Arvalia: Ascension of Man
Runecasting is the skill used for casting known rune spells.
The first line of each rune description follows this format:
Name (cost, range, duration)
Name: The name of the spell.
Cost: The number of magic points it costs to cast the spell.
Range: Rune spells are either Touch or Ranged (50 meters).
Duration: Rune spells are either Instant or Temporal (5 minutes/25 rounds).
Many rune magic spells have been taken from The Magic Book (TMB) or Classic Fantasy (CF). All details are as written in those books, except range and duration are per rune magic standards (above).
The cost of many rune spells is variable based on the level of the effect desired, generally 1 MP per level. Unless specified otherwise, no more than 1 MP may be spent on a spell per 10 full points in the rune granting it.
Following lines give details of the effects of casting the spell.
Unless specified otherwise in the spell description, all rune magic spells may be resisted by a non-willing target (MP vs. MP on the resistance table). Choosing not to resist a spell is a conscious decision, thus unconscious or unaware targets always resist, even if the spell is purely beneficial.
If the runecasting roll is successful the rune mage gets an experience check for the skill as normal. If the roll was also under the rune mage’s skill in the rune he gets a check for that skill as well. Whether the runecaster roll was under the skill in the individual rune generally has no effect other than determining whether the skill gets an experience check.
The effects of rune spells are often based on the caster’s skill with the rune. The rune skill is typically abbreviated RS in spell descriptions. Whenever rune skill is divided, the result is always rounded down (minimum 1).
Effects of the runecasting skill roll:
FUMBLE – Spell fails; spend all MP
FAILURE – Spell fails; spend one MP
SUCCESS – Spell succeeds
SPECIAL – Spell succeeds; also get an experience check for Rune Attunement
CRITICAL – tbd