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runes [2019/12/11 13:38] andrewrunes [2019/12/11 18:34] dave
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 ^Type^Effect ^ ^Type^Effect ^
-|Rune of Breaking|On a successful magic attack, one armed target within 30' has his normal weapon broken| +|Rune of Cursing|On a successful magic attack, the target forfeits its next Active action|
-|Rune of Cursing|On a successful magic attack, the target has disadvantage on Ability Checks and Attack rolls while the rune wielder is within their line of sight and can’t willingly move closer but the rune caster must cannot use another rune and must use a hand to brandish the curse rune for the effect to continue|+
 |Rune of Endurance|Target gains +6 temporary HP for one battle| |Rune of Endurance|Target gains +6 temporary HP for one battle|
 |Rune of Hope|On a successful magic check, re-roll any morale checks for allies, henchmen, and retainers within a 60' radius of the spellcaster to rally them| |Rune of Hope|On a successful magic check, re-roll any morale checks for allies, henchmen, and retainers within a 60' radius of the spellcaster to rally them|
 |Rune of Protection|For one round, enemy ranged non-magic attacks have disadvantage against the spellcaster and anyone standing within 5' of the spellcaster| |Rune of Protection|For one round, enemy ranged non-magic attacks have disadvantage against the spellcaster and anyone standing within 5' of the spellcaster|
-|Rune of SunderingOn a successful magic attackone target with a shield within 30has his normal shield broken|+|Rune of Escapeworn on cord around neckwhen last syllable of inscription pronounced, or when the cord is pulled from the wearer's neck, all chains, ropes, manacle, shackles or other restraints are instantly broken.| 
 +|Rune of Confoundment| targets 1 enemy spellcaster, if spell attack succeeds, target cannot use any magic spells or items for 1d6 rounds| 
  
  
  
runes.txt · Last modified: 2020/01/13 20:13 by andrew