cold damage. This spell does not protect against magical damage.

Protection from heat (£2) Touch End Adv
This rune protects you from the first two points of fire damage. This spell does not protect against magical damage.

Magic Resistance (£3) Touch End Adv
The target of this spell is granted 1 defy, which must be used on the first spell that is cast at them.


Runic Level Two

Leather Armour Rune (£3) Touch End Adv
Gives +1 armour to each location, these are lost before everything else.

Protection from Paralysis (£4) Touch End Adv
With this protection the paralyzed victim ignores all the paralysis calls, for one encounter. (No effect must be called)

Stitch (£4) Touch Ins
Repairs 1 point of damage to a single location, only works on leather armour.

Mend (£3) Touch. Ins
This repairs any non-magical inanimate metal item. (Up to ten cubic feet). Can be used to fix a shattered weapon, or repair a point of damage on armour.

Stop Bleeding (£3) Touch. End Adv
This spell will stop you bleeding.


Runic Level Three

Indomitable Mountains (£5) Touch End Adv
The target is granted the stability of the mountains. The touched target cannot be knocked over or back and cannot be even be thrown under any circumstances short of powerful magic.

Protection from Environment (£6) Touch End Adv
The recipient of this spell does not suffer from the ill effects of a harsh climate, such as the cold of the mountains, or the heat of a desert. Does not work on extreme conditions.

Retribution Minor (£5) Caster Only End Adv
When the caster is struck, the attacker receives the same amount of damage on the same location. This does not include ‘special’ calls, like poison, etc. This only works upon the first strike, not the whole encounter.

Studded Leather Armour Rune (£5) Touch End Adv
Target gains +2 hits to each location, these are lost before everything else.

Weapon to Hand (£6) Touch End Adv
In the heat of battle you some how fumble your weapon, it will automatically return to your hand.


Runic Level Four

Armourer (£8 ) Caster Only Ins
The caster has five mend spells to be used on metal armour.

Anti-Magic Item (£6) Touch End Adv
Until the end of the adventure, the touched target item of this spell is given the ability to defy the next three spells cast at it. The three defy's must be used upon the next three spells and cannot be used to defy spells cast at their person.

Superior Weapon (£8 ) Touch End Adv
The target weapon of this rune casting is immune to shatters or warp-wood spells. This rune persists until the end of the adventure after being activated

Protection from Poisons (£6) Touch End Adv
Ignores all poisons that cut the skin for one encounter but not magical Poisons.

Protections from Arrows (£6) Touch End Adv
Damage from normal arrows are now reduced by half damage, cannot fall below a single point of damage.


Runic Level Five

Anti-Magic (£8 ) Touch End Adv
Until the end of the adventure, the living target of this spell is given the ability to defy the next three spells cast at them. The three defy's must be used upon the next three spells and cannot be used to defy spells cast at their items.

Forge Weapon (£8 ) Caster Only End Adv
The caster can create a weapon out of thin air. This weapon function like a normal weapon in every way, until the end of the adventure when it disappears. This item is slightly transparent and it is obvious to everybody it is not real.

Protection from Venoms (£8 ) Touch End Adv
Ignores all venoms that cut the skin for one encounter but not magical venoms.

Protection from Curses (£10) Touch End Adv
The target of this casting will only be affected at the end of the adventure.

Ward of Steel (£10) Touch / 10 Paces 1 Encounter
Anybody behind the ward is protected from any physical or magical damage from any weapon.
No weapons of any type may pass through the ward. Spells can still be cast as normal.


Runic Level Six

Immunity to Poisons (£10) Touch End Adv
Target is Immune from all poisons for the rest of the adventure. This rune persists until the end of the adventure.

Immunity to Paralysis (£15) Touch End Adv
Target is Immune to touch and range paralysis for the rest of the adventure. This rune persists until the end of the adventure

Protection from Afflictions (£15) Touch End Adv
The target of this casting will not be affected by any affliction until the end of the adventure. This rune persists until the end of the adventure

Ring Mail Armour Rune (£10) Touch End Adv
Target gains +3 hits to each location, these are lost before everything else.

Strike Mighty Blow (£15) Touch Activated
Calling this with your next strike, whether it lands or not, allows you to cause an additional +2 Damage & Strike Down or if it strikes a Weapon or Shield then it does a Shatter & Strike Down.

Ward of Magic (£15) Touch / 10 Paces 1 Encounter
Anybody behind the ward is protected from any magical damage or innate abilities cast at them from any source. No spell magic or innate ability of any type may pass through the ward.
Runic Level Seven

Chain Mail Armour Rune (£15) Touch End Adv
Target gains +4 hits to each location, these are lost before everything else.

Immunity to Arrows (£18) Touch End Adv
You are now immune to all damage from arrows until the end of the adventure. This rune persists until the end of the adventure.

Immunity to Cold (£15) Touch End Adv
You are now immune to all cold damage until the end of the adventure. This rune persists until the end of the adventure. This also includes magical sources of damage

Immunity to Heat (£15) Touch End Adv
You are now immune to all heat damage until the end of the adventure. This rune persists until the end of the adventure. This also includes magical sources of damage

Protections from Blunts (£20) Touch End Adv
The target, now only takes half damage from any Blunt weapons. All damage taken can never be reduced below one point of damage. Magical damage still has full affect. This lasts until the end of the encounter

Protections from Blades (£20) Touch End Adv
The target, now only takes half damage from any Bladed weapons. All damage taken can never be reduced below one point of damage. Magical damage still has full affect. This lasts until the end of the encounter

Resist Magic (£15) Touch 1 Encounter
The target of this spell only receives half damage from raw magic damage spells, rounded up.


Runic Level Eight


Immunity to Venoms (£22) Touch End Adv
Target is Immune from all venoms for the rest of the adventure.

Immunity from Afflictions (£25) Touch End Adv
The target is Immune from all forms of afflictions for the rest of the adventure.

Magically Enhanced Weapon (£25) Touch 1 Encounter
Enhanced weapon now causes +0 magical damage.

Protection of the Soul (£22) Touch End Adv
The beneficiary of this spell is granted complete immunity to all forms of life draining with the exception of powerful magic. This lasts until the end of the encounter.

Retribution Major (£25) Caster Only End Adv
As Retribution Minor, but affects all blows until the end of the encounter.


Runic Level Nine

Runic Armour +2 (£35) Touch End Adv
This spell enchants all of your touched targets armour with +2 hits. At the end of every encounter your armour will regenerate any of the lost enchantment, even if the armour on that location is destroyed. If your normal armour is damaged then it is still damaged as normal and must be repaired at the end of the day. This rune does not vanish at the end of the encounter, but persists until the end of the adventure. If you ever lose your last point of real armour, then this rune is cancelled at the end of the encounter

Invulnerability (£35) Touch End Adv
The target of this spell is Immune to all physical damage for one encounter.

Immunity to Curses (£30) Touch End Adv
The target is Immune from all curses for the rest of the adventure.

Plate Armour Rune (£30) Touch End Adv
Target gains +5 hits to each location, these are lost before everything else.


Runic Level Ten

Field Plate Armour Rune (£40) Touch End Adv
Target gains +6 hits to each location, these are lost before everything else.

Immunity to Mind Effecting Spells (£45) Touch End Adv
This spell grants the target immunity from any charms, illusion, voices of power or anything that has an influence over the targets mind. Lasts one encounter

Immunity to Blunt Weapons (£50) Touch End Adv
The target, now takes no damage what so ever from Blunt weapons. Magical damage still has full affect. You cannot combine this spell with immunity to bladed weapons. This rune persists until the end of the adventure

Immunity to Bladed Weapons (£50) Touch End Adv
The target, now takes no damage what so ever from Bladed weapons. Magical damage still has full affect. You cannot combine this spell with immunity to blunt weapons. This rune persists until the end of the adventure
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