Soul Rune
From Harath Rules
The soul is the essence or embodiment of a person–it is the Astral part of the person. The Soul rune affects the Astral part of the body, but it’s effects can be seen on the material plane. Most of the descriptions, therefore have an Astral Effect and a Physical effect.
Break
| Astral Effect | Each 1 power in the spell does 1 Astral HP damage |
| Physical Effect | Each 10 Power adds 1 point of a mental disadvantage. |
Control
Same as the Control rune, but Power is calculated as the following:
Sorcerers
Power = (Magic Theory + Astral Theory) × Effort
Psychics
Power = (Will + Astral Theory) × Effort
Create
Create creates a new soul which can be placed into something else. This will give the creature or thing sentience. Every 10 power in the spell will add 1 to a mental statistics.
Form
N/A
Heal
| Astral Effect | Each 1 power in the spell heals 1 Astral HP damage |
| Physical Effect | Each 20 power put into this spell will reduce 1 point of a mental disadvantage. For example, a -10 point negative disadvantage will take 200 power points. [10 x 20] |
Project
| Astral Effect | This will move the victim’s astral presence. Targets have no weight, therefore they resist with their Will. Each resultant Power will move the victim at a rate of up to 0.1 m/s. |
| Physical Effect | This spell will project a force on the Soul of the victim. In general, it works the same way as the regular Move/Hold spell, but the soul typically won’t move without it’s body. It will snap back at Astral movement speed (The character’s Quickness). However, since there is no mass to a soul, the mechanic is different. |
Protect
| Astral Effect | Each 10 power in the spell heals 1 Astral AP |
| Physical Effect | Each 1 power protect against any spell or attack to the victim’s soul, mental attributes, or mental advantages/disadvantages |
Sense
Same as the Sense rune, no changes.
Strengthen
| Astral Effect | Each 10 power in the spell increases Astral Strength by 1 |
| Physical Effect | Each 10 power allows 1 bonus point to overcome mental disadvantages |
Summon/Dispel
| Astral Effect | This will move the victim’s astral presence. Souls have no weight, therefore victims resist with their Will. | ||||
| Physical Effect | On the physical plane, this will remove the victim’s soul from their body. If the victim isn’t in Astral Space, then the soul will snap back into the body as soon as it can through Astral Speed (The character’s Quickness). While it is gone, the victim will have no ability to regulate their behavior. They will act as a person with no conscience. This ability to “want” to remain in the body means that the victim resists with their Will+Con.
TransformN/A WardAstral Effect. This will stop the victim’s movement. Each 1 power adds to power which must be overcome in Astral Combat for the soul to pass through. Often this is a way to trap the soul after a summoning. Physical Effect. Works identical on the physical plane. Often the spell is placed on a physical object to act as a recepticle for the soul. The physical recepticle will be embued with the magical energy and will have 1 AP per Power in the spell. Weaken
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