The Aftermath of Enchantment: Stories of Those Burned by Magic

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Burned by Magic Magic has always been perceived as both fascinating and dangerous. The allure of being able to manipulate the world around us with a mere flick of a wand or a whispered incantation is undeniably captivating. However, as alluring as it may be, magic is not without its risks and potential harm. One of the most common dangers associated with magic is the risk of burns. Whether it be from a misfire of a spell or the mishandling of magical objects, burns caused by magic can be excruciatingly painful and potentially life-threatening. The severity of these burns can vary, depending on the power of the magic or the heat generated during the magical act.



Rune of Power (Priest Spell)

This special type of magical inscription, more powerful than a glyph of warding but less powerful than most symbols, was once the heart of ancient dwarven magic, usable by all dwarves (with differing degrees of power and reliability – modern dwarves do not have this power). Adventurers who have explored some of the remotest northern and southern depths and mountain-caverns report that either there are dwarven monasteries (clerical communities) or that a few dwarven clans or bands retain the use of rune magic.

Runes of power as used by dwarven clerics throughout the Realms are described here. They increase in power according to the level of the dwarf casting them. A successful saving throw vs. spell enables a creature violating a rune of power to escape its effects.

The priest casting the rune sets the exemp­tion conditions; that is, the situations or crea­tures that won't cause the rune of power to operate. Otherwise, any being passing, enter­ing, or opening the surface on which the rune of power is inscribed suffers its harmful effects. Touching or attacking the rune of power itself also activates it.

A rune of power can be set to avoid dis­charging when creatures of certain races, align­ments, faiths, and sizes try to pass it. It cannot be set to avoid specific levels. Hit Dice, or classes of creatures, and cannot be combined with other runes, glyphs, or symbols.

Runes of power can be drawn to any size larger than the caster's hand, and their trigger lines can be extended to encompass any size of protected area on a single surface. Dispel magic spells can remove runes of power.

Most runes of power duplicate or resemble the effects of wizard spells. The most widely-known of these killing runes of power are:

  • Alhalbrin: This rune of power melts metal on all metal items that contact or pass it, within 3 rounds of its activation. The metal receives a saving throw vs. magical fire (with a penalty of -3 if not elven chain or magical in nature). Whether the metal melts or not, it grows hot, doing any being in contact with it 1d4 points of damage.
  • Faerindyl: This rune of power causes a flaming sphere to come into being out of the protected surface. The flaming sphere rolls directly away from the protected surface with a movement of 18. It passes around all immovable objects in its path, bursting only when it contacts a wall or other surface larger than its own 10-foot radius. Creatures within 5 feet of the sphere must save vs. spell or suffer 1d4 points of heat damage. Beings struck by the spell must save or take 2d4 points of fire damage. Objects in contact with the sphere must save vs. magical fire. When the sphere bursts, all creatures within 10 feet must save vs. spell or take 3d6 fire damage. The flaming sphere is quite dif­ferent in behavior and effects from the wizard spell of the same name. The only known way to stop a flaming sphere is with a wall of fire (with which it merges), a wall of force (which causes it to burst), or a dispel magic. Other­wise, it flows around and through all obstacles, including creatures in its path.
  • Sabras: This rune of power creates a miniature blade barrier effect, across (and in line with) the protected surface on which the rune of power was inscribed. It lasts for only one round, but does 4d6 damage to all creatures within 10 feet of the protected surface (a successful save vs. spells allows a Dexterity check; if successful. the being escapes with no damage; if failed, the creature takes only 2d6 damage).
  • Thimdaril: This forceful rune of power acts as a polymorph other spell on creatures activat­ing it. Unlike the wizard spell of the same name. Intelligence retention and system shock survival are automatic. Otherwise (equipment, class skills, and the like) the change functions as the wizard spell. The priest casting the rune sets the form to be changed into; Elminster reports that dwarven priests seem to like pop­ulating guarded areas with snails, slugs, and toads.
  • Velurndyn: This rune of power acts as a reverse gravity spell, flinging all beings within 20 feet of it (when activated) upward for 30 feet, and then immediately back downward. Creatures unable to fly suffer 3d6 failing damage, plus 3d6 (or less, if the ceiling is lower) impact damage for striking the ceiling, provided the ceiling is within 30 feet of the floor, in some cases, stalactites, piercer monsters, or even artificial spikes have been set into ceilings to augment such a trap.

Some runes of power are named by the caster as they are inscribed, and take immediate effect.

The most widely-known of these fast runes are:

  • Bhelaerak: Acts as the 8th level wizard spell glassteel, affecting 10 pounds of weight per level of the priest.
  • Corsimmyr: Acts as the 5th level wizard spell passwall.
  • Delhaubrin: Acts as the 2nd level wizard spell shatter.
  • Elemsyr: Acts as the 2nd level wizard spell invisibility, affecting a single living or nonliv­ing body or object. If an invisible creature launches a successful attack, it immediately becomes visible.

The material component to create any rune of power is the priest's holy symbol, which is used to trace the rune.

The Lost Runes of Power: Legends persist of runes once known to the dwarves that were far more powerful than the existing ones. A single rune of power was used to level the ancient city of Dharrmaghongh in Murghom, long ago. Elminster warns that although such runes definitely existed, no dwarven clan controls such power now – or recent dwarven history would be far different.

Notes: Very rare dwarven magic of the Forgotten Realms setting.

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Rune of Power

  • This includes items and quests that can no longer be obtained or are now deprecated.
  • The in-game information in this article is kept purely for historical purposes.

  • Rune of Power
  • Row 4 mage talent
  • 30 yd range
  • 45 sec cooldown
  • 1.5 seconds cast
  • Places a Rune of Power on the ground for 12 sec which increases your spell damage by 40% while you stand within 8 yds.

  • Rune of Power
  • Spell damage increased by 40%.
  • Duration: 12 seconds

Rune of Power is a row 4 mage talent. It acts as a ground-targeted spell power buff.

It is an exclusive choice node with [ Incanter's Flow ] .

The severity of these burns can vary, depending on the power of the magic or the heat generated during the magical act. Magical burns can manifest in various forms, ranging from superficial skin burns to deep tissue damage. Some individuals may only experience minor burns that heal with time, while others may suffer from severe burns that leave permanent scars or disfigurement.

Contents

  • 1 Notes and trivia
  • 2 Patch changes
  • 3 See also
  • 4 External links
Burned by maguc

These burns can occur on any part of the body, depending on the nature of the magical accident. The healing process for magical burns can also be quite different from conventional burns. Traditional remedies such as ointments or bandages may not be effective in treating magical burns. Instead, specialized magical healers or practitioners may be required to channel their magic to facilitate the healing process. Prevention is always the best course of action when it comes to protecting oneself from magical burns. Proper training and education in the use of magic can greatly reduce the risk of accidents. Following established safety protocols, such as wearing protective attire or using protective spells, can also help minimize the chances of getting burned. In conclusion, while magic may hold an enchanting appeal to many, it is important to acknowledge and understand the potential risks it poses. Magical burns can be agonizing and have long-lasting implications. Therefore, one must approach the practice of magic with caution, ensuring proper training and adherence to safety protocols, in order to avoid getting burned by magic..

Reviews for "Healing the Burned: Stories of Recovery and Redemption"

- Jane - 2 stars - I was really excited to read "Burned by Magic" because I love fantasy novels, but I was sorely disappointed with this one. The plot was confusing and hard to follow, and the characters were flat and undeveloped. I found myself not caring what happened to them, which is never a good sign. The writing style was also a bit awkward and I had to reread some passages to understand what was happening. Overall, I would not recommend this book to anyone looking for a captivating fantasy read.
- Mark - 1 star - I couldn't even finish "Burned by Magic" because it was just that bad. The story felt disjointed and all over the place, and the writing was choppy and inconsistent. The world-building was lacking and I couldn't visualize the setting or understand how the magic system worked. Additionally, the dialogue felt forced and unnatural, making it hard for me to connect with the characters. I was hoping for an engaging fantasy novel, but unfortunately, this book fell flat in every aspect for me.
- Sarah - 2 stars - "Burned by Magic" had so much potential, but it failed to deliver. The pacing was slow, and it took forever for anything interesting to happen. The protagonist was unrelatable and unsympathetic, and I couldn't find myself invested in her journey. The romance subplot felt forced and unnecessary, adding nothing to the overall story. The writing style was also underwhelming, lacking in description and leaving me feeling detached from the events. Overall, I was disappointed with this book and wouldn't recommend it to others.

The Shadows of Magic: Stories of Those Who Couldn't Escape the Burn

When Lightning Strikes: Tales of Those Who Got Too Close to Magic

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