Seven Runes of Power (Any Comments)

Cerubus Dark

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The Seven Runes of The Great Demon Teraquan

Life Rune - Protective
Primary Power – Treat weilder as having a +3 armor bonus. Will stack with other effects.
Secondary Power – Treat weilder as having a + 6 armor bonus and a Damage Reduction of 25/5+.

Fire Rune – Flames Magic
Primary Power – able to cast any firebased spell as if caster was one level higher.
Secondary Power – able to cast any firebased spell as if caster was four levles higher. Treat Weilder as having a Spell Resistance of 25

Water Rune – Water Magic
Primary Power – able to cast water based spells as if caster was one level higher.
Secondary Power – able to cast water based spells as if caster was four levels higher. Weilder can Polymorph Self at will.

Air Rune – Lightning Magic
Primary Power – able to cast any lightning based spell as if caster was one level higher.
Secondary Power – able to cast any lightning based spell as if caster was four levels higher. Treat weilder as being under the effects of a Haste spell.

Earth Rune – Earth Magic
Primary Power – able to cast any earth based spell as if caster was one level higher
Secondary Power – able to cast any earth based spell as if caster was four levels higher. Cannont be caught flat footed

Wing Rune – Flight
Primary Power – Treat weilder as being able to fly as per spell 1/day
Secondary Power – Weilder grows wings. Weilder’s Race Becomes Outsider.

Key Rune – Open the Path
Primary Power – Can open any locked door or chest. Treat as a Knock Spell cast by a Level 20 Sorcerer.
Secondary Power – Weilder becomes The Great Demon Teraqen. (Must have all Seven Runes)

I made these for a Myth I am going to write for my game world. Activating a Rune would require a Knowledge (Religon or History) Check of a DC 30 or a Use Magical Device Check of DC 35. To use the Secondary Powers the Weilder must have all Seven Runes, and thus becomes The Great Demon Teraqen. I will probably make Teraqen some minons or a template I could apply to his goons that would make them "Immortal". Something along the lines of It this vase should break your life will end kinda thing.
 

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Well, obviously, these are mad powerful, and should be artifacts at least. I think you should, however, change the secondary power of the Key Rune to something else, such as Greater Knock at will (Greater Knock is from Traps and Treachery).
 

The Seven Runes are artifacts. The Key Rune was the one used to "destroy" The Great Demon Teraqan. The Runes slowly transform the weilder into Teraqan. Basicaly the Secondary Powers are part of the Template of Teraqan.
 

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