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Runespells for Traps

Keywords: RUNESPELLS_TRAPS, RUNESPELLS-TRAPS, RC-RUNESPELLS-TRAPS, RC_RUNESPELLS_TRAPS, UNESPELL_TRAPS, RUNESPELL-TRAPS, RC-RUNESPELL-TRAPS, RC_RUNESPELL_TRAPS
Category: magic:spell

All RP-Combat Information in this helpfile is subject to change as needed by Tirrian and/or Sheylynn when it is they are able to review it. In the meantime, however, the below information is what should be used.

Note: Please note the caster who will be holding the runes to cast these spells will not be affected by the rune so long as it is in their grasp/hand. If they lose contact with the rune, then the spell is stopped.
If the runecrafter critical fails their roll, the rune itself is destroyed and another has to be roleplayed being created. An additional four options are still allowed for RP purposes as well.
Runespell Traps:

Rune of Holding:
Prevents people from leaving the room by looping all exits. This includes the caster.
Attack Syntax: 1d20 [Check for Critical Failure]
Remarks: Any creature and/or player within the sphere of influence of the trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those who fail are [RESTRAINED] for 2 Rounds.

Rune of Decomposition:
Causes people who stand in the room to lose health each round.
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: 1d8 damage per round.
Damage Type: Negative
Automatic Hit / Saving Throw: Yes
Remarks: 1d4 to determine how many rounds of damage. Any creature and/or player within the 30 feet of trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those whom successfully save take no damage/effect.

Rune of Teleportation:
Causes people who stand in the room to be teleported on the next round.
Attack Syntax: 1d20 [Check for Critical Failure]
Automatic Hit / Saving throw: Yes
Remarks: Any creature and/or player within the 30 feet of trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those whom successfully save to resist being teleported away the following round after activation. Player can only return with DM's discretion.

Rune of Transformation:
Causes people who stand in the room to be polymorphed on the next round.
Attack Syntax: 1d20 [Check for Critical Failure]
Automatic Hit / Saving throw: Yes
Remarks: Any creature and/or player within the 30 feet of trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those whom successfully save resist being polymorphed. Those who fail will turn into a small animal on the following round after activation. The polymorph will end after the polymorphed person's next round. During this time, to use runes it is necessary to carve them onto something. Once returned, so too does all their gear as if nothing happened.
If polymorphed player is dealt damage, they automatically return to their original form.

Roll 1d6 to determine what a person will transform into:
1 being a normal sized crow. 1d4 peck damage while morphed.
2 being a normal sized rabbit. Rabbit has no attack, but has an add'l +1 Dex while morphed.
3 being an average pot-belly pig. 1d4 sound damage for loud oinks + concentration checks.
4 being a normal sized rooster. 1d4 peck damage while morphed.
5 being a small mouse. Mouse has no attack, but has an add'l +1 Dex while morphed.
6 being a skunk. If morphed sprays with failed Fort save w/ DC of 10 causes disorientation until end of next round.

Rune of Silence:
Causes speech, and vocal casting to be impossible in the room.
Attack Syntax: 1d20 [Check for Critical Failure]
Automatic Hit / Saving throw: Yes
Remarks: Any creature and/or player within the 30 feet of trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those whom successfully save take no damage/effect. Failure to save causes all vocal casting to be impossible for 2 Rounds.

Rune of Isolation:
Those within the room cannot see each other or each other's actions.
Attack Syntax: 1d20 [Check for Critical Failure]
Automatic Hit / Saving throw: Yes
Remarks: Any creature and/or player within the 30 feet of trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those whom successfully save take no damage/effect. Those who fail their save will be [BLINDED] for 2 Rounds, or until successful save. Those blinded cant see, automatically fails any ability check that requires sight. Attacks vs creature have advantage, creatures attacks have disadvantage.

Rune of Obedience:
People and mobs within these rooms will always obey every order given by the runecrafter.
Attack Syntax: 1d20 [Check for Critical Failure]
Automatic Hit / Saving throw: Yes
Remarks: Any creature and/or player within the 30 feet of trap is required to make a Willpower save with a Difficulty Class (DC) of (6 + <Wisdom>) of the caster. Those whom successfully save take no damage/effect. Those who fail the save will be [CHARMED] for 2 Rounds, or until successful save. Runecrafter has advantage on those obediant and those obediant are at disadvantage.


See
help rp-combat for an explanation of DC's.
See
help rp-conditions for an explanation of RESTRAINED etc.
See
help rp-spellcasting. for an explanation on CONCENTRATION.
See
help disorientation for an explanation of DISORIENTATION.