Philemonite
2016-03-01, 04:03 PM
Suikoden 2d10 system is what happens when you refuse to accept that Suikoden franchise is dead and you want to keep it alive at any cost. It was originally inspired by Matthew Bloise's Genso Suikoden Tabletop RPG, but it has since grown into something completely different. As the title implies, 2d10 is used for most checks.
The system uses a standard Suikoden formation, with character being divided into front and back row. Attacking outside of your weapon's range imposes a -5 accuracy penalty and 75% damage reduction, and that is something you don't want.
Attack are resolved by rolling 2d10, adding your ranks in Precision skill and comparing it to target's evasion. Base evasion is 8, but this can be boosted by Armor and Dodge skill.
In this game you don't have base stats. Instead, your HP and MP are determined by your level and archetype. Everything else is based on your skills.
Skills function similarly to SIII. Each character has 8 skills slots, and by spending skill points they can learn new skills. They can also spend skills points to upgrade skills. Ranks range from E to S, giving you 8 different ranks for each skill. Skills are divide into three large groups (Physique, Finesse and Mysticism). Your archetype may affect the cost of a particular skill group.
Battle Lust-Every rank in this skill allows you to negate one point of damage reduction when using a weapon attack.
Armor Protect-Every rank in this skill gives you one point of physical damage reduction.
Fortitude-Every rank in this skill gives you one point of damage reduction against Earth, Sun and Darkness attacks.
Toughness-Every rank in this skill boosts you maximum HP by 5.
Damage-Every point in this skill gives you an extra point of damage when using a weapon attack.
Reflex-Every rank in this skills gives you one point of damage reduction against Wind, Lightning and Shield attacks.
Critical Strike-Every rank in this skill gives you two extra points of damage when scoring a critical hit with a melee weapon.
Sharpshoot-Every rank in this skill gives you two extra points of damage when scoring a critical hit with a Ranged weapon.
Precision-Every rank in this skill gives you a +1 bonus on accuracy checks.
Dodge-Every rank in this skill gives you a +1 bonus to your evasion.
Initiative-Every rank in this skill gives you a +2 Initiative bonus.
Willpower-Every rank in this skill gives you one point of damage reduction against Star, Fire and Water attacks.
Elemental Magic-Every rank in this skill you a +1 Chanting Speed. Most spell effects are also boosted. Each Elemental is taken separately.
Runic Resonance-Every rank in this skill unlocks an additional spell or improves already available spells. Runic Resonance is limited by number of ranks in Elemental Magic. Only Magicians (who start with it) and Commanders (who can learn it normally) have unrestricted access to this skill. Other archetypes require a DM permission, that shouldn't be given too often.
Focus-Every rank in this skill reduces the effect of Chanting interruption by 1.
To do: Weapon skills.
In this game every combat round lasts for 30 ticks. During this time you can perform one action. Attacking with a weapon, using items and other similar actions are based on initiative. At the start of the round you roll 2d6 and subtract it from 30. You also subtract twice your ranks in the Initiative skill. Final result determines when you get to act.
When casting a spell the rules are a little different. Each spell needs to be chanted for a number of ticks and the chanting starts at the start of the round. Powerful spells often require more then 30 ticks, making ranks in Elemental Magic mandatory if you want to cast the spell in one round.. Hitting a caster during chanting causes a disruption, prolonging the chanting for 8 more ticks. A focused caster can reduce the effect of disruption or even negate it completely.
Every character starts with a level 0 weapon and sharpen in up to level 16. Every time your weapon "levels up" you can insert one Rune Shard into your weapon.
Power Shard: Boosts your damage die by one step (1d4<1d6<1d8<1d10<1d12).
Extended Range: Short<Medium<Long. Must be taken at character creation.
Extended Critical: Extend the critical range (20<19<18<17)
Full Force: When taking a full action to add a second swing you deal more damage (25%<50%<75%<100%)
[Ailment Resistance]: Rolls twice when trying to recover form [Ailment].
Healing: Party recovers 5+1/2 level HP after every encounter.
Chanter: Reduces chanting time by 4. Can be taken up to 4 times.
MP bonus: Gains one extra MP. Can be taken multiple times, each time granting a bonus MP of higher level.
Magician is pretty much what you would expect from a magic master they have the highest MP, unlock additional Rune Slots the quickest and learn to wield the magic runes at an amazing pace. They also have the fortitude and physical prowess of a paper tissue, and unless they are hiding behind a more sturdy teammate they will die. Often.
-Magicians unlock left hand slot at level 4. They unlock the head slot at level 9.
-Magicians start with 2 level 1 MP and gain an additional MP at level 1, 3, 5, 7, 14, 16 and 18.
-Magicians start with 1 level 2 MP and gain an additional MP at level 2, 4, 8, 10, 13, 15, 17 and 19.
-Magicians gain a level 3 MP at level 6, 9, 12, 14, 16, 18 and 20.
-Magicians gain a level 4 MP at level 11, 13, 15, 17, 19 and 20.
-Magicians start with 24HP and gain additional 3 every level.
-Magicians start with D rank in one Elemental Magic skills.
-Magicians start with E rank in Runic Resonance.
-Magicians pay 50% less skill points for Mysticism skills.
-Magicians pay 50% more skill points for Physique skills.
Guard is pretty much a brick wall with some offense potential. They have by far the highest HP and they are best suited for heavy armor, but they are lacking in options, with low MP and a learning disability when it comes to anything magic related.
-Guards unlock left hand slot at level 10. They unlock head slot at level 20.
-Guards start with 1 level 1 MP and gain an additional MP at level 2, 6 and 10.
-Guards gain a level 2 MP at level 4, 8 and 14.
-Guards gain a level 3 MP at level 12 and 16.
-Guards gain a level 4 MP at level 18.
-Guards start with 42HP and gain additional 6 every level.
-Guards start with D rank in Armor Protect.
-Guards start with E rank in Toughness.
-Guards pay 50% less skill points for Physique skills.
-Guards pay 50% more skill points for Mysticism skills.
Slasher are the epitome of speed. By combining heightened accuracy with superior evasion they can dish out some impressive damage while staying an inch away form the enemy's blade. Their magical aptitude is less then inspiring, but they have adequate MP and they unlock their second rune slot quickly.
-Slashers unlock left hand slot at level 6. They unlock head slot at level 16.
-Slashers start with 1 level 1 MP and gain an additional MP at level 1, 2, 4, 6, 9.
-Slashers gain a level 2 MP at level 3, 5, 7, 10, 16.
-Slashers gain a level 3 MP at level 8, 12, 18.
-Slashers gain a level 4 MP at level 14, 20.
-Slashers start with 36HP and gain additional 5 every level.
-Slashers start with D rank in Dodge.
-Slashers start with E rank in Initiative.
-Slashers pay 50% less skill points for Finesse skills.
-Slashers pay 25% more skill points for Mysticism skills.
Rangers are perfect alternative to Magician. While their magical powers are not as impressive Rangers still make a decent caster that can actually do something with their weapon. However, their defenses are quite lacking, so they usually go for a ranged weapon, preferring to stay in the back row.
-Rangers unlock left hand slot at level 5. They unlock head slot at level 12.
-Rangers start with 2 level 1 MP and gain an additional MP at level 2, 4, 6, 8, 11, 18
-Rangers gain a level 2 MP at level 1, 3, 5, 9, 13, 17, 19
-Rangers gain a level 3 MP at level 7, 10, 14, 16, 18, 20
-Rangers gain a level 4 MP at level 12, 15, 17, 19, 20
-Rangers start with 30HP and gain additional 4 every level.
-Rangers start with D rank in Precision.
-Rangers start with D rank in Elemental Magic skill.
-Rangers pay 25% less skill points for Finesse skills.
-Rangers pay 25% less skill points for Mysticism skills.
-Rangers pay 25% more skill points for Physiques skills.
Commanders are the jacks of all trade, capable of doing everything, just not as good as specialists. Their greatest weakness is that there are too many skills to cover and with no skill cost discount Commanders take a long time to get there. Still, Commanders decent HP (second only to Guards), decent MP, second rune slot at level 4 to mix weapons and magic and most importantly they are so much fun to play.
-Commanders unlock left hand slot at level 4. They unlock head slot at level 12.
-Commanders start with 2 level 1 MP and gain an additional MP at level 2, 4, 6, 8, 11, 18
-Commanders gain a level 2 MP at level 1, 3, 5, 9, 13, 17, 19
-Commanders gain a level 3 MP at level 7, 10, 14, 16, 18, 20
-Commanders gain a level 4 MP at level 12, 15, 17, 19, 20
-Commanders start with 36HP and gain additional 5 every level.
-Commanders start with no skills.
To do: Add more to the archetypes.
Runes are one of the most interesting features of Suikoden. Here they are divided into Magical and Weapon runes. Magic runes encompass nine different rune types (Fire, Water, Earth, Wind, Lighting, Star, Sun, Darkness and Shield) as well as Sword Magic runes. Weapon runes are represented by at least two runes for every weapon type. This runes function similar to Magic runes, but instead of giving you access to spells they allow you to use different techniques by expanding MP.
Fire Rune is the master of area damage. And while Fire Rune does have a support spell or two they are secondary to pure destructive power.
Level 0
Fire Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Fire damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Flame Arrows
Pick two enemies. Deals [2d4+2+Fire Magic] Fire damage.
Chant Time: 18
Burning Bolt
Target one enemy. Deal [1d6+Fire Magic] Fire damage and inflict Burn (DC=8+[Fire Magic]).
Chant Time: 14
Level 2
Fire Wall
Deals [2d4+4+Fire Magic] Fire damage to one enemy row.
Chant Time: 22
Dancing Flames
Deals [1d6+Fire Magic] Fire damage to all enemies.
Chant Time: 28
Lightning Rune is optimized for taking down powerful foes. Although it provides a few other options concentrated offense is usually the best choice.
Level 0
Lightning Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Lightning damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Angry Blow
Target one enemy. Deals [1d10+2+Lightning Magic] Lightning damage.
Chant Time: 12
Shocking Bolt
Target one enemy. Deal [1d6+Lightning Magic] Lightning damage and inflict Shock (DC=8+[Lightning Magic]).
Chant Time: 14
Level 2
Thunder Runner
Deals [2d6+4+Lightning Magic] Lightning damage to one enemy column.
Chant Time: 22
Raging Blow
Deals [2d10+6+Lightning Magic] Lightning damage to one enemy.
Chant Time: 20
Earth Rune is a defensive rune, and this time it is quite useful. It can grant damage reduction, cure ailments, prevent enemies from healing and even do some damage.
Level 0
Earth Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Earth damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Clay Guardian
Pick two allies. Any magical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Clay Protector
Pick two allies. Any physical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Level 2
Guardian Earth
Cures all mental ailments. All allies.
Chant Time: 22
Protector Earth
Cures all physical ailments. All allies.
Chant Time: 22
Venom Sting-Requires C Runic Resonance
Target one enemy. Deals [2d6+Earth Magic] Earth damage and inflicts Poison (DC=8+[Earth Magic]).
Chant Time: 18
Level 3
Earthquake
Deals [2d6+Earth Magic] Earth damage to all enemies.
Chanting Time: 36
Copper Flesh
Blocks Healing. All enemies. [3+(Earth Magic/4)] rounds.
Chanting Time: 30
Font Of Vitality-Requires B+ Runic Resonance
Grants Regeneration to all allies. Recover [Runic Resonance] HP every round for [3+(Earth Magic/4)] rounds.
Chant Time: 40
Level 4
Vengeful Child
Counters one attack per round. Front Row. [3+(Earth Magic/4)] rounds.
Chanting Time: 28
Land Of Eternity-Requires S Runic Resonance
Deals [3d6+6+Earth Magic+Runic Resonance] Earth damage to all enemies.
Chanting Time: 44
While other runes can provide some minor healing the Water Rune is the one dedicated to healing, providing widespread healing, curing and revival. Water Rune can also inflict Freeze to soften up the enemies and Silence to block enemy magic use. And while Breath of Ice is not the most powerful spell ever Water Rune can still do some damage.
Level 0
Water Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Water damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Kindness Drops
Pick two allies. They recover [6+Water Magic] HP.
Chant Time: 12
Morning Dew
Pick one ally. Cure one ailment.
Chant Time: 10
Level 2
Breath of Ice
Deals [1d6+Water Magic] Water damage to all enemies.
Chant Time: 28
Mother Ocean
Revive one fallen ally. Recover [15+Water Magic] HP.
Chant Time: 20
Frozen Spear-Requires C Runic Resonance
Target one enemy. Deals [2d6+Water Magic] Water damage and inflicts Freeze (+25% physical damage taken) for [3+(Water Magic/4)].
Chant Time: 18
Level 3
Kindness Rain
All allies recover [12+Water Magic] HP.
Chanting Time: 26
Protect Mist
Repel one spell for each ally.
Chanting Time: 28
Fog of Deception-Requires B+ Runic Resonance
Boosts Evasion by [2+(Water Magic/6)] for [3+(Runic Resonance/4)] rounds.
Chant Time: 30
Level 4
Silent Lake
Inflict Silence on all enemies (DC=8+[Water Magic]).
Chanting Time: 28
Heavenly Drops-Requires S Runic Resonance
All allies recover [5+Water Magic+Runic Resonance]*2 HP.
Chanting Time: 42
E: You can now use Earth Bolt spell.
D: Clay Guardian and Clay Protector now target an additional ally.
C: You can use Venom Sting spell.
B: Guardian Earth and Protector Earth now cure curse ailments.
B+: You can now use Font Of Vitality spell.
A: Earthquake deals an extra 1d6 damage.
A+: Vengeful Child allows you to counter two attacks every round.
S: You can now use Land Of Eternity spell.
To do: Other Magic Runes, Weapon Runes, Runic Resonance bonuses.
The system uses a standard Suikoden formation, with character being divided into front and back row. Attacking outside of your weapon's range imposes a -5 accuracy penalty and 75% damage reduction, and that is something you don't want.
Attack are resolved by rolling 2d10, adding your ranks in Precision skill and comparing it to target's evasion. Base evasion is 8, but this can be boosted by Armor and Dodge skill.
In this game you don't have base stats. Instead, your HP and MP are determined by your level and archetype. Everything else is based on your skills.
Skills function similarly to SIII. Each character has 8 skills slots, and by spending skill points they can learn new skills. They can also spend skills points to upgrade skills. Ranks range from E to S, giving you 8 different ranks for each skill. Skills are divide into three large groups (Physique, Finesse and Mysticism). Your archetype may affect the cost of a particular skill group.
Battle Lust-Every rank in this skill allows you to negate one point of damage reduction when using a weapon attack.
Armor Protect-Every rank in this skill gives you one point of physical damage reduction.
Fortitude-Every rank in this skill gives you one point of damage reduction against Earth, Sun and Darkness attacks.
Toughness-Every rank in this skill boosts you maximum HP by 5.
Damage-Every point in this skill gives you an extra point of damage when using a weapon attack.
Reflex-Every rank in this skills gives you one point of damage reduction against Wind, Lightning and Shield attacks.
Critical Strike-Every rank in this skill gives you two extra points of damage when scoring a critical hit with a melee weapon.
Sharpshoot-Every rank in this skill gives you two extra points of damage when scoring a critical hit with a Ranged weapon.
Precision-Every rank in this skill gives you a +1 bonus on accuracy checks.
Dodge-Every rank in this skill gives you a +1 bonus to your evasion.
Initiative-Every rank in this skill gives you a +2 Initiative bonus.
Willpower-Every rank in this skill gives you one point of damage reduction against Star, Fire and Water attacks.
Elemental Magic-Every rank in this skill you a +1 Chanting Speed. Most spell effects are also boosted. Each Elemental is taken separately.
Runic Resonance-Every rank in this skill unlocks an additional spell or improves already available spells. Runic Resonance is limited by number of ranks in Elemental Magic. Only Magicians (who start with it) and Commanders (who can learn it normally) have unrestricted access to this skill. Other archetypes require a DM permission, that shouldn't be given too often.
Focus-Every rank in this skill reduces the effect of Chanting interruption by 1.
To do: Weapon skills.
In this game every combat round lasts for 30 ticks. During this time you can perform one action. Attacking with a weapon, using items and other similar actions are based on initiative. At the start of the round you roll 2d6 and subtract it from 30. You also subtract twice your ranks in the Initiative skill. Final result determines when you get to act.
When casting a spell the rules are a little different. Each spell needs to be chanted for a number of ticks and the chanting starts at the start of the round. Powerful spells often require more then 30 ticks, making ranks in Elemental Magic mandatory if you want to cast the spell in one round.. Hitting a caster during chanting causes a disruption, prolonging the chanting for 8 more ticks. A focused caster can reduce the effect of disruption or even negate it completely.
Every character starts with a level 0 weapon and sharpen in up to level 16. Every time your weapon "levels up" you can insert one Rune Shard into your weapon.
Power Shard: Boosts your damage die by one step (1d4<1d6<1d8<1d10<1d12).
Extended Range: Short<Medium<Long. Must be taken at character creation.
Extended Critical: Extend the critical range (20<19<18<17)
Full Force: When taking a full action to add a second swing you deal more damage (25%<50%<75%<100%)
[Ailment Resistance]: Rolls twice when trying to recover form [Ailment].
Healing: Party recovers 5+1/2 level HP after every encounter.
Chanter: Reduces chanting time by 4. Can be taken up to 4 times.
MP bonus: Gains one extra MP. Can be taken multiple times, each time granting a bonus MP of higher level.
Magician is pretty much what you would expect from a magic master they have the highest MP, unlock additional Rune Slots the quickest and learn to wield the magic runes at an amazing pace. They also have the fortitude and physical prowess of a paper tissue, and unless they are hiding behind a more sturdy teammate they will die. Often.
-Magicians unlock left hand slot at level 4. They unlock the head slot at level 9.
-Magicians start with 2 level 1 MP and gain an additional MP at level 1, 3, 5, 7, 14, 16 and 18.
-Magicians start with 1 level 2 MP and gain an additional MP at level 2, 4, 8, 10, 13, 15, 17 and 19.
-Magicians gain a level 3 MP at level 6, 9, 12, 14, 16, 18 and 20.
-Magicians gain a level 4 MP at level 11, 13, 15, 17, 19 and 20.
-Magicians start with 24HP and gain additional 3 every level.
-Magicians start with D rank in one Elemental Magic skills.
-Magicians start with E rank in Runic Resonance.
-Magicians pay 50% less skill points for Mysticism skills.
-Magicians pay 50% more skill points for Physique skills.
Guard is pretty much a brick wall with some offense potential. They have by far the highest HP and they are best suited for heavy armor, but they are lacking in options, with low MP and a learning disability when it comes to anything magic related.
-Guards unlock left hand slot at level 10. They unlock head slot at level 20.
-Guards start with 1 level 1 MP and gain an additional MP at level 2, 6 and 10.
-Guards gain a level 2 MP at level 4, 8 and 14.
-Guards gain a level 3 MP at level 12 and 16.
-Guards gain a level 4 MP at level 18.
-Guards start with 42HP and gain additional 6 every level.
-Guards start with D rank in Armor Protect.
-Guards start with E rank in Toughness.
-Guards pay 50% less skill points for Physique skills.
-Guards pay 50% more skill points for Mysticism skills.
Slasher are the epitome of speed. By combining heightened accuracy with superior evasion they can dish out some impressive damage while staying an inch away form the enemy's blade. Their magical aptitude is less then inspiring, but they have adequate MP and they unlock their second rune slot quickly.
-Slashers unlock left hand slot at level 6. They unlock head slot at level 16.
-Slashers start with 1 level 1 MP and gain an additional MP at level 1, 2, 4, 6, 9.
-Slashers gain a level 2 MP at level 3, 5, 7, 10, 16.
-Slashers gain a level 3 MP at level 8, 12, 18.
-Slashers gain a level 4 MP at level 14, 20.
-Slashers start with 36HP and gain additional 5 every level.
-Slashers start with D rank in Dodge.
-Slashers start with E rank in Initiative.
-Slashers pay 50% less skill points for Finesse skills.
-Slashers pay 25% more skill points for Mysticism skills.
Rangers are perfect alternative to Magician. While their magical powers are not as impressive Rangers still make a decent caster that can actually do something with their weapon. However, their defenses are quite lacking, so they usually go for a ranged weapon, preferring to stay in the back row.
-Rangers unlock left hand slot at level 5. They unlock head slot at level 12.
-Rangers start with 2 level 1 MP and gain an additional MP at level 2, 4, 6, 8, 11, 18
-Rangers gain a level 2 MP at level 1, 3, 5, 9, 13, 17, 19
-Rangers gain a level 3 MP at level 7, 10, 14, 16, 18, 20
-Rangers gain a level 4 MP at level 12, 15, 17, 19, 20
-Rangers start with 30HP and gain additional 4 every level.
-Rangers start with D rank in Precision.
-Rangers start with D rank in Elemental Magic skill.
-Rangers pay 25% less skill points for Finesse skills.
-Rangers pay 25% less skill points for Mysticism skills.
-Rangers pay 25% more skill points for Physiques skills.
Commanders are the jacks of all trade, capable of doing everything, just not as good as specialists. Their greatest weakness is that there are too many skills to cover and with no skill cost discount Commanders take a long time to get there. Still, Commanders decent HP (second only to Guards), decent MP, second rune slot at level 4 to mix weapons and magic and most importantly they are so much fun to play.
-Commanders unlock left hand slot at level 4. They unlock head slot at level 12.
-Commanders start with 2 level 1 MP and gain an additional MP at level 2, 4, 6, 8, 11, 18
-Commanders gain a level 2 MP at level 1, 3, 5, 9, 13, 17, 19
-Commanders gain a level 3 MP at level 7, 10, 14, 16, 18, 20
-Commanders gain a level 4 MP at level 12, 15, 17, 19, 20
-Commanders start with 36HP and gain additional 5 every level.
-Commanders start with no skills.
To do: Add more to the archetypes.
Runes are one of the most interesting features of Suikoden. Here they are divided into Magical and Weapon runes. Magic runes encompass nine different rune types (Fire, Water, Earth, Wind, Lighting, Star, Sun, Darkness and Shield) as well as Sword Magic runes. Weapon runes are represented by at least two runes for every weapon type. This runes function similar to Magic runes, but instead of giving you access to spells they allow you to use different techniques by expanding MP.
Fire Rune is the master of area damage. And while Fire Rune does have a support spell or two they are secondary to pure destructive power.
Level 0
Fire Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Fire damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Flame Arrows
Pick two enemies. Deals [2d4+2+Fire Magic] Fire damage.
Chant Time: 18
Burning Bolt
Target one enemy. Deal [1d6+Fire Magic] Fire damage and inflict Burn (DC=8+[Fire Magic]).
Chant Time: 14
Level 2
Fire Wall
Deals [2d4+4+Fire Magic] Fire damage to one enemy row.
Chant Time: 22
Dancing Flames
Deals [1d6+Fire Magic] Fire damage to all enemies.
Chant Time: 28
Lightning Rune is optimized for taking down powerful foes. Although it provides a few other options concentrated offense is usually the best choice.
Level 0
Lightning Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Lightning damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Angry Blow
Target one enemy. Deals [1d10+2+Lightning Magic] Lightning damage.
Chant Time: 12
Shocking Bolt
Target one enemy. Deal [1d6+Lightning Magic] Lightning damage and inflict Shock (DC=8+[Lightning Magic]).
Chant Time: 14
Level 2
Thunder Runner
Deals [2d6+4+Lightning Magic] Lightning damage to one enemy column.
Chant Time: 22
Raging Blow
Deals [2d10+6+Lightning Magic] Lightning damage to one enemy.
Chant Time: 20
Earth Rune is a defensive rune, and this time it is quite useful. It can grant damage reduction, cure ailments, prevent enemies from healing and even do some damage.
Level 0
Earth Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Earth damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Clay Guardian
Pick two allies. Any magical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Clay Protector
Pick two allies. Any physical damage they receive is reduced by 25% for the duration of the spell. [3+(Earth Magic/4)] rounds.
Chant Time: 12
Level 2
Guardian Earth
Cures all mental ailments. All allies.
Chant Time: 22
Protector Earth
Cures all physical ailments. All allies.
Chant Time: 22
Venom Sting-Requires C Runic Resonance
Target one enemy. Deals [2d6+Earth Magic] Earth damage and inflicts Poison (DC=8+[Earth Magic]).
Chant Time: 18
Level 3
Earthquake
Deals [2d6+Earth Magic] Earth damage to all enemies.
Chanting Time: 36
Copper Flesh
Blocks Healing. All enemies. [3+(Earth Magic/4)] rounds.
Chanting Time: 30
Font Of Vitality-Requires B+ Runic Resonance
Grants Regeneration to all allies. Recover [Runic Resonance] HP every round for [3+(Earth Magic/4)] rounds.
Chant Time: 40
Level 4
Vengeful Child
Counters one attack per round. Front Row. [3+(Earth Magic/4)] rounds.
Chanting Time: 28
Land Of Eternity-Requires S Runic Resonance
Deals [3d6+6+Earth Magic+Runic Resonance] Earth damage to all enemies.
Chanting Time: 44
While other runes can provide some minor healing the Water Rune is the one dedicated to healing, providing widespread healing, curing and revival. Water Rune can also inflict Freeze to soften up the enemies and Silence to block enemy magic use. And while Breath of Ice is not the most powerful spell ever Water Rune can still do some damage.
Level 0
Water Bolt-Requires E Runic Resonance
Target one enemy. Deal 1d6+[Runic Resonance] Water damage.
Chant Time: 20
Special: This spells can not be interrupted and costs no MP.
Level 1
Kindness Drops
Pick two allies. They recover [6+Water Magic] HP.
Chant Time: 12
Morning Dew
Pick one ally. Cure one ailment.
Chant Time: 10
Level 2
Breath of Ice
Deals [1d6+Water Magic] Water damage to all enemies.
Chant Time: 28
Mother Ocean
Revive one fallen ally. Recover [15+Water Magic] HP.
Chant Time: 20
Frozen Spear-Requires C Runic Resonance
Target one enemy. Deals [2d6+Water Magic] Water damage and inflicts Freeze (+25% physical damage taken) for [3+(Water Magic/4)].
Chant Time: 18
Level 3
Kindness Rain
All allies recover [12+Water Magic] HP.
Chanting Time: 26
Protect Mist
Repel one spell for each ally.
Chanting Time: 28
Fog of Deception-Requires B+ Runic Resonance
Boosts Evasion by [2+(Water Magic/6)] for [3+(Runic Resonance/4)] rounds.
Chant Time: 30
Level 4
Silent Lake
Inflict Silence on all enemies (DC=8+[Water Magic]).
Chanting Time: 28
Heavenly Drops-Requires S Runic Resonance
All allies recover [5+Water Magic+Runic Resonance]*2 HP.
Chanting Time: 42
E: You can now use Earth Bolt spell.
D: Clay Guardian and Clay Protector now target an additional ally.
C: You can use Venom Sting spell.
B: Guardian Earth and Protector Earth now cure curse ailments.
B+: You can now use Font Of Vitality spell.
A: Earthquake deals an extra 1d6 damage.
A+: Vengeful Child allows you to counter two attacks every round.
S: You can now use Land Of Eternity spell.
To do: Other Magic Runes, Weapon Runes, Runic Resonance bonuses.