Runes and SymbolsRunes are magical symbols that are permanently engraved upon a surface or device. They generally have a permanent magical effect. Symbols are magical writings written upon a surface or device. These are of limited duration and are typically discharged after a single usage or alternatively they are of limited power and have a longer duration. RunesFire: this rune will do 4d6 points of fire damage when activated to anyone within 30 feet of the rune, unless they know the word to temporarily deactivate the rune. Save versus magic for half damage. Guarding (Good or Evil): This rune is used mostly on doors. Any creature or character attempting to pass the rune will be magically thrown back from the rune taking 1-4 points damage and will be stunned for 1-4 minutes. Protection: When this rune is placed upon ann item that item will take half damage from a specific attack form, and save for no damage. Only the owner may pick up such a rune encrusted item. If the original owner is dead, then the first person to pick it up becomes the new owner. It may be freely given to another person. Entrapment: This rune is designed to entrap a specific type of creature. for example a sylvan elf. A sylvan elf may enter a room guarded by this rune, but will be unable to leave. every time he tries, he will be knocked unconscious for 1-4 hours. No saves. Fear: The rune is set for alignment (good, neutral, evil) and will cause a creature of that alignment to save versus mind affects at -2 or flee in panic for 1d6 hours.
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