Sapphire Rune Power (Solar Circle spell)
Cost: [10 spots (inverted) or 20 spots] + cost of terrestrial or celestial spell
Objective: Surface
This spell works the same way that Esmeralda Power Rune, except for the following modifications:
• Each Rune Sapphire costs 10 motes, no 5, which are inverted Rune until dissipated. Runa
Sapphire
• Each may contain a Celestial Circle spell the same way as the previous version to the Earth.
• The Rune is dissipated by Countermagic Diamantina, but once released the spell dissipates it as any normal spell of his circle.
• The maximum amount of total Runic Power (Emerald & Sapphire) can not exceed the Sorcerer's Permanent Essence.
• The roll to invoke any wizard rune is not Celeste 5.
• The difficulty in identifying the contents spell: 3 for celestial sorcerers who possess the spell, 4 for celestial sorcerers do not have it, 5 for Wizards land, 6 for casters and 7 for the rest.
A sorcerer's election, may choose to imbue a spell land on the surface, in which case the cost is 20 spots (not invested) plus the normal cost of the spell. But in this case, you can choose a "trigger" to activate the spell, which must be simple, not elaborate. "When a redhead walked on" or "When you touch it with a sword" is valid, while "When you touch a mad woman" or "If someone is lying in his presence" are not.
Rune is considered to have basic auditory and visual capabilities of what happens around them (up to 10 meters) but can in no way think or recognize anything beyond the obvious (ie, having something that requires specific skills). A human can recognize a horse, but not a fatal one exalted. When using keywords alone can understand and recognize as true what is said in the same language as the sorcerer said at the time of invocation.
Rune surface is 5 cm2 and mote it takes the original spell.
always use all the attributes of the wizard when creating the Rune. Runes
These do not count toward the maximum of Runes of Power that may be sleeping at the same time, and that magic is sustained regardless of the caster. For this reason, they can last centuries after its creator has died.
Tuesday, March 3, 2009
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Esmeralda Power Rune (Hechizo del Círculo Celeste)
Cost: 5 motes (reversed) + cost of land spell
Objective: Surface
The magician performs a ritual that extends along from dawn to dusk. First clean the surface where you place the rune flawlessly. Once that is done you must use specially prepared dyes with exotic plants Elemental Pole of Wood Resources (4 in the East, 5 elsewhere), and start drawing the arcane symbol on the surface. Rune occupies 1 cm2 per pot it takes the spell it contains. Once the command finishes, spends 5 spots (which will remain invested until you release the spell of the rune) and begins to imbue it with magic. At this time should you spend the motes of essence spell that attempt to store the rune (but without spending the points of Will), which are not reversed.
From that moment, and as long as the symbol is kept intact and without damage, the caster can activate a rune gently pressing and spending a wad of essence (or 1 point if it is a mortal Will no reserve) to release the spell content. The same is released in the same turn that the rune is active, speed-initiative wizard (this will be his only action for the turn, as if an invocation of normal spells with the only difference that the spell has no possibility of failure if it distracts the wizard). Once energy is released, there are no traces on the surface of the symbol.
Some considerations: • Only
Land can be stored spells that have a normal invocation time or instantaneous (as Countermagic), no rituals or spells extended invocation. Nor can the effect of those spells Rune requiring that all or part of the substance used in its invocation is reversed.
• If the rune is Countermagic Sapphire target, it dissipates immediately, without causing any damage to the surface on which it is registered. No However, once it releases, the spell is still Terrestrial dissipation effects magic.
• A wizard can have as many runes of power while sleeping as his Permanent Essence.
• There is no limit to the amount of Runic Power can have the same object, animal or person, provided you have enough space.
· The runes can be placed on any surface, which should not be flat or straight, but if partner. Can not be placed on other devices on other runes of power or changing and unstable surfaces (such as water or sand). Some examples are: swords, armor, shields, the skin (tattoo) a door, etc..
• A sorcerer may designate, upon invocation, to another person so you can activate the power of the Rune, although this does not have the charm Earth Wizardry. But in that case, the pitcher must make an Intelligence + Occult roll to DF 3 to cast the spell correctly. If it fails, the rune magic dissipates as if he had failed a circulation of concentration. If it fails, the spell suffers the same fate as if it had failed to roll concentration.
• If the spell has several options in their activation must be selected when recording the Rune (then not be changed). Therefore, if the cost of the spell is variable, must spend all the bits of nature that requires a pre-set the spell to be stored.
• If the spell requires the caster to make a roll, this is done with the attributes and skills of the current pitcher, but with the Essence, Will and Virtues of the original wizard when recording the Rune.
• Each Rune retains a shape and size according to the spell it contains, so someone who sees it can make an Intelligence + Occult roll to try to identify the spell. If the observer is a wizard and has the spell in question, the City is 3. If you are a magician, but the spell has no content, the DF is 4. If you are a caster, the DF is 5. For everyone else the City is 6. The information will depend on the number of successes based on the difficulty.
• If the wizard dies, all the Runes of Power that are still sleeping automatically dissipate, so harmless.
Cost: 5 motes (reversed) + cost of land spell
Objective: Surface
The magician performs a ritual that extends along from dawn to dusk. First clean the surface where you place the rune flawlessly. Once that is done you must use specially prepared dyes with exotic plants Elemental Pole of Wood Resources (4 in the East, 5 elsewhere), and start drawing the arcane symbol on the surface. Rune occupies 1 cm2 per pot it takes the spell it contains. Once the command finishes, spends 5 spots (which will remain invested until you release the spell of the rune) and begins to imbue it with magic. At this time should you spend the motes of essence spell that attempt to store the rune (but without spending the points of Will), which are not reversed.
From that moment, and as long as the symbol is kept intact and without damage, the caster can activate a rune gently pressing and spending a wad of essence (or 1 point if it is a mortal Will no reserve) to release the spell content. The same is released in the same turn that the rune is active, speed-initiative wizard (this will be his only action for the turn, as if an invocation of normal spells with the only difference that the spell has no possibility of failure if it distracts the wizard). Once energy is released, there are no traces on the surface of the symbol.
Some considerations: • Only
Land can be stored spells that have a normal invocation time or instantaneous (as Countermagic), no rituals or spells extended invocation. Nor can the effect of those spells Rune requiring that all or part of the substance used in its invocation is reversed.
• If the rune is Countermagic Sapphire target, it dissipates immediately, without causing any damage to the surface on which it is registered. No However, once it releases, the spell is still Terrestrial dissipation effects magic.
• A wizard can have as many runes of power while sleeping as his Permanent Essence.
• There is no limit to the amount of Runic Power can have the same object, animal or person, provided you have enough space.
· The runes can be placed on any surface, which should not be flat or straight, but if partner. Can not be placed on other devices on other runes of power or changing and unstable surfaces (such as water or sand). Some examples are: swords, armor, shields, the skin (tattoo) a door, etc..
• A sorcerer may designate, upon invocation, to another person so you can activate the power of the Rune, although this does not have the charm Earth Wizardry. But in that case, the pitcher must make an Intelligence + Occult roll to DF 3 to cast the spell correctly. If it fails, the rune magic dissipates as if he had failed a circulation of concentration. If it fails, the spell suffers the same fate as if it had failed to roll concentration.
• If the spell has several options in their activation must be selected when recording the Rune (then not be changed). Therefore, if the cost of the spell is variable, must spend all the bits of nature that requires a pre-set the spell to be stored.
• If the spell requires the caster to make a roll, this is done with the attributes and skills of the current pitcher, but with the Essence, Will and Virtues of the original wizard when recording the Rune.
• Each Rune retains a shape and size according to the spell it contains, so someone who sees it can make an Intelligence + Occult roll to try to identify the spell. If the observer is a wizard and has the spell in question, the City is 3. If you are a magician, but the spell has no content, the DF is 4. If you are a caster, the DF is 5. For everyone else the City is 6. The information will depend on the number of successes based on the difficulty.
• If the wizard dies, all the Runes of Power that are still sleeping automatically dissipate, so harmless.
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