!98PcYIvlCI 05/16/09(Sat)11:41 No.4567326|
When casting a spell, roll every relevant rune (From the above example, 3d4, as Scrying, Details and Sickness are all minor runes). Say, the above roll came out 3 (Scrying), 4 (Details), 2 (Sickness). None of the dice have rolled ones, so none have miscast (we'll get to miscasts in a moment).
Now, you need to work out the total. First, take the highest number on the highest level rune- in this case 4, since we only have minor runes in the equation (Note- this does mean that, if you use only one major rune, or only one Greater rune in a spell, you base the power of the spells effect off that dice roll, with no choice in the matter, even if a weaker rune rolled higher). This number is the basic score for the spell. However, each additional rune is not wasted! For every successful (i.e. non-miscast) rune, you apply a modifier to your total- +1 for minor runes, +2 for major runes, and +3 for greater runes.
So, the final result of this spell would be a 6- 4 from Details, and +1 each from Scrying and Sickness. The GM would check this value against the target number, to determine if the spell was successful.
Try to make sure you remember which dice is for which rune, allocating it before you roll. Most of the time, this won't be important, as the dice sizes are the biggest clue, but in some circumstances its important.