Tuesday, April 21, 2009

Runes - Wizard Implement


Inscribed upon precious stones, dragon scales, specially made tiles or bones, these characters of power are collected and prized by wizardly folk, who use them to improve their spells.

Runes are a new type of secondary arcane implement. Characters can use runes to alter the effects of arcane spells they cast. There are specific runes arcane casters can acquire that add small bonuses to their spells.

They operate somewhat like stances, in that the character has a selection of available runes they have collected, and as a minor action they can draw and invoke a new rune each turn, which stays active while held until they draw and invoke another rune, or until the end of the encounter.

Runes are an "off-hand" implement, in that they can be used in one hand and their bonuses add to whatever other implement the arcane caster is wielding.

A player might start out with one rune and then gain more in their adventures.

Presented here are Heroic tier runes. Paragon tier runes bonuses are one higher than Heroic tier runes, and Epic tier runes are another one higher than Paragon tier runes.

Runes
Secondary Arcane Implement - can be used in the off-hand and the effect is in addition to the primary arcane implement.
Invoke (Minor Action) - draw and invoke a rune as a minor action to activate its effects. Only one rune can be active at a time. The rune's effect remains while held. The effect ends when another rune is invoked, the encounter ends, or the caster ends the effect.
Effect - bonus as listed below to any arcane power used while the rune is active.

Heroic Tier Runes
Eye - add +1 to perception and insight skill checks - level 2, 520 gold.
Mouth - add +1 to charisma-based skill checks - level 2, 520 gold.
Fire - add +1 to fire damage - level 3, 680 gold.
Frost - add +1 to frost damage - level 3, 680 gold.
Lightning - add +1 to electricity damage - level 3, 680 gold.
Thunder - add +1 to thunder damage - level 3, 680 gold.
Sun - add +1 to radiant damage - level 3, 680 gold.
Water - add +1 to acid damage - level 3, 680 gold.
Dream - add +1 to psychic damage - level 3, 680 gold.
Night - add +1 to necrotic damage - level 3, 680 gold.
Hand - add +1 to any one defense (chosen when invoking the rune) - level 5, 1,000 gold.
Foot - +1 to movement speed while wearing light or no armor - level 9, 4,200 gold


Paragon Tier Runes
Water - add +1 to distance of a power's push, pull or slide - level 15, 25,000 gold.

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