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<blockquote data-quote="Raven Crowking" data-source="post: 5230277" data-attributes="member: 18280"><p><strong>Runecasting:</strong> At 2nd level, a druid gains the ability to cast a spell in the shape of a rune. The rune must be carved onto some wooden, stone, or metal tracing will not do – so that the druid must have proper tools to create the rune: a sharp knife for wood, chisels and mallets for stone, etc.</p><p></p><p>It takes 10 minutes plus 1 hour per spell level to carve a rune if carved into wood, and twice as long to carve into stone or metal. This counts as casting the spell, so that the druid must have the spell available, and it is used in the carving.</p><p></p><p>When the rune is carved, the druid must supply all components, and must make any decisions the spell allows. The druid may choose as the target of the spell either an area centred on the rune, or the creature touching the rune when it is triggered, as appropriate to the spell. The druid may set any conditions, such as creature type, or a password or phrase, needed to trigger the rune. Intentionally triggering a rune is typically a Reaction.</p><p></p><p>A rune typically remains active for a number of days equal to the carver’s druid level times the level of the spell (0-level spells count as ½ level for this purpose). Thereafter, the magic fades, and the rune can no longer be triggered.</p><p></p><p>There must be a clear surface to carve the rune on, so that the same object cannot be reused indefinitely. Runes require a 1-inch, plus 1-inch per spell level, diameter area to be carved.</p><p></p><p>In addition, no druid can have more spell levels bound into active runes than 3 times their druid level. 0 spells cast as runes do not count against this limit. Runes cast beyond this limit automatically cause the magic of one or more older runes (determined randomly by the Game Master) to fade, until the maximum spell levels allowed are not exceeded.</p><p></p><p>Many druids carry runestaves, heavy oak quarterstaffs with up to 6 spell levels of runes carved onto them (0 level spells count as ½ level for this purpose). Runestaves typically carry spells to protect, heal, or aid the druid, with each spell protected by its own triggering phrase.</p><p></p><p></p><p>This post is OGC in its entirety. </p><p></p><p>Section 15 Text: RCFG Player's Guide copyright (c) 2010 Daniel J. Bishop.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5230277, member: 18280"] [B]Runecasting:[/B] At 2nd level, a druid gains the ability to cast a spell in the shape of a rune. The rune must be carved onto some wooden, stone, or metal tracing will not do – so that the druid must have proper tools to create the rune: a sharp knife for wood, chisels and mallets for stone, etc. It takes 10 minutes plus 1 hour per spell level to carve a rune if carved into wood, and twice as long to carve into stone or metal. This counts as casting the spell, so that the druid must have the spell available, and it is used in the carving. When the rune is carved, the druid must supply all components, and must make any decisions the spell allows. The druid may choose as the target of the spell either an area centred on the rune, or the creature touching the rune when it is triggered, as appropriate to the spell. The druid may set any conditions, such as creature type, or a password or phrase, needed to trigger the rune. Intentionally triggering a rune is typically a Reaction. A rune typically remains active for a number of days equal to the carver’s druid level times the level of the spell (0-level spells count as ½ level for this purpose). Thereafter, the magic fades, and the rune can no longer be triggered. There must be a clear surface to carve the rune on, so that the same object cannot be reused indefinitely. Runes require a 1-inch, plus 1-inch per spell level, diameter area to be carved. In addition, no druid can have more spell levels bound into active runes than 3 times their druid level. 0 spells cast as runes do not count against this limit. Runes cast beyond this limit automatically cause the magic of one or more older runes (determined randomly by the Game Master) to fade, until the maximum spell levels allowed are not exceeded. Many druids carry runestaves, heavy oak quarterstaffs with up to 6 spell levels of runes carved onto them (0 level spells count as ½ level for this purpose). Runestaves typically carry spells to protect, heal, or aid the druid, with each spell protected by its own triggering phrase. This post is OGC in its entirety. Section 15 Text: RCFG Player's Guide copyright (c) 2010 Daniel J. Bishop. [/QUOTE]
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