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Below are the 8 most recent journal entries recorded in Rune Lands LARP's LiveJournal:

Tuesday, March 29th, 2005
5:26 pm
[puppy420]
WATER AND AIR SPELL LIST
-AIR
1st-
-mephit’s help
-Airy bolt
-Dagger of wind
-Dust storm
-Airy strike
2nd-
-Airy bolt(10)
-Short sword of wind
-Call of wind
-Dance of the wind
-Air of protection
-Whispering winds
-Airy grasp
3rd-
-Airy bolt(20)
-long sword of wind
-dagger of lighting
-axe of wind
-invisible
-mephit’s help+2
-Airy strike+3
-wind of truth
-touch of the wind
4th-
-Airy bolt(25)
-two-handed sword of wind
-wall of air+4
-two-handed axe of wind
-Air of protection(2)
-Airy grasp+2
-bolt of lighting
5th-
-Airy bolt(40)
-short sword of lighting
-two-weapons of wind
-Whispering winds(2)
-Dance of the wind(2)
-soul of wind
-mephit’s help+3
-Call of wind(2)
6th-
-Airy bolt(45)
-wall of air+8
-Air of protection(3)
-Airy grasp+3
-hail of lighting
-dagger of wind+1
-phase bolts
-elemental transformation(small)
-wind of truth(3)
7th-
-Airy bolt(50)
-short sword of wind+1
-bolt of lighting(20)
-true invisible
-long sword of lighting
-phase bolts+1
8th-
-Airy bolt(60)
-mephit’s help+4
-two-handed sword of lighting
-two-handed axe of lighting
-phase bolts+2
-Dance of the wind(3
9th-
-Airy bolt(70)
-phase bolts+3
-true phasing
-wall of air+14
-hail of lighting
-elemental transformation(Medium)
-bolt of lighting(30)
-heavenly bolt

----------------------------------------------------------------------------------------

-WATER
1st-
-watery blast
-water of healing
-shield of ice
-breath water
-water of see true form
-watery form
-frozen dagger
2nd-
-watery blast(20)
-frozen short sword
-claws of ice
-water of healing(10)
-blast of ice
-dagger of ice
-watery imp’s grasp
3rd-
-watery blast(30)
-water of healing(30)
-frozen long sword
-frozen axe
-short sword of ice
-watery form(2)
-healing springs
-water of see invisible
-water of love
4th-
-water of healing(35)
-frozen two-handed sword
-frozen two-handed axe
-watery speed
-long sword of ice
-axe of ice
-freezing shards
-shield of ice
-wall of ice +4
5th-
-water of healing(50)
-frozen strike
-long sword of ice
-frozen two-weapons
-water of see true form(2)
-watery imp’s grasp+2
-water of sleep
-blast of ice(30)
6th-
-water of healing(60)
-two-handed sword of ice
-water of regeneration(half)
-two-handed axe of ice
-healing springs(2)
-breath water(4)
-elemental transformation(small)
-watery blast(60)
-wall of ice +8
7th-
-water of healing(70)
-watery imp’s grasp+3
-water of life(25)
-prison of ice
-sirens call
-watery speed(2)
-blast of ice(40)
8th-
-healing rain
-blast of ice(50-
-water of healing(100-
-shield of ice(100)+1
9th-
-water of regeneration(full)
-wall of ice +14
-elemental transformation(medium)
-water of life(full)
-watery blast(50)
3:48 pm
[puppy420]
fighter update
fighter

weapon skills: this is the skill you must have to wield that weapon.

small weapons=3cp
small weapons include any melee weapon smaller than a short
sword “dagger, sap, waylay dagger”

one-handed weapons=3cp
one-handed weapons includes any melee one handed melee weapon of long sword size” light mace, long sword, short sword”

one-handed-axe=3cp
one-handed axe allows for the use of all one-handed axes

two-handed=3cp
this skill gives use to all two-handed axes and swords

shield=2cp
this skill allows the person to use a shield

spear=3cp
this skill allows the person to use of all staves and spears


archer=3cp
this skill allows the person to use of all bows

crossbow=3
this skill allows the person to use of all crossbows

thrown=3cp
this skill allows the person to use of all thrown weapons

Florentine=3cp
This skill allows a person to fight with a second smaller weapon
In his off hand but must buy phofs For each hand separately
two-weapon=3cp
This skill allows a person to fight with a second weapon
In his off hand but must buy phofs For each hand separately

Combat skills:
Combat skills are a group of skills a give you special maneuvers
There are two types of combat skills the first is constant skill those are the one you have all the time” profs melee, profs archer, profs thrown, strength, toughness” and then there are the once a day skill these are the one you can only use once a day each time you buy them” crippling strike, empowered attack melee, empowered attack archer, empowered attack thrown, repost, disarm

(constant skill)
profs melee=10cp
this skill give the person a +1 to the melee attacks

profs archer =10cp
this skill gives a +2 to all bow and cross bow damage” this includes gnome work weapons”

profs thrown=10cp
this skill gives a +2 to all thrown weapons
stir =20cp
this skill give you a +1str and allows you to call +1 damage with all melee weapons ”max +4”

toughness=20cp
this skill gives you a +1 toughness allowing you –1 from all damage done”+4”

(once a day skill)
crippling strike=5cp ever two profs melee
every two profs the character buys she may buy a crippling strike the crippling strike hits a target with a crippling blow doing 50HP and the target can not run and must limp for ten minutes” the player does not have to hit the other player in a dangerous place to work the main body works fine

empowered attack melee=5cp ever three profs
the player lands a mighty melee blow doing 100HP and killing the target if the player has under 100 HP empowered attack melee only works with melee weapons

empowered attack archer= 5cp ever three profs every three profs the character buys she may buy a empowered attack archer
the player lands a great shot doing 100HP and killing the target if the player has under 100 HP empowered attack archer only works with archer weapons

empowered attack thrown=5cp ever three profs every three profs the character buys she may buy a empowered attack thrown
the player lands a great shot doing 100HP and killing the target if the player has under 100 HP empowered attack thrown only works with thrown weapons


repost=3cp
this skill allow a player to turn one physical blow that he takes damage from back and the attacker ”i.e. I swing and call 5 normal. Then you would call repost and I would have to take my own damage”
disarm(blank hand)=3cp
this skill allows player to disarm another player forcing him to drop what he has in his hand” the play may chose witch hand when he uses it”

fighter RP skills:
this skills give the player skill with different effects outside of combat

detect ambush- 3cp per level.
This skill allows the player to detect hidden players. A player with this skill must call “detect ambush” and the level of the skill then all player that are hidden and have a lower hide skill must call “ONE!”(i.e. I walk on to a path in the dark and think there are people in the woods so I call “detect ambush level four” there are three guys in the woods one with a hide skill of five and two have a hide skill of only three so I can’t find the one with the hide skill of five but the two with three have to call “ONE!”) characters with out the hide skill are automatically detected with this skill the skill does don’t tell you where the character is only that they are there

Rumors (bounty hunter)=5cp
These set of rumors have to do with tracking down wanted character ,NPC’s ,and deadly monsters. There will be a list of the rumors in the tavern at all times in game

Track=3cp
This skill allows the player to follow tracks and tell what type of creature made them




fight master skills:
this are the skills that fight use to master they’re form of fighting

master of "blank weapon"=8cp after 12 profs and the weapon skill
each type s weapon skill has a different mastery and you need twelve of the proper profes in that weapon for each mastery. You will get a packet of your mastery type from plot as soon as you reach your first master of weapon level
Monday, March 28th, 2005
7:05 pm
[puppy420]
water runes
1st-
watery blast- fires a blast of water doing 15 subdue damage

water of healing- by calling forth the healing water of the deep the caster heals the target for 5 hit points

shield of ice- calling the waters of the north the caster covers a suit of armor in ice temporally gaining 25 armor points back for 10 minutes

breath water- the caster grows gills there by making him able to breath water as easy as air for 10 minutes

water of see true form- this spell allows the caster to see the true form of the target

watery form-the casters body may become watery once a day gaining a resist hold and pin

frozen dagger- the caster may sheath a weapon of dagger size in ice giving it +1frozen damage

2nd-
watery blast(20)- fires a blast of water doing 20 subdue damage

frozen short sword- calling the waters of the north the caster may sheath a weapon of short sword size in ice giving it +1frozen damage

claws of ice- calling the waters of the north the caster forms claws of ice over his hands now doing +1 frozen damage

water of healing(10)- by calling forth the healing water of the deep the caster heals the target for 10 hit points

blast of ice- calling the waters of the north the caster shoots forth a blast of ice doing 10 ice damage

dagger of ice- calling the waters of the north the caster can create a dagger of pure ice that will stay for ten minutes and call the frozen damage

watery imp’s grasp- the caster summons a water imp to disarm the target the target must have a +1str to resist

3rd-
watery blast(30)- fires a blast of water doing 30 subdue damage

water of healing(30)- by calling forth the healing water of the deep the caster heals the target for 30 hit points

frozen long sword- calling the waters of the north the caster may sheath a weapon of long sword size in ice giving it +1frozen damage

frozen axe- calling the waters of the north the caster may sheath a weapon of axe size in ice giving it +1frozen damage

short sword of ice- calling the waters of the north the caster can create a short sword of pure ice that will stay for ten minutes and calls the frozen damage

watery form(2)-the casters body may become watery twice a day gaining a resist hold and pin

healing springs-the caster may call forth water from a healing springs to cure poisons and disease the caster may also give the target a resist metabolizes

water of see invisible- by drinking the water the caster may see invisible creatures


water of love-the drinker of the water becomes madly in love with the next person they meet for ten minutes

4th-

water of healing(35)- by calling forth the healing water of the deep the caster heals the target for 35 hit points

frozen two-handed sword- calling the waters of the north the caster may sheath a weapon of long sword size in ice giving it +1frozen damage

frozen two-handed axe- calling the waters of the north the caster may sheath a weapon of two-handed size in ice giving it +1frozen damage

watery speed-the caster forces his body to move like the water gaining a extra dodge for one day

long sword of ice-the caster can create a long sword of pure ice that will stay for ten minutes and calls the frozen damage

axe of ice- calling the waters of the north the caster can create a axe of pure ice that will stay for ten minutes and calls the frozen damage

freezing shards-calling the waters of the north the caster may throw two 10 frozen packets

shield of ice- calling the waters of the north the caster covers a suit of armor in ice temporally gaining 50 armor points back for 10 minutes

wall of ice +4- creates a harden ice wall around a block a 10x 10x 10x area or around a building taking a +4str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

5th-
water of healing(50)- by calling forth the healing water of the deep the caster heals the target for 50 hit points

frozen strike- the caster may sheath five ranged weapons in ice to give them +2 frozen damage for the next swing

long sword of ice-the caster can create a long sword of pure ice that will stay for ten minutes and calls the frozen damage

frozen two-weapons- calling the waters of the north the caster may cerate a weapon in each hand of any size he may use that calls frozen damage the weapons remain for ten minutes

water of see true form(2)- this spell allows the caster to see the true form of any two targets

watery imp’s grasp+2- the caster summons a water imp to disarm the target the target must have a +2str to resist

water of sleep- the drinker of this water falls in to a deep sleep for ten minute


blast of ice(30)- calling the waters of the north the caster shoots forth a blast of ice doing (30) ice damage

6th-
water of healing(60)- by calling forth the healing water of the deep the caster heals the target for 60 hit points

two-handed sword of ice-the caster can create a two-handed sword of pure ice that will stay for ten minutes and calls +1 frozen damage

water of regeneration(half)- this rune turns water in to a healing potion that will restore a damaged body and give them half there hit points back

two-handed axe of ice-the caster can create a two-handed axe of pure ice that will stay for ten minutes and calls +1 frozen damage

healing springs(2)-the caster may call forth water from a healing springs to cure poisons and disease the caster may also give the target two resist metabolizes

breath water(4)- the caster and four other targets grows gills there by making him able to breath water as easy as air for 10 minutes

elemental transformation(small)-the caster become a small water elemental and gains all immunities and attack forms for one battle

watery blast(60)- fires a blast of water doing 60 subdue damage

wall of ice +8- creates a harden ice wall around a block a 10x 10x 10x area or around a building taking a +8str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

7th-

water of healing(70)- by calling forth the healing water of the deep the caster heals the target for 70 hit points

watery imp’s grasp+3- the caster summons a water imp to disarm the target the target must have a +3str to resist
water of life(25)- by calling forth the healing water of the deep the caster heals the target for 25 hit points and restores life to dissipating characters

prison of ice-the caster freezes wall of ice around the target to hold him where he is” a +3str to break”

sirens call-the caster calls on the magic of the beautiful sirens to gain three charm packets the charm last for ten minutes

watery speed(2)-the caster forces his body to move like the water gaining two extra dodges for one day

blast of ice(40)- calling the waters of the north the caster shoots forth a blast of ice doing (40) ice damage

8th-
healing rain-the caster may now call the healing waters to gain three 20 healing packets

blast of ice(50)- calling the waters of the north the caster shoots forth a blast of ice doing (50) ice damage

water of healing(100)- by calling forth the healing water of the deep the caster heals the target for 100 hit points

shield of ice(100)+1- calling the waters of the north the caster covers a suit of armor in ice temporally gaining 100 armor points back and giving it a +1 to toughness for 10 minutes

9th-
water of regeneration(full)- this rune turns water in to a healing potion that will restore a damaged body and give them all there hit points back

wall of ice +14- creates a harden ice wall around a block a 10x 10x 10x area or around a building taking a +14str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

elemental transformation(medium)-the caster become a medium water elemental and gains all immunities and attack forms for one battle

water of life(full)- by calling forth the healing water of the deep the caster heals the target for full hit points and restores life to dissipating characters

watery blast(50)- fires a blast of water doing 50 subdue damage and a sleep effect
Sunday, March 27th, 2005
8:17 pm
[puppy420]
air runes
Air runes

1st-
mephit’s help-the caster summons a wind imp to disarm the target the taget must have a +1str to resist

Airy bolt- the caster produces a bolt of pure solid wind that does 5 magic damage

Dagger of wind- the caster creates a weapon of dagger size or smaller (weapons of wind disappear if disarmed or leave the casters hand)

Dust storm- the caster can cause a dust storm to arise and revel invisible creatures

Airy strike- the caster may cause five ranged weapons to do +1 magic damage for the next hit

2nd-

Airy bolt(10)- the caster produces a bolt of pure solid wind that does 10 magic damage

Short sword of wind- the caster creates a weapon of short sword size or smaller(weapons of wind disappear if disarmed or leave the casters hand)

Call of wind-the caster stops the sound from coming out of your mouth for ten minutes (the target can still breath but can not talk or cast runes)

Dance of the wind- the caster gains 1 extra Dodge

Air of protection- the caster can turn her body intangible once a day for one day gaining a resist holds or pins

Whispering winds- the caster pushes enchanted winds in the ear of the target charming him for 10 minutes(a charmed creature will not do anything they would not normally do under charm they just believe the caster there bast friend and will defend you in attacked .plus attacking will break the spell)


Airy grasp- the caster cause a gust of wind to hold the target from the knees down taking a +1str to brake

3rd-
Airy bolt(20)- the caster produces a bolt of pure solid wind that does 20 magic damage

long sword of wind- the caster creates a weapon of long sword size or smaller and calls phase damage tag line”weapons of wind disappear if disarmed or leave the casters hand”(which goes though armor but not toughness and can damage intangible creature)

dagger of lighting- the caster may sheath weapon of dagger size or smaller in lighting doing +1 lighting damage
axe of wind- the caster creates a weapon of axe size or smaller and calls phase damage tag line”weapons of wind disappear if disarmed or leave the casters hand”(which goes though armor but not toughness and can damage intangible creature)

invisible-the caster use wind to mask her body but may not attack or she will become visible

mephit’s help+2-the caster summons a wind imp to disarm the target the target must have a +2str to resist

Airy strike+3- the caster may cause five ranged weapons to do +3 magic damage for the next hit

wind of truth-the caster may asks one question and detect if the answer is true or false

touch of the wind-the caster may use the wind to see intangible creatures for 10 minutes

4th-
Airy bolt(25)- the caster produces a bolt of pure solid wind that does 25 magic damage

two-handed sword of wind- the caster creates a weapon of two-handed sword size or smaller and calls phase damage tag line”weapons of wind disappear if disarmed or leave the casters hand”(which goes though armor but not toughness and can damage intangible creature)

wall of air+4- creates a wall of air that push all not on the list away around a building or a blocked 10x 10x 10x area taking a +4str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

two-handed axe of wind- the caster creates a weapon of two-handed axe size or smaller and calls phase damage tag line”weapons of wind disappear if disarmed or leave the casters hand”(which goes though armor but not toughness and can damage intangible creature)

Air of protection(2)- the caster can turn her body intangible twice a day for one day gaining two resist holds or pins

Airy grasp+2- the caster cause a gust of wind to hold the target from the knees down taking a +2str to brake

bolt of lighting-the caster may throw two 15 lighting damage packets

5th-
Airy bolt(40)- the caster produces a bolt of pure solid wind that does 40 magic damage


short sword of lighting- the caster may sheath weapon of short sword size or smaller in lighting doing +1 lighting damage

two-weapons of wind-the caster may create a weapon in each hand of any size he may use”weapons of wind disappear if disarmed or leave the casters hand”

Whispering winds(2)- the caster pushes enchanted winds in the ear of two targets charming them for 10 minutes(a charmed creature will not do anything they would not normally do under charm they just believe the caster there bast friend and will defend you in attacked .plus attacking will break the spell)

Dance of the wind(2)- the caster gains 2 extra Dodge

soul of wind- the caster may leave her body to become like the wind and move invisible and intangible but mat not attack or carry anything with her

mephit’s help+3-the caster summons a wind imp to disarm the target the target must have a +3str to resist

Call of wind(2)-the caster stops the sound from coming out of two targets mouths for ten minutes (the targets can still breath but can not talk or cast runes)

6th-

Airy bolt(45)- the caster produces a bolt of pure solid wind that does 45 magic damage

wall of air+8- creates a wall of air that push all not on the list away around a building or a blocked 10x 10x 10x area taking a +8str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter
Air of protection(3)- the caster can turn her body intangible three times a day for one day gaining three resist holds or pins

Airy grasp+3- the caster cause a gust of wind to hold the target from the knees down taking a +3str to brake

hail of lighting-the caster may throw three 10 lighting packets

dagger of wind+1- the caster creates a weapon of dagger size or smaller and calls+1 phase damage”weapons of wind disappear if disarmed or leave the casters hand”(which goes though armor but not toughness and can damage intangible creature)

phase bolts-the casters gives five ranged weapons phase damage for the next hit


elemental transformation(small)-the caster become a small air elemental and gains all immunities and attack forms for one battle

wind of truth(3)-the caster may asks one question too three people and detect if the answer is true or false

7th-
Airy bolt(50)- the caster produces a bolt of pure solid wind that does 50 magic damage

short sword of wind+1- the caster creates a weapon of long sword size or smaller and calls +1 phase damage”weapons of wind disappear if disarmed or leave the casters hand”(which goes though armor but not toughness and can damage intangible creature)

bolt of lighting(20)-the caster may throw two 20 lighting damage packets

true invisible-the caster use wind to mask her body and may resist two detections but may not attack or she will become visible

long sword of lighting- the caster may sheath weapon of long sword size or smaller in lighting doing +2 lighting damage

phase bolts+1-the casters gives five ranged weapons +1 phase damage for the next hit

8th-
Airy bolt(60)- the caster produces a bolt of pure solid wind that does 60 magic damage

mephit’s help+4-the caster summons a wind imp to disarm the target the target must have a +4str to resist

two-handed sword of lighting- the caster may sheath weapon of two-handed sword size or smaller in lighting doing +2 lighting damage

two-handed axe of lighting- the caster may sheath weapon of two-handed axe size or smaller in lighting doing +2 lighting damage

phase bolts+2-the casters gives five ranged weapons +2 phase damage for the next hit

Dance of the wind(3)- the caster gains 3 extra Dodge

9th-
Airy bolt(70)- the caster produces a bolt of pure solid wind that does 70 magic damage

phase bolts+3-the casters gives five ranged weapons +3 phase damage for the next hit

true phasing-the caster may become phased and invisible for 10 minutes
wall of air+14- creates a wall of air that push all not on the list away around a building or a blocked 10x 10x 10x area taking a +14str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

hail of lighting-the caster may throw three 20 lighting packets

elemental transformation(Medium)-the caster become a Medium air elemental and gains all immunities and attack forms for one battle

bolt of lighting(30)-the caster may throw two 30 lighting damage packets

heavenly bolt-the caster may pull a bolt of lighting from the sky doing 100 lighting damage( the caster must be outside to caster this rune)
Saturday, March 26th, 2005
9:55 pm
[puppy420]
earth runes
earth
1st-
earthen dagger-creates a dagger of stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees)

stone armor- the caster skin becomes as hard as stone giving him 10 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

earths grasp-the wielder gains one resist disarm

earthen strike- fires a blast of rock that do 5 points of normal damage

earth’s hold- the caster uses the earth to pin the targets feet +1str to break

rooting- the caster feet become part of the earth and resist knockdown

2nd-
earthen short sword-creates a short sword of stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees)

earthen blow-by covering the weapon in stone the caster gives the weapon a +1 for the next melee attack

stone armor(20)- the caster skin becomes as hard as stone giving him 20 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

earthen strike(10)- fires a blast of rock that do 10 points of normal damage

crushing blow- the caster may add +1 knockdown damage to they’re next ranged attack

Terra’s help-though the aid of Gaia’s hand the caster may cure normal poison

3rd-
earths grasp(2)-the wielder gains two resist disarm

earthen long sword-creates a long sword so stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees)


earthen axe-creates a axe so stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees)

stone armor(30)- the caster skin becomes as hard as stone giving him 30 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

rooting(2)- the caster feet become part of the earth and resist knockdown twice

fortifying stone+2-a thin layer of rock covers the caster and gives the caster a +2 toughness for the next 10 minutes

earthen strike(15)- fires a blast of rock that do 15 points of normal damage

earth’s hold+2- the caster uses the earth to pin the targets feet +2str to break

strength of grantee-the caster gains +1 strength for 10 minutes

4th-
Terra’s health- thought the touch and contact of mother earth heals the caster for 3 5 points of damage

earthen blow+2-by covering the weapon in stone the caster gives the weapon a +2 for the next melee attack

earthen strike(20)- fires a blast of rock that do 20 points of normal damage

rain of stones-the caster may add +2 knockdown damage to the next five ranged attacks

stone armor(40)- the caster skin becomes as hard as stone giving him 40 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

earthen two handed sword-creates a two-handed sword so stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees)

earthen two handed axe-creates a two-handed axe so stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees

earthen wall+4- creates a harden stone wall around a block a 10x 10x 10x area taking a +4str to brake though though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

5th-
earthen pole-arm-creates a pole-arm of stone that stays for 10 minutes but crumbles to dust after that time( the weapon can be disarmed and can be used by other people till the time expirees)

stone armor(50)- the caster skin becomes as hard as stone giving him 50 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

earthen strike(25)- fires a blast of rock that do 25 points of normal damage

rooting(3)- the caster feet become part of the earth and resist knockdown three times

earth’s hold+3- the caster uses the earth to pin the target below the knees +3str to break

earths grasp(3)-the wielder gains three resist disarm

strength of grantee+2-the caster gains +2 strength for 10 minutes

6th-
stone armor(60)- the caster skin becomes as hard as stone giving him 60 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

earthen strike(30)- fires a blast of rock that do 30 points of normal damage

elemental transformation(small)-the caster become a small earth elemental and gains all immunities and attack forms for one battle

earthen blow+3-by covering the weapon in stone the caster gives the weapon a +3 for the next melee attack

rain of stones+3-the caster may add +3 knockdown damage to the next five ranged attacks

earthen two-weapons-the caster may cerate a weapon in each hand of any size he may use

fortifying stone+3-a thin layer of rock covers the caster and gives the caster a +3 toughness for the next 10 minutes


7th-
rooting(4)- the caster feet become part of the earth and resist knockdown four times

earthen strike(35)- fires a blast of rock that do 35 points of normal damage

earths grasp(4)-the wielder gains four resist disarm

earth’s hold+4- the caster uses the earth to pin the target below the knees +4str to break

stone armor(70)- the caster skin becomes as hard as stone giving him 70 armor points “these points will stack with armor but not other spell effects” and a +1 toughness for the next hit

earth shield(3)- the caster may ignore three physical hits


Terra’s grasp+2- mother earth wraps herself around the target holding him from the neck down +2str to break.

earthen wall+8- creates a harden stone wall around a building or a blocked 10x 10x 10x area taking a +8str to brake though though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

Terra’s health(60)- thought the touch and contact of mother earth heals the caster for(60) points of damage

8th-

earthen blow+3-by covering the weapon in stone the caster gives the weapon a +3 for the next melee attack

stone armor (100)- the caster skin becomes as hard as stone giving him 100 armor points “these points will stack with armour but not other spell effects” and a +2 toughness for the next hit

earthen strike(30)- fires a blast of rock that do 30 points of normal damage

Terra’s grasp+4- mother earth wraps herself around the target holding him from the neck down +4str to break.

rain of stones-the caster may add +4 knockdown damage to the next five ranged attacks

earthquake-the caster cause a earthquake and gives ever body in a 10ft area to take 10 knockdown damage

one with Gaia- the caster of this rune become immune to knockdown effect for 10 minutes

9th-
earthen wall(+14)- creates a harden stone wall around a building or a blocked 10x 10x 10x area taking a +14str to brake though and last for the term event and only the people on the list of the creator may rise or lower the door to inter

earthen blow+4-by covering the weapon in stone the caster gives the weapon a +4 for the next melee attack

Terra’s crushing hands-by gaining Gaia’s favor she will hold and punish you enemies by holding them from the neck down and doing 20 points of blunt damage to them

stone armor (150)- the caster skin becomes as hard as stone giving him 150 armor points “these points will stack with armour but not other spell effects” and a +2 toughness for the next hit

hailing earth-the earth grants the wielder to call forth a haill os stones giving the caster five 20 blunt packets

earth shield(4)- the caster may ignore four physical hits

elemental transformation(Medium)-the caster become a Medium earth elemental and gains all immunities and attack forms for one battle
Friday, March 25th, 2005
10:06 pm
[puppy420]
Fire runes
fire runes

1st-:
fiery bolt - a flaming bolt shoots forth from the casters hand and does 10 flaming damage

fiery dagger- the caster can sheath a dagger in flame giving it +1 flaming damage

guiding torch-can make a light of flame”must have a flash light or glowstick for a phys-rep to use this rune”

fiery shield +5 - by using the magical flames the caster hardens his skin there by giving 5 each armor points and takes half damage from fire

2nd-
fiery bolt(15)-shoots a flaming bolt from casters hand do 15 flaming damage

fiery short sword- the caster can sheath a weapon up to the size of a short sword and make it a +1 flaming

arrow of flame-the caster can sheath 5 missile weapons in flaming making them do +1 flaming damage

fiery imps grasp+1-summons a faery imp to disarm a enemy with up to +1 str

fiery shield +10 -thought Harding of the skin with magical heat the caster gains + 10 armor points and takes half damage from fire

flaming claws-with this rune the caster turns his hands in to flaming claws that call +1 flaming

3rd-
faery bolt (15)- at this level the fiery bolt can do 15 flaming damage

fiery long sword- the caster can sheath up to a weapon of up to a long sword in flame giving it +1 flaming

fiery axe-the caster can sheath a one handed or smaller axe in flame making it do +1 flaming damage

faery shield+20 -thought Harding of the skin with magical heat the caster gains + 20 armor points and takes half damage from fire

melt shield- with this rune the caster can make a shield melt in the wielders hand causing the wielder to drop the shield

flaming dagger- creates a flaming dagger in the caster’s hand that he can use as a real weapon while doing flaming damage “the weapon if dropped vanishes and the spell ends fiery imps can not disarm a flaming weapon

4th-
fiery bolt(25)-a flaming bolt that does 25 flaming damage

fiery two-handed sword-the caster can sheath up to a two handed sword in flame making it do +1
flaming

wall of flame+4- the caster creates a wall of flame around a buildingor in a 10x10x10 space any who touch the wall take 5 flaming damage and need a +4str to braek though

fiery two-handed axe the caster can sheath up to a two handed axe in flame making it do +1
flaming

flaming short sword-the caster can create a short sword of flame in his hands (same rule as a flaming dagger)+1 flaming

fiery shield(20)-thought Harding of the skin with magical heat the caster gains + 20 armor points and takes half damage from fire

faery imps grasp+2-summons a faery imp to disarm a enemy with up to +2 str

5th-
fiery bolt(50)-a flaming bolt that does 50 flaming damage

fiery rain(10)-the caster can throw two 10 flaming packets

fiery polearm-the caster can sheath up to a polearm in flame making it do +1
flaming

arrow of flame+2-the caster can sheath 5 missile weapons in flaming making them do +2 flaming damage

fiery two-weapon the caster may sheath a weapon in each hand in flame making it do +1 flaming

fiery dagger+2- the caster can sheath a dagger in flame giving it +2 flaming damage

flaming long sword-the caster can create a long sword of flame in his hands (same rule as a flaming dagger)+1 flaming

flaming axe-the caster can create a axe of flame in his hands (same rule as a flaming dagger)+1 flaming

fiery shield(25)-thought Harding of the skin with magical heat the caster gains + 25 armor points and takes no damage from fire

melt short sword- with this rune the caster can make a short sword melt in the wielders hand causing the wielder to drop the short sword

6th-

elemental transformation(small)-the caster become a small fire elemental and gains all immunities and attack forms for one battle

fiery bolt(55)-a flaming bolt that does 55 flaming damage

fiery short sword+2- the caster can sheath a weapon up to the size of a short sword and make it a +2 flaming

fiery shield(30)-thought Harding of the skin with magical heat the caster gains + 30 armor points and takes no damage from fire


wall of flame+8- the caster creates a wall of flame around a buildingor in a 10x10x10 space any who touch the wall take 10 flaming damage and need a +8str to braek though

flaming two-handed sword-the caster can create a two-handed sword of flame in his hands (same rule as a flaming dagger)+1 flaming
flaming two-handed axe-the caster can create a two-handed axe of flame in his hands (same rule as a flaming dagger)+1 flaming

faery imps grasp+3-summons a faery imp to disarm a enemy with up to +3 str

melt weapon- with this rune the caster can make a weapon melt in the wielders hand causing the wielder to drop the weapon

fiery rain(15)-the caster can throw two 15 flaming packets

7th-
fiery bolt(60)-a flaming bolt that does 60 flaming damage

fiery long sword+2- the caster can sheath a weapon up to the size of a long sword and make it a +2 flaming

fiery axe+2- the caster can sheath a weapon up to the size of a axe and make it a +2 flaming

arrow of flame+3-the caster can sheath 5 missile weapons in flaming making them do +3 flaming damage

melt armor(50)-melts off 50 armor points from target

fiery shield(35)-thought Harding of the skin with magical heat the caster gains + 35 armor points and takes no damage from fire

fiery strike(10)- the caster may throw three 10 flaming packets


8th-
fiery bolt(70)-a flaming bolt that does 70 flaming damage

fiery two-handed sword+2- the caster can sheath a weapon up to the size of a two-handed sword and make it a +2 flaming

faery imps grasp+4-summons a faery imp to disarm a enemy with up to +4 str

fiery two-handed axe+2- the caster can sheath a weapon up to the size of a two-handed axe and make it a +2 flaming

melt armor(100)-melts off 100 armor points from target

fiery shield(40)-thought Harding of the skin with magical heat the caster gains + 40 armor points and takes no damage from fire

flaming two weapons-creates a flaming weapon in each hand of wielders chose the welder must be able to use the weapons to make them (see flaming dagger)

fiery two-weapon+2 the caster may sheath a weapon in each hand in flame making it do +2 flaming

9th-
incinerate -a flaming bolt that does 100 flaming damage

fiery shield(50)-thought Harding of the skin with magical heat the caster gains + 50 armor points and takes no damage from fire

melt armor(150)-melts off 150 armor points from target

fiery strike(15)- the caster may throw three 15 flaming packets

wall of flame+14- the caster creates a wall of flame around a buildingor in a 10x10x10 space any who touch the wall take 10 flaming damage and need a +14str to braek though

fiery rain(20)-the caster can throw two 20 flaming packets

flaming polearm-the caster can create a polearm of flame in his hands (same rule as a flaming dagger) flaming

arrow of flame+4-the caster can sheath 5 missile weapons in flaming making them do +4 flaming damage

elemental transformation(medium)-the caster become a medium fire elemental and gains all immunities and attack forms for one battle
Wednesday, January 26th, 2005
3:36 pm
[ceridwen]
fighter
1-handed=3
two-handed=3
shield=2
spear=3
archer=3
thrown=3
Florentine=3
two-weapon=3
profs melee=8
profs ranged=8
crippling strike=5 ever two profs melee
empowered attack melee=5 ever three profs
empowered attack ranged=5 ever three profs
repost=3
disarm=3
master of "blank weapon"=8 after 12 profs and the weapon skill
str =15
toughness=15
detect ambush goes against hide- 3 per level.
some changes may happen can you spell check it for me

Current Mood: chipper
Monday, January 3rd, 2005
10:52 pm
[ceridwen]
Rune lands LARP
Welcome to Rune Lands LARP, a Live Action Role Playing game currently in production. We hope soon to get a web page up which will include all the necessary information about our LARP, but right now we are currently in the begining planning stages. Please check back soon for more information.
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