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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9539882" data-attributes="member: 710"><p>Seals? Hmm. That reminds me of a Runethane (from the 3e era Arcana Evolved rules) 4Eified class I am working on. In developing it, I came up with different forms runes could take, most of them synonyms of course: Marks (which I renamed Signs because Marks are already a mechanic in 4E) for short-term effects directly applied to a target, Inscriptions (for longer-lasting effects, primarily buffs, applied to items like armor or weapons), Seals (area effects that exist to keep enemies inside), Sigils (area effects that protect allies inside and hurt enemies trying to enter or inside), Symbols (blast/cone like effects that hit the creatures in front of the rune) and Manifestations (basically summoning elemental manifestations of the runes). Maybe this could be useful as inspiration, if only for some synonyms when making up new class features.</p><p></p><p>I'll stick with calling it curses for now, though the idea of having a benefitial alternative for curses sounds interesting, maybe I'll come up with something.</p><p></p><p><strong><em>Empowered Curses</em></strong></p><p>At certain levels, you learn how to empower your curses further. Choose from the following abilities. You can use this ability twice. You recover one use after a short rest, and all uses after a long rest.</p><p></p><p><strong>Chained Curse</strong></p><p>When you trigger a curse, you can also apply its effect to an enemy adjacent to the cursed target.</p><p></p><p><strong>Infectious Curse</strong></p><p>When a cursed target dies, each adjacent enemy also suffers the curse. This does still count only as one active curse.</p><p></p><p><strong>Lingering Curse</strong></p><p>When a curse is triggered, after resolving its effect, the target no longer counts against your active curses, but it ends after the target takes a short rest.</p><p></p><p><strong>Twin Curse</strong></p><p>When a curse is triggered, you can apply two curses that share this trigger.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9539882, member: 710"] Seals? Hmm. That reminds me of a Runethane (from the 3e era Arcana Evolved rules) 4Eified class I am working on. In developing it, I came up with different forms runes could take, most of them synonyms of course: Marks (which I renamed Signs because Marks are already a mechanic in 4E) for short-term effects directly applied to a target, Inscriptions (for longer-lasting effects, primarily buffs, applied to items like armor or weapons), Seals (area effects that exist to keep enemies inside), Sigils (area effects that protect allies inside and hurt enemies trying to enter or inside), Symbols (blast/cone like effects that hit the creatures in front of the rune) and Manifestations (basically summoning elemental manifestations of the runes). Maybe this could be useful as inspiration, if only for some synonyms when making up new class features. I'll stick with calling it curses for now, though the idea of having a benefitial alternative for curses sounds interesting, maybe I'll come up with something. [B][I]Empowered Curses[/I][/B] At certain levels, you learn how to empower your curses further. Choose from the following abilities. You can use this ability twice. You recover one use after a short rest, and all uses after a long rest. [B]Chained Curse[/B] When you trigger a curse, you can also apply its effect to an enemy adjacent to the cursed target. [B]Infectious Curse[/B] When a cursed target dies, each adjacent enemy also suffers the curse. This does still count only as one active curse. [B]Lingering Curse[/B] When a curse is triggered, after resolving its effect, the target no longer counts against your active curses, but it ends after the target takes a short rest. [B]Twin Curse[/B] When a curse is triggered, you can apply two curses that share this trigger. [/QUOTE]
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