Difference between revisions of "Runic Association"
From Harath Rules
(Created page with "Cost: 5 points/Level Some people are naturally attuned to the metaphysical world than others. Each level of Association gives you + 1 die to any spells that you perform (<i>N...") |
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Cost: 5 | {| | ||
|Cost: | |||
| 5 CP/level | |||
* | |- | ||
* | |Description: | ||
* | |You are more naturally attuned to the metaphysical world than others, meaning that magic use comes more naturally to you than to others. | ||
* | |- | ||
* | | style="vertical-align:top;" | Gameplay: | ||
* | |Each level of Runic Association gives you 1 [[ Main Page | bonus die]] when casting a spell that uses that particular rune. Note that having Runic Association actually allows you to cast a spell when you have a Skill of 0. See the [[ Magic | Magic ]] page for much more information about how magic works. | ||
* | |} | ||
* | There are many different types of magic users, who are associated with different types of runes (or magic use). Some of the more common ones are listed below: | ||
* | * Pyrokineticists work with Heat-based runes, such as Fire. | ||
* Cryokineticists work with Cold-based runes such as Ice. | |||
* Photokineticists work with Light-based runes, such as Moonlight. | |||
* Scotokineticists work with Dark-based runes, such as Shadow. | |||
* Sensitives work with Sense-based runes, such as Sight. | |||
* Telekinetics work with Move- and Hold-based runes, such as Fly. | |||
* Channelers work with Spirit-based runes, such as Conjure. | |||
* Necromancers work with Death-based runes, such as Animate. | |||
* Healers work with Health-based runes, such as Cure. | |||
<blockquote> | |||
Helen is a Sensitive mage with Runic Association to the Sound rune=3 and Sound Rune=4. One day, while attempting to sneak unnoticed into an enemy camp, she casts a Break Sound spell on herself in an effort to keep the sentries from hearing her. When she rolls to see how well she casts her spell, she will roll 7 dice (4 for Sound Rune + 3 bonus dice for Runic Association). Based on those numbers, she can expect to get around 4 Ss. | |||
</blockquote> | |||
[[Category:Abilities and Disabilities]] | [[Category:Abilities and Disabilities]] | ||
Latest revision as of 22:50, 7 February 2021
| Cost: | 5 CP/level |
| Description: | You are more naturally attuned to the metaphysical world than others, meaning that magic use comes more naturally to you than to others. |
| Gameplay: | Each level of Runic Association gives you 1 bonus die when casting a spell that uses that particular rune. Note that having Runic Association actually allows you to cast a spell when you have a Skill of 0. See the Magic page for much more information about how magic works. |
There are many different types of magic users, who are associated with different types of runes (or magic use). Some of the more common ones are listed below:
- Pyrokineticists work with Heat-based runes, such as Fire.
- Cryokineticists work with Cold-based runes such as Ice.
- Photokineticists work with Light-based runes, such as Moonlight.
- Scotokineticists work with Dark-based runes, such as Shadow.
- Sensitives work with Sense-based runes, such as Sight.
- Telekinetics work with Move- and Hold-based runes, such as Fly.
- Channelers work with Spirit-based runes, such as Conjure.
- Necromancers work with Death-based runes, such as Animate.
- Healers work with Health-based runes, such as Cure.
Helen is a Sensitive mage with Runic Association to the Sound rune=3 and Sound Rune=4. One day, while attempting to sneak unnoticed into an enemy camp, she casts a Break Sound spell on herself in an effort to keep the sentries from hearing her. When she rolls to see how well she casts her spell, she will roll 7 dice (4 for Sound Rune + 3 bonus dice for Runic Association). Based on those numbers, she can expect to get around 4 Ss.