Friday, November 2, 2007

Writing Curse Words.

I have wanted to expand on the idea runes for a while now but too often I end up looking at them as spells and felt very limited. I also felt constrained by the X number of runes in existence. Then I struck upon the idea of curses + rune = hex. You don't need a truename you simple have to "lay your mark upon them" yet I thought truenames should still play a role, and I have always liked the idea of situational curses.



HEXLORD [CEREMONIAL]
Prerequisites: ability to create magical runes, subjecting yourself to a curse descriptor spell or effect that cannot be removed for a year and a day.

Benefits: You gain access to all simple, complex and exotic spells with the curse descriptor and you can add to your total value of runes in existence a number of hexes equal 1+ your Intelligence modifier (not to exceed half your character level )

Special: A hex If you know a creatures truename when you place a hex you add +4 to the DC of any saving throw.



LESSER RUNE
Hex of Torment: (applied) a creature who bears this rune(Will save DC 10 +half your runethane level + your intelligence modifier to negate) suffers an 1d6 points of nonlethal damage whenever ha source deals damage (regardless of how much damage is dealt) or becomes subject to a negative condition (dm adjudication). Whenever he is suffering from nonlethal damage he suffers a -2 penalty to all attack rolls, damage rolls, and ability and skill checks, due to the distraction of intense pain. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one who is injured or subject to any negative condition (dm adjudication).

ADVANCED RUNE
Hex of strife: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) immediately realizes that her allies are the most dangerous of enemies and will fight to the best of her ability until she has a clear escape route and then move at her best possible speed to a place of safety away from the runecaster and her allies until the rune is removed. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used , the remove curse must not be cast by one of her allies, a third party must cast the remove curse.



GREATER RUNE
Hex of condemnation: (applied) a creature who bears this rune (Will save DC 10 +half your runethane level + your intelligence modifier to negate) cannot gain temporary hit points, be healed of hit point damage (including non-lethal), ability damage, ability drain, negative levels or level loss by spells, supernatural effects, extraordinary abilities or even natural healing. This is rune bears the curse descriptor and cannot be dispelled, a remove curse must be cast upon it. If her truename was used, the remove curse must not be cast by someone who has never caused you injury (DM adjudication)

Want to see more Hex runes, let me know in the comments, I make more and post them this week

1 comment:

Anonymous said...

The only problem with them being applied runes is that the target must sit still for the entire minute that it takes for you to apply the rune to them. Given that the target is not likely to be willing, this makes these runes extremely difficult to apply. However, they sound very cool, and I'd like to see more.