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Difference between revisions of "Runic Association"

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(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 points/Level
{|
 
|Cost:
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>Note that this allows you to cast a spell when you have a skill of 0.</i>). there are actually many different forms of associations, in fact as many associations as there are runes. Some of the more common ones are listed below:
| 5 CP/level
* Pyrokinetic-Heat 
|-
* Cryokinetic-Cold 
|Description:
* Photokinetic-Light 
|You are more naturally attuned to the metaphysical world than others, meaning that magic use comes more naturally to you than to others.  
* Scotokinetic-Dark    
|-
* Sensitive-Sense    
| style="vertical-align:top;" | Gameplay:
* Telekinetic-Move/Hold   
|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.
* Channeler-Spirit    
|}
* Necromancer-Death    
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:
* Healer-Heal
* 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.