If this works the spell will initially be not only Sorcerer only but Viserys-Wild-Arcana only. This is really quick and dirty spell-crafting that is only possible due to the confluence of skills present.
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Eh. It's not more or less abusable then default Explosive Runes.And thus born that day...
Actually don't know yet, but I know something Azel will abuse one day!
[X] Azel
That's a lot weaker then the default Explosive Runes. You halved the damage and turned Force into elemental. Now objects take a quarter of the damage. This wouldn't be able to reliably destroy even wooden objects.@DragonParadox, @Azel, here's what I've got for a Mark of Greed spell, using the Dragoneye Rune and Explosive Runes spells as inspiration.
I can make whatever changes are necessary, DP.
Mark of Greed
Transmutation
Level: Sorcerer 3 (Dragonblooded only)
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Target: One touched object weighing no more than 10 lb.
Duration: Permanent until discharged (D)
A brightly glowing Draconic rune appears, burning brightly as though branded into the surface before cooling to gleaming black like polished obsidian.
This spell allows you to brand a special rune reminiscent of Draconic script onto an object, denoting that it is not only under your watchful eye but also a part of your hoard. The rune inscribed is unique to your casting of this spell; no two casters create the same rune. It otherwise functions just as a Dragoneye Rune, with the following exceptions:
Similar to an Explosive Runes spell, your Mark of Greed can be set to explode when someone attempts to read it, dealing 3d6 points of Force damage plus damage equal to your Charisma bonus of a type appropriate to your Draconic ancestry (Fire for a Red Dragon, Acid for a Green Dragon, etc). Anyone next to the rune (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the rune is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and anyone you specifically grant permission to when casting the spell can read the rune without triggering the explosion.
Likewise, you can remove the rune whenever desired or cause it to detonate prematurely as a Swift Action. Although you can detonate a Mark of Greed at will, the detonation command affects all of your current Marks of Greed unless you can see the targeted rune. In this case, only that single rune will detonate.
Another creature can remove the rune with a successful Dispel Magic or Erase spell, but the rune gains a bonus to resist either effect equal to your Charisma bonus. If an attempt to Dispel or Erase a rune fails, the rune will explode.
Note: A Rogue (only) can use Disable Device to disable a Mark of Greed, but the DC is equal to 25 + spell level + your Charisma bonus.
Special: Any object with a Mark of Greed rune gains a bonus on saves against Divination (Scrying) spells or effects equal to your Charisma bonus.
Is 28 average damage enough to destroy all but small objects?@Goldfish, I'd rather remove explosion damage entirely in favor of making it significantly more damaging to the marked object. Maybe keep it to 3d6 + CHA for the person holding the object only, but make it 8d6 ignoring hardness to the object. Limit it to one rune to an object.
Makes it far less abusable too, since it removes the Explosive Rune Nuke exploit.
Difficult. Platemail fir example has 40 HP before bonuses from being a magic item, so it's pretty much a crapshot.Is 28 average damage enough to destroy all but small objects?
I guess if you Maximized the spell it'd be more like 48, which should be good enough for most hand-transportable treasures.
Eh. It's not more or less abusable then default Explosive Runes.
That's a lot weaker then the default Explosive Runes. You halved the damage and turned Force into elemental. Now objects take a quarter of the damage. This wouldn't be able to reliably destroy even wooden objects.
Also, the caveat of detonating all runes at the same time is a) overpowered if you abuse it for Shenanigans while b) making remote detonation useless. Either restrict it to LoS or leave it unrestricted, but this is the worst of both worlds.
Okay, I've changed it to only be At Will detonated if within line of sight.@Goldfish, I'd rather remove explosion damage entirely in favor of making it significantly more damaging to the marked object. Maybe keep it to 3d6 + CHA for the person holding the object only, but make it 8d6 ignoring hardness to the object. Limit it to one rune to an object.
Makes it far less abusable too, since it removes the Explosive Rune Nuke exploit.
This seems fair. Limit the damage that a person holding it can take, but remove the limits dependent on how much metaphysical oomph you're packing, @Goldfish.Edit: Alternatively, make it 1d6 per CL + CHA to the object. So a lvl 5 Sorc can only destroy fragile things, while an Elder Wyrm can turn a gold statue to powder.
Viserys and Lya: *presented with a new conundrum which has a couple of suggestions presented, one implicitly based around probably losing a precious McGuffin, the other based around possibly being lost in time*I love that the power couple is casually creating a new spell on the spot.
The idea is that the spell says: "This is mine and I'd rather turn it into ash then letting you have it!"
Much dragon.
Very hoard.
Such magic.
If it even starts aching again, give it a break for another week.So I've been positing quite a lot in another thread today, just little snippets, but my hand does not seem to be objecting much. I think we might get back to two updates tomorrow if things continue to improve by morning.
If it even starts aching again, give it a break for another week.
Then I'd keep resting it until it doesn't twinge, TBH, you're going to just reverse any good done waiting on it to heal if you start using it again the minute it doesn't feel like agony and instead just feels uncomfortable.Technically it's aching a little now now, a lot less than yesterday and I'm not using the finger that actually got sprained anyway.
Then I'd keep resting it until it doesn't twinge, TBH, you're going to just reverse any good done waiting on it to heal if you start using it again the minute it doesn't feel like agony and instead just feels uncomfortable.
Oh, baby. That is some sweet, sexy Star Trek shit. I can't get enough. All my votes.[X] Plan !!SCIENCE!!
-[X] Press on through the temporal effect
-[X] First, spend some time to prepare beacons to mark your path.
--[X] Lya and Viserys will try to merge the spells Dragoneye Rune and Explosive Rune into a new spell, dubbed Mark of Greed.
---[X] The new spells functions as both Dragoneye Rune and Explosive Rune, with the only difference that the caster can detonate the rune as a swift action, regardless of distance instead of the Rune activating on being read. The rune still detonates on a failed attempt to remove it.
---[X] Meanwhile, Qyburn looks into using Fleshcrafting to create the rune from Aifes living scales, so that Aife and the Ferryman can use the beacons to guide the party back home.
----[X] Expected result: By carving the rune into living tissue and having Viserys power it with his magic, the rune becomes extremely difficult to dispel safely and will definitely destroy the scale beyond recovery if a failed attempt is made.
--[X] If that fails, just ask Aife for a few of his scales and use Ancestral Awaken to learn and cast those spells the regular way.
--[X] Lastly, Qyburn uses Psychic Reformation to shuffle Feats and Powers [FINAL SETUP PENDING], then uses Quintessence to protect the scales.
Yeah, this. Like, even a twinge. Also, ice it, 10 to 20 minutes. Doing that on the front end is key.If it even starts aching again, give it a break for another week.
IIRC Battlemagic Perception was already a new spell created on the spot through Mythic bullshit. Or at least it wasn't recognized by an immortal Djinn archmage.I love that the power couple is casually creating a new spell on the spot.