Having spent the last week and a half making a viktir family, and noticing the rather lacking total grimoire for Viktir, I bring you 10 neat effects I thought of:
I, (the runemaster) sense the magical air
Perth 10, Method I
This script, often carved into a small amulet allows its wearer to sense Magical or Faerie auras with 10 paces of them, as well as their strength.
(the runemaster) curses his enemies with weeping wounds
Berkanan(Mannaz) 20, Method II
For as long as this script lasts, none of the target's Light Wounds will heal naturally (N.B. All wounds must become Light Wounds to heal naturally), though they can still be healed magically. This script is usually cast using a hair of a target, or Method III shenanigans.
(I feel like I've read this one somewhere, so it may not be original)
(the runemaster) ensures a disease-ridden death for (target)
Kauno(Mannaz) 30, Method II
The target receives a -18 penalty to recovery rolls due to sickness or disease, often sealing their fate to a gruesome death. This does not include recovery rolls for physical injuries. It is also worth noting that this script will inflict a Warping Point when cast, and an additional one each season it lasts, essentially condemning the target to succumbing to Warping, or to disease eventually. This script is often combined with one to inflict a relatively minor disease with a long recovery interval, which when combined with this script, ensures nearly no chance of improvement unless the target has magical aid.
(the runemaster) sharpens this weapon for (target)
Othila(Mannaz) General, Method II
This script gives the target a bonus equal to the magnitude of this spell to his Initiative, Attack and Damage score so long as he wields the weapon this script was cast on.
For example, a Level 10 spell would give a +2 bonus, while a Level 50 spell would give a +10 bonus.
I, (the runemaster) learn of my precious family
Ingwaz 20, Method I
This script, often scribed quickly on a coin the target is holding, or any hard piece of clothing (or even skin if chalk or dye is available) gives the target an instinctive understanding of where his or her family is, including distance, direction and their current emotional state.
Stígandr, a Norse Viktir will often cast this at the beginning of each day, and during his meals when his family members are away from home (he's a bit of a worry-wart), and cancels it if he thinks they are reasonably safe. If he
knows, or detects that they are getting into trouble, he will often keep the spell going for days on end so he can keep tabs on them and help them if need be.
(the runemaster) reassures his precious family
Tiwaz(Ingwaz) General, Method II
This script, often carved before the viktir, or any of his family go on a long or treacherous trip, increases the target's Confidence Score by 1, so long as their current Confidence Score is no greater than the magnitude of this spell -3.
For example, a Level 20 version of this spell would allow a maximum Confidence Score of 2, while a Level 50 version would allow a maximum Confidence Score of 8.
I, (the runemaster) steel my spells
Perth General, Method I
This script decreases the amount of botch dice the target rolls for a certain category of botch by the magnitude of this spell. This variant decreases the number of botch dice rolled on a magical botch, to a minimum of zero.
For example, a Level 10 version of this spell would mean the target rolls 2 less botch dice, while a Level 50 version would mean the target rolls 10 less botch dice.
I, (the runemaster) carve the runes of quality
Othila 15, Method I
These runes, when carved on an object, make it better at its function. A sword becomes light and sharp, a pick more able to dig into the earth. The object functions as if it were of Exceptional Quality, and reduces the potential botch dice when used by two.
N.B. Since the target is non-living, Warping can mostly be ignored (the spell affects the tool, not its user), but allowing this script to run for a long time may result in a Warped item, though I have no idea how one would represent that
(the runemaster) binds the runes of healing
Naudiz (Berkanan, Mannaz) 25, Method II
This spells binds another Berkanan (Mannaz) spell, so that its duration lasts as long as the runes used in this spell. This script is often used to ensure that a rune used to heal (or prevent healing) lasts as long as necessary, even if the original runes are found and destroyed. Method II requires an Arcane Connection to the target be worked into the runes when the target is further than 10 paces away, but since the viktir is an AC to all his scripts, and all his scripts are ACs to him, the Arcane Connections are implied.
I've been reading A&A recently, and I wanted to see if I could integrate its disease system into magical use. The following spell is that attempt:
(the runemaster) curses (target) with Hel's sickness
Kauno(Mannaz) 30, Method II
This script, often carved near the target, and immediately removed or destroyed; or far far away, with an Arcane Connection to the target, inflicts a Serious (with Severity of no greater than 15) disease, as described below, that will not heal naturally so long as the runes last. Often simply casting the script is enough to cripple the target, and so the caster can immediately destroy the runes.
Hel's Sickness
Serious Sanguine Disease, Severity 15
Stable: 12, Improve: 18, Interval: Week
Caused by a curse, this disease is difficult to resist even by those of strong constitution, and even harder to shake off. It is rumoured the disease will not go away until the curse is lifted.
Symptoms: Chills, fever, nausea, mild muscular spasms and pains. If the disease worsens to a Major disease, muscle and bone rot sets in and the patient is inflicted by the Enfeebled Flaw, and will find it incredibly difficult to move with the constant pain, and any action requiring a Fatigue roll also requires an immediate Disease Recovery roll (before the Fatigue roll), with no chance of improvement. If this roll is above the Stable Ease Factor, then nothing happens. If it is below the Stable Ease Factor, the patient suffers an immediate Medium Wound as he has torn a muscle group during the strenuous period.
Combined with the disease spell above, the target would have to roll a 30 to be stable, or 36 to improve, essentially damning them unless they have magical aid.
Please do tell me if any of these seem outside the guidelines, or a bit out of flavour, as I'm still new to working with Hedge Magic