Popular Champs
Jhin
Jinx
Xayah
Veigar
Fiddlesticks
Ornn
Senna
Ahri
Thresh
Zed
Leona
Lux
Kai'sa
Caitlin
Braum
Graves
Yasuo
Darius
Nautilus
Sett
Master Yi
Miss Fortune
Ezrael
Sylas
Lucian
Vex
Qiyana
Rell
Neeko
Kindred
Ekko
Soraka
Ryze
Victor
Shen
Champ Breakdown
Marksman
Hunter
- Caitlyn
- headshot
- trap - root enemy
- Net shot
- Ezrael
- homing attack
- mark
- Blink
- Ignore DR
- AoE V
- Lucian (weapon: Relic pistols - Light slingers)
- Extra shot
- Line laser
- Dashes
- Multi shot
- AoE X
Blaster
- Jinx
- Speed up when takedown
- pow pow (multi hit)
- Fishbone / Megarocket - Critical hit
- Shock Electric - hit & slow
- Chompers (root & traps)
- Zeri
- boost fire
- absorb shields
- when shielded zip
- laser
- L. crash - AoE centered on self
- Miss Fortune
- Mark enemy
- Ricochet
- Storm of bullets AoE
- Boost fire
- Tristana
- Explosive shot
- Explosive charge
- Jump and explode
- Massive cannon ball AoE
Slayers
Skirmisher
- Fiora
- Vitals (sneak atttack, panache)
- Lunge (dash & hit)
- Riposte, absorb and return damage (reaction)
- 2 attacks, slow then crit
- Challenge enemy
- Riven
- 3 hit combo
- Ki burst (stun those around you)
- Dash with shield
- AoE cone (cleave)
- Gwen
- AoE cone (snip snip, execute)
- Hallowed mist - bonus armor & can’t be targeted
- Dash and crit
- Slow target with needle
- Yasuo
- Crits double rate
- Thrust
- Whirlwind - knock back
- wind wall (blocks projectiles) and moves forward
- Dash then AoE sweep/cleave
- Blink and sneak attack
- Yi
- Double strike (Fiora)
- Dash & cut through
- Meditate (heal)
- Purge self of all negative effects (Alistar)
Assassin
- Akali (Dex not Str on Throw)
- AoE cone (kunai)
- Smoke shroud
- Shuriken - throw and run
- Dash through enemies towards target for a crit
- Pyke
- Throw spear and bring close
- Submerge (like shroud)
- (backstab) lethal attack from shroud
- Dash and stun
- Ekko
- Time slow
- Slow shield & Clone self for attacks
- Dash & Blink
- Ignore last attack/damage and return to previous location
- Zed
- Extra damage to wounded
- big shuriken
- Living Shadow (like Ekko)
- Slow
- Mark & Dash & Blink
- Evelynn
- Demon shade - stealth
- Hate (mark/hex)
- Allure (pull closer, slow target if hit)
- Dash & lash
Tank
Vanguard, are offensive tanks, go in & break lines for fighters to come in
- (Leona, Rell, Alistar, Nautilus)
- Abilities:
- Leona
- Mark enemy
- Strong attack that stuns
- Damage reduction
- Dash & root
- Solar flair aoe
- Rell
- shield strike
- AoE pull enemies in
- Allistar
- Heal when enemies are defeated
- Smash ground and stun
- Charge and push
- Trample
- Unbreakable Will Remove penalties and then reduce damage
- Nautilus
- Root
- charge and drag enemy to you
- Self shield
- AOE slow
- deep charge -
Wardens, are defensive tanks
- (Braum, Shen, Poppy, K’sante)
- Abilities:
- Braum
- Concussive (Stun)
- Ice and Slow
- Dash between ally and enemy (protect)
- Unbreakable shield
- Fissure
- K’sante
- Mark (increases damage)
- Stack on enemies
- All-out (more damage to marked)
- Pull enemies
- Stun
- Dashing
- Shield (extra health, tmp hp)
- Knock back
- Shen
Ki BarrierShield (extra health, tmp hp)- Unbreakable shield (location based - near)
- Spirit sword
- Poppy
- Buckler throw
- Smash ground and slow
- Steadfast (stop enemies going by)
- Knock back
Fighters (Bruisers)
Juggernaut - are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp.
- Darius
- Cleave
- Slow attack
- Pull in enemy
- Guillotine - insta kill enemy with 1 heart
- Volibear
- Extra hits when charged up
- Dash/Pounce
- Maul
- AoE slows enemies
- Sett
- 1-2 punch
- Cone AoE punch
- Face breaker - pound two enemies together
- Pounce and slide
- Graves
- Double barrel - knock back
- Smoke screen (slow. & damage)
- True grit - quickdraw shoot & damage resistance
- Collateral Damage - shoot and AoE, and get recoiled back to Near
- Illaoi
- Tentacles
- Leap and Smash
- Test of Spirit - double damage
Diver - are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets
- Vi
- Dash punch
- Break armor
- Flurry of blows
- Windup → Critical
- Jump slam
- Pantheon
- Comet spear/Starfall - throw and dash
- Shield Vault - stun & attack
- Aegis Assault - Cone attack with spear behind shield
- Irelia
- Mark enemies
- Dash attack all in path
- Blade shield
- Throwing blades that converge
- AoE cone blades
- Camille
- Sweep kick
- Grappling hooks
- Wall dive (Dash)
- Hextech Ultimatum
More Species
- Minotaur
- Ascended (Human to God)
- Undead - there is no revival magic, but undead do exist
- Celestial (From the Stars / Astral)
- Magic Born
- Void Born
- Void Touched
- Dragon
- Troll
- Treant
- Demon
- Naga
- Nixie
- Spirit God
- Yeti
- Watcher
Variant: Magicborn
Magicborn are a variant of humans in Runeterra who possess innate magical abilities. Unlike most humans, who are not born with magical powers and must learn how to wield them through study and practice, magicborn have a natural affinity for magic and are able to instinctively control and manipulate it from a young age.
Magicborn are often viewed with suspicion and fear by non-magicborn humans, who see their powers as dangerous and uncontrollable. As a result, magicborn often face discrimination and persecution, and may be ostracized or even hunted down by those who fear them.
- Tag: <Element of choice>
- ELEMENTAL: Nature or weather magic is always EASY to cast
- +2 Tools (d6)
- +1 Magic (d10)
- A piece of MAGIC LOOT
Tags:
AMMO: includes anything that fuels or charges another item. There is usually a limited amount when found so I make sure to include a number of users or an amount to roll.
ARMOR: includes anything that boosts DEFENSE or absorbs damage.
FOOD: is anything that is consumed and has a limited number of uses. FOOD is a free action to consume or share unless a player is DYING.
ITEM: include anything that has a limited number of uses. It may sound general, but it queues players in that they should consider carefully when they want to use it.
MAGIC: includes things that are magical. They might do MAGIC effort or contain some kind of effect that the wielder can activate like a spell. MAGIC items also tend to be rule breakers.
NPC: loot includes actual Non-Player Characters. They are companions, allies, and friends of the party that travel with them. They can be activated by players in place of their own turn.
SPELL: either WIS or INT, are loot that enable players to cast a spell. If it’s an INT spell, it would be an item. If it’s a WIS spell, they don’t take any inventory, character learn them permanently.
TOOL: include anything that is primarily utilitarian and designed for specific tasks. It usually requires an action to activate or makes certain checks easier.
TREASURE: includes anything that doesn’t really have any benefit other than being valuable. It could be monetarily valuable and just fills inventory slots, or it could have narrative value.
WEAPON: include anything that’s primary purpose is to damage an enemy. There is usually some kind of range involved as well, whether that’s CLOSE, NEAR, or even FAR. It could deal any type of effort and may be susceptible to certain disadvantages on a Nat 1, like a gun jamming or sword breaking.
LIGHT: Occupies NO inventory space.
HEAVY: Occupies 3 inventory slots.
SUNDERING: For each 5 damage inflicted, remove 1 DEFENSE, or destroy 1 item.
CONCEALED: Roll EASY to conceal
HEIRLOOM: Natural 20 inflicts maximum + ULTIMATE
KEEN: Critical success on natural 19 or 20.
WICKED: On a natural 1, blade cuts its user for 1 HP damage.
BLEED: Bleeds, taking 1D4 damage for 3 ROUNDS.
RETURNING: Can be thrown and returns.
BRUTAL: add your STRENGTH to your WEAPON EFFORT.
FINESSE: add your DEXTERITY to your WEAPON EFFORT.
GUILLOTINE: If you inflict 12 or more damage in a single attack, your target rolls CON or drops to zero HP instantly.
SWEEP: Hit any/all CLOSE targets in front of you when attacking.
IDENTIFY: Identify a creature, object or feature of land or architecture. Gain
all available information on that specific place or thing
FAST COOLDOWN: Can be used after d4 rounds
SLOW COOLDOWN: Can be used in the next SCENE
CRITICAL: Special effect on Natural 20
LUCKY: Flip a coin (d2), on a Heads you automatically succeed. After a success these ability can’t be used until the next day or adventure.
RELIABLE: Spend a LEGEND COIN to automatically succeed
SPIKED: this equipment to give your gear a painful, toothy surface. When melee, inflict 1D4 damage on your target.
SPELLS
TECH
ENCHANT: Place any SPELL you know into a weapon or usable item. Create only 1 at a time. Once used, it is dispelled
SHIELD MODULATOR: Roll INT to boost an ally’s DEFENSE with TOOL EFFORT
REPAIRMAN: Any roll involving repair is always EASY
JERRY RIGGER: Combine two machines to perform a hybrid function reliably.
This action requires an INT roll, and the gadget functions for 1D6 ROUNDS
MENDER: Repair an item, architectural feature, vehicle or weapon instantly.
Can be used even when target is mostly destroyed
CELESTIAL
MIND TRAP: Cripple a target you can see with endless, looping thoughts.
They are stunned for 1D4 ROUNDS, or until they make an INT roll
DOORWAY: Create a magical doorway from your present location to any location you have been before. The door remains open 1D4 ROUNDS
ASTRAL CONNECTION: Touch an ally to bind your souls. If that ally is harmed
while so connected, the two of you split the damage in any amounts desired
ASTRAL PROJECTION: a spell that allows the caster to project their spirit or consciousness beyond their physical body, potentially allowing them to explore new areas or spy on enemies.
ASTRAL SELF: Separate from your physical body. As long as the physical body is safe, you can function in astral form, except acquiring LOOT or being healed
BEND SPACE: Roll INT to treat FAR as NEAR
BLINK: When you move, you don’t pass through the space between locations
LOGIC: Use your INT STAT to make any roll that would use CHA
ASTRAL KNIVES: Make thought into energy at will, forming an ENERGY melee weapon that can never be lost, detected or damaged. All astral items of this nature can be used by you or your astral presence
ASTRAL SHIELD: Call on astral forces to imbue your shield with celestial light. The light will blind all creatures that see it for 1D4 ROUNDS
CRYSTAL SANCTUARY: Form a grid of hexagonal energy shields. All allies within
NEAR range now have +3 DEFENSE. Lasts until you’re harmed or your next cast
THE HIDDEN: Allies NEAR you are invisible for 1D4 ROUNDS, they become
visible again if leaving NEAR range of you. Ends if you’re harmed or cast\
STARLIGHT: a spell that creates a burst of celestial energy, potentially healing allies or harming enemies.
ASCENDED SHIELD: a spell that creates a temporary shield of divine energy, potentially protecting the caster and their allies from harm.
CELESTIAL BEAM: a spell that calls down a beam of celestial energy, potentially dealing heavy damage to enemies or causing them to become stunned or blinded.
CELESTIAL SURGE: a spell that enhances the caster's physical abilities with celestial energy, potentially allowing them to perform incredible feats of strength, speed, or agility.
ASTRAL PROJECTION: a spell that allows the caster to temporarily leave their physical body and travel as a ghost or spirit, potentially allowing them to explore new areas or gather information.
STARFALL: a powerful spell that summons a rain of celestial energy, potentially dealing heavy damage to enemies or healing allies.
ELEMENTAL
LEVITATION: Enchant a target with touch to float up to 6 feet high for 1D4
ROUNDS. If casting on yourself, the effect lasts 1D6 ROUNDS
LIGHTNING BOLT: Unleash a crackling bolt with no roll. All targets within a
straight line roll DEFENSE to avoid. Metal clad foes take double damage
ELEMENTAL FORM: Become fire, air, or water for 1D4 ROUNDS
ASH CLOUD: Fill a NEAR radius with ash and smoke. All rolls within are HARD
SMOKE FORM: Roll INT to use shadow magic. Become smoke for 1D4 ROUNDS
ARCANE MISSILE: Hurl a shard of pure arcane energy at a target you can see. If only doing 1 damage, the missile ricochets, hitting a second target
ATOM PALM: Lift yourself from the ground with will. When you descend, your hand creates a seismic burst. Do ULTIMATE to all NEAR targets
ELEMENTAL AIR: Move a mass of air in powerful blasts of wind. Foes or objects hit must roll STR above your WIS roll total to resist being pushed FAR
ELEMENTAL EARTH: Draw forth a mass of stone and soil. The mass shoots from the ground, forming a wall 5 feet thick, curved around you at NEAR range
ELEMENTAL FIRE: Empower any open flame you see into a huge fire quickly burning out of control. It behaves naturally, but with terrible accelerant
ELEMENTAL ICE: Freeze water into solid ice. Freeze up to 10,000 gallons for each point rolled over the current TARGET. The ice melts naturally after frozen
ELEMENTAL BEAST: On an element you have magically affected, change it into a semi-sentient creature at your command. 1 HEART, MAGIC
ELEMENTAL STORM: When outdoors, call forth a raging storm of hail, lightning and fog. It rages on for 1D8 ROUNDS, with many possible effects
ELEMENTAL VORTEX: Stir the fabric of matter, drawing raw power inward. For each ROUND casting, store a D12 for any subsequent elemental SPELL outcome
ELEMENTAL WATER: Conjure a giant mass of water at a location you can see. Materialize 10,000 gallons for each point rolled over the current TARGET
BLOOD
DOMINATE MONSTER: Take total control of any monstrous creature in sight
for 1D4 ROUNDS. If failed to cast, the monster is enraged at you until defeated
THE MASTER’S SKULL: A small, demonic skull. Fill this skull with blood to store
10 points of HP. Use this HP to heal, or as part of your Dark Pact ABILITY
DARK PACT: Sacrifice any amount of your HP to boost any 1 roll
VAMPIRIC RAY: Extract life force from a living target within CLOSE range.
Transfer EFFORT rolled from their HP to yours
DEATH NOVA: With no roll, overload your power and explode. Sacrifice any
amount of HP, add to 2D12 damage. All within FAR range roll DEFENSE to avoid
BLOOD HEX: Use eldritch words to rot a living target from within. The rot inflicts
MAGIC each ROUND for 1D4 ROUNDS
DESTROY THE DEAD: Give your own blood to annihilate an undead creature.
Roll INT to cast. For each 1 HP sacrificed, destroy 1 HEART of undead
BLOOD PACT: a spell that allows the caster to make a pact with a powerful entity, gaining power in exchange for sacrificing some of their own life force.
BLOOD SPEAR: a spell that conjures a spear made of blood, which can be used to impale enemies or strike from a distance.
BLOOD CURSE: a spell that curses an enemy, causing them to take damage whenever they use their own blood magic or whenever they bleed.
BLOOD BOIL: a spell that causes an enemy's blood to boil, dealing damage over time and potentially causing them to become weakened or disoriented.
BLOOD ARMOR: a spell that creates a suit of armor made of the caster's own blood, increasing their defenses and allowing them to absorb damage.
BLOOD TRANSFUSION: a spell that allows the caster to drain the life force of an enemy and restore their own health.
BLOOD CALL: a spell that calls forth a swarm of bloodthirsty creatures to attack enemies, dealing damage and causing chaos.
BLOOD SACRIFICE: a spell that allows the caster to sacrifice their own health or that of others in exchange for power, potentially granting them extra strength, speed, or resilience.
BLOOD RESURRECTION: a spell that allows the caster to resurrect a fallen ally by sacrificing some of their own blood and life force.
BLOOD MANIPULATION: a versatile spell that allows the caster to manipulate blood in various ways, from coagulating it to creating blood constructs.
BLOODTHIRST: a spell that enhances the caster's physical attacks with dark energy, potentially dealing extra damage or sapping the life force of enemies.
SPIRITUAL
SONG OF THE MOUNTAIN: Sing! All enemies within FAR range are enamored
with you for 1D4 ROUNDS, willing to hear you out, cancel attacks or befriend
your group. Enemies with more than 3 HEARTS can never be so swayed
BIRD: take the shape of a bird for 1D4 ROUNDS.
ANIMAL FRIEND: Use realistic calls and a supernatural empathy to call an animal from local environs. It is fiercely loyal, and communicates with you
WOODSHAPER: Use magic to bend wood into weapons, armor, or objects of
comparable mass. Create far larger things with a natural 20
DIRE FORM: Call upon your own feral nature to transform yourself into a dire animal, assuming its form and STATS for 1D4 ROUNDS
WILD GROWTH: Call upon the dormant force of all plant life within FAR range. It suddenly grows to a massive, tangled thicket of wood and vine
VINE WHIP: Use this thorned tendril as a melee weapon, or grapple lashed foes or objects and pull them with a STR roll after the cast
YOGI STASIS: Assume a cross-legged posture, and enter meditation. In this state you are immune to harm and require no food or air. No duration limit
FAR SEER: Use awareness to access the senses of any person you have met before. Experience all they do for 1 ROUND
CLEANSE: Cure all negative effects, curses, poisons or disease from a creature. Can be cast using WIS or CHA
LION HEART: With a bold voice, proclaim the righteous destiny of you and your allies. Those who hear you are immune to fear for 4 ROUNDS
REGENERATION: A tiny spark of pure sunlight forms in your hand. Give this tiny spark to an ally. They will automatically heal D8 HP on their next 4 TURNS
QUICKNESS: Focus your mind to hasten your feet. Once cast, move anywhere within the current location, as if NEAR, on your TURN for 1D4 ROUNDS
HEALING NOVA: With a HARD WIS roll, emit a burst of divine healing energy. This wave heals your allies within FAR range
HEALING TOUCH: Touch an ally, heal them with holy magic. Make this roll HARD to use both hands, healing two allies at once
HOLY BULWARK: Conjure a luminous shield of energy on an ally you can see. The shield absorbs the next HEART of incoming damage
INVULNERABILITY: Touch an ally or object. It is immune to all forms of harm for the next ROUND. Make this roll HARD to earn 2 ROUNDS of the effect
VINE WHIP: a spell that allows the caster to summon and control vines, potentially using them to attack enemies or manipulate the environment.
THORN BARRAGE: a spell that conjures a barrage of sharp thorns, potentially causing enemies to become slowed or weakened.
LEAF SHIELD: a spell that creates a shield made of leaves, protecting allies from harm and potentially causing enemies to become disoriented.
POISON IVY: a spell that conjures a patch of poisonous plants, potentially causing enemies to become poisoned or weakened.
GROWTH: a spell that causes plants to grow rapidly, potentially creating cover, traps, or new pathways.
ENTANGLE: a spell that causes vines or other plants to wrap around an enemy, potentially immobilizing them or causing them to become disoriented.
POLLEN CLOUD: a spell that creates a cloud of pollen, potentially causing enemies to become disoriented, blinded, or weakened.
SEED BOMB: a spell that creates a burst of exploding seeds, potentially causing enemies to become knocked down or disoriented.
PHOTOSYNTHESIS: a spell that allows the caster to absorb sunlight and convert it into energy, potentially restoring health or providing other benefits.
TREE FORM: a powerful spell that transforms the caster into a massive tree, increasing their size and strength and potentially allowing them to control other nearby plants.
SPIRIT SIGHT: a spell that allows the caster to see and communicate with spirits, potentially revealing hidden secrets or gaining valuable information.
SOUL DRAIN: a spell that drains the life force of enemies, potentially restoring the caster's health or weakening the enemy.
SPIRIT WARD: a spell that creates a ward or barrier against spirits, potentially protecting the caster from possession, manipulation, or other negative effects.
GHOST TOUCH: a spell that allows the caster to touch or interact with spirits, potentially allowing them to affect the environment or perform tasks beyond physical limitations.
SPIRIT SUMMON: a spell that allows the caster to summon a spirit or ghost to aid them in combat or other tasks.
BANSHEE WAIL: a spell that creates a terrifying sonic attack, potentially causing enemies to become disoriented, stunned, or flee in terror.
POSSESSION: a spell that allows the caster to possess the body or mind of another creature, potentially gaining control or using them as a puppet.
SPIRIT BOMB: a powerful spell that summons a massive explosion of spiritual energy, dealing heavy damage to enemies and potentially banishing or destroying spirits.
KI STRIKE: a spell that imbues the caster's attacks with a burst of ki energy, potentially dealing extra damage or breaking through defenses.
SPIRIT BLADE: a spell that creates a blade of spiritual energy, potentially dealing heavy damage to enemies or cutting through obstacles.
MEDITATION: a spell that allows the caster to enter a state of deep meditation, potentially restoring health, focus, or other resources.
ELEMENTAL HARMONY: a spell that balances the elements around the caster, potentially dispelling harmful effects or enhancing beneficial ones.
DRAGON'S BREATH: a spell that conjures a blast of elemental energy, potentially dealing heavy damage to enemies or lighting fires.
HEALING HANDS: a spell that allows the caster to heal or restore the health of allies, potentially curing ailments or removing negative effects.
SHIELD WALL: a spell that creates a temporary barrier of energy, potentially protecting the caster and their allies from harm.
STRENGTH OF THE AGES: a spell that grants the caster temporary superhuman strength, potentially allowing them to lift heavy objects or perform incredible feats of physical prowess.
DIVINE PROTECTION: a spell that grants the caster temporary immunity to certain types of damage, such as fire or lightning.
SMITE: a spell that calls down a bolt of divine energy, potentially dealing heavy damage to enemies or causing them to become stunned or blinded.
RIGHTEOUS FURY: a spell that enhances the caster's physical attacks with holy energy, potentially dealing extra damage or bypassing defenses.
BLESSED ARMOR: a spell that imbues the caster's armor with holy energy, potentially protecting them from harm or increasing their resistance to certain types of damage.
HOLY AVENGER: a powerful spell that summons a holy warrior or angel to aid the caster in combat, potentially dealing heavy damage to enemies or healing allies.
DEATH'S EMBRACE: a spell that allows the caster to temporarily become immune to death, potentially allowing them to survive an otherwise lethal attack.
DIVINE BLESSING: a spell that grants the caster temporary immunity to certain types of damage, such as fire or lightning.
HOLY WORD: a spell that imbues the caster's words with divine power, potentially healing allies or harming enemies.
DIVINE INTERVENTION: a spell that summons a powerful angel or other celestial being to aid the caster in combat, potentially dealing heavy damage to enemies or healing allies.
HEAVENLY BARRIER: a spell that creates a powerful barrier of divine energy, potentially protecting the caster and their allies from harm or reflecting attacks back at enemies.
SHADOW
SHADOW STEP: a spell that allows the caster to teleport or move through shadows or other spiritual dimensions, potentially providing an advantage in combat or allowing them to bypass obstacles.
ILLUSORY SELF: Conjure a very realistic mirror-clone of yourself, lasts 1D4
ROUNDS. The clone has no solid mass, and vanishes if touched
SHADOW CLONE: Roll INT to form a 1 HP clone of yourself from thin air
TRANSLOCATE: Roll INT. A target you can see also rolls INT. If you beat their
roll, instantly swap places with them in a puff of smoke
SHADOW STEP: a spell that allows the caster to teleport a short distance through the shadows, allowing for quick movement and escapes.
SHADOW BOLT: a spell that conjures a bolt of dark energy, dealing damage to a single target and potentially weakening them.
SHADOW CLONE: a spell that creates a clone of the caster made of shadows, which can be used to confuse enemies or distract them.
SHADOW BIND: a spell that binds an enemy in place using shadow energy, potentially immobilizing them or reducing their movement speed.
SHADOW VEIL: a spell that creates a veil of darkness, making the caster and their allies more difficult to detect and allowing for stealthy movement.
SHADOW DRAIN: a spell that drains an enemy's shadow, potentially weakening them or reducing their magical abilities.
SHADOW CLOAK: a spell that cloaks the caster in shadows, making them harder to see and potentially reducing the amount of damage they take.
SHADOW WHIP: a spell that creates a whip made of shadow energy, which can be used to strike enemies or manipulate objects from a distance.
SHADOW STORM: a spell that conjures a storm of dark energy, dealing damage to all enemies in the area and potentially causing them to become disoriented.
SHADOW FORM: a powerful spell that allows the caster to transform into a shadowy form, increasing their speed and agility and allowing them to move through walls and other obstacles.
DARK BINDING: a spell that creates a temporary bond between the caster and an enemy, potentially restricting their movements or causing them to become vulnerable to attack.
SHADOW STRIKE: a spell that allows the caster to teleport or move through shadows, potentially providing an advantage in combat or allowing them to bypass obstacles.
FEAR: a spell that instills fear and panic in enemies, potentially causing them to flee or become disoriented.
DARK SHIELD: a spell that creates a temporary shield of dark energy, potentially protecting the caster from harm or reflecting attacks back at enemies.
FORGET: Touch a target to wipe away 1 specific memory permanently
MIND CONTROL: a spell that allows the caster to control the mind or emotions of another creature, potentially influencing their actions or gathering information.
STORMCALLER: When outdoors, your WIS SPELLS also heal all allies for 1 HP
ILLUSION: Conjure illusions of any description. They can either last 1D4 ROUNDS, or be sustained by your constant and total attention.
FOG: Become a mass of dark mist or fog. Remain in this form up
to 4 ROUNDS.
EVERYTHING IS FINE: When lying, only fail on a natural 1
DECEIVE: Completely fool 1D4 targets with your ruse
Water Whip: a spell that conjures a whip made of water, which can be used to strike enemies or manipulate objects from a distance.
Aqua Jet: a spell that allows the caster to move quickly through water, either to escape danger or pursue a target.
Coral Spear: a spell that conjures a spear made of coral, which can be used to impale enemies or strike from a distance.
Sea Wall: a spell that creates a wall of water, blocking enemies from advancing and causing damage to those who come into contact with it.
Fish Form: a spell that allows the caster to transform into a fish, increasing their speed and agility and allowing them to breathe underwater.
Tidal Wave: a spell that conjures a massive wave of water, dealing damage to all enemies in the area and potentially causing them to become disoriented.
Healing Tides: a spell that allows the caster to heal an ally's wounds and restore some of their health.
Water Breathing: a spell that allows the caster and their allies to breathe underwater, allowing for exploration and battles beneath the waves.
Hydroblast: a spell that conjures a blast of water, dealing damage to enemies in the area and potentially causing them to become slowed or weakened.
Sea Serpent: a spell that allows the caster to summon a powerful sea serpent to aid them in battle, dealing heavy damage to enemies and potentially causing them to become intimidated or frightened.
Metal Spike: a spell that conjures a spike made of metal, which can be used to impale enemies or strike from a distance.
Magnetize: a spell that allows the caster to manipulate metal objects, potentially attracting them towards or repelling them from the caster or other targets.
Iron Shield: a spell that creates a shield made of iron, increasing the caster's defenses and allowing them to absorb damage.
Rust Curse: a spell that curses an enemy, causing their metal equipment or weapons to rust and potentially become weakened or ineffective.
Metal Armor: a spell that creates a suit of armor made of metal, increasing the caster's defenses and allowing them to absorb damage.
Metal Swarm: a spell that summons a swarm of metallic creatures to attack enemies, dealing damage and potentially causing chaos.
Iron Fist: a spell that enhances the caster's physical strength and allows them to strike with greater force, potentially causing enemies to become knocked back or stunned.
Shatter: a spell that causes metal objects to shatter or break, potentially dealing damage to enemies or destroying barriers or obstacles.
Magnetic Blast: a spell that conjures a blast of magnetic energy, potentially attracting or repelling enemies or objects in the area and causing damage.
Iron Maiden: a powerful spell that creates a metal cage or prison around an enemy, potentially trapping them or causing them to take damage over time.
Fireball: a spell that conjures a ball of fire, which can be thrown at enemies or detonated in an area, causing damage to those caught in the blast.
Ignite: a spell that sets an enemy or object on fire, causing them to take damage over time and potentially becoming disoriented.
Flame Wall: a spell that creates a wall of flames, blocking enemies from advancing and causing damage to those who come into contact with it.
Inferno: a spell that conjures a massive blast of flame, dealing damage to all enemies in the area and potentially causing them to become disoriented.
Fire Breath: a spell that allows the caster to breathe a stream of fire, potentially dealing damage to enemies or igniting objects.
Fire Shield: a spell that creates a shield made of flames, increasing the caster's defenses and allowing them to absorb damage.
Blaze Step: a spell that allows the caster to teleport a short distance through flames, allowing for quick movement and escapes.
Burning Hands: a spell that enhances the caster's physical attacks with fire damage, potentially causing enemies to become burned or weakened.
Meteor Strike: a powerful spell that summons a meteor made of fire, dealing heavy damage to enemies and potentially causing them to become stunned or disoriented.
Phoenix Flight: a spell that transforms the caster into a fiery bird, increasing their speed and agility and allowing them to fly or glide through the air.
Ice Spike: a spell that conjures a spike made of ice, which can be used to impale enemies or strike from a distance.
Frostbite: a spell that freezes an enemy or object, potentially causing them to take damage over time and become slowed.
Ice Wall: a spell that creates a wall of ice, blocking enemies from advancing and potentially causing them to become frozen or disoriented.
Blizzard: a spell that conjures a massive storm of ice and snow, dealing damage to all enemies in the area and potentially causing them to become disoriented or slowed.
Ice Breath: a spell that allows the caster to breathe a stream of freezing air, potentially dealing damage to enemies or freezing objects.
Ice Armor: a spell that creates a suit of armor made of ice, increasing the caster's defenses and potentially causing enemies to become slowed or frozen.
Frost Nova: a spell that conjures a blast of freezing energy, potentially causing enemies to become frozen or disoriented.
Icy Grasp: a spell that enhances the caster's physical attacks with ice damage, potentially causing enemies to become frozen or weakened.
Frozen Barrier: a spell that creates a barrier made of ice, protecting allies from harm and potentially causing enemies to become slowed or frozen.
Ice Storm: a powerful spell that creates a storm of ice shards, dealing heavy damage to enemies and potentially causing them to become slowed or disoriented.
Earthquake: a spell that causes the ground to shake and tremble, potentially causing enemies to become knocked down or disoriented.
Stone Wall: a spell that creates a wall of stone, blocking enemies from advancing and potentially causing them to become trapped or slowed.
Boulder Toss: a spell that allows the caster to hurl a massive boulder at enemies, potentially dealing heavy damage and causing them to become knocked back or stunned.
Rock Armor: a spell that creates a suit of armor made of stone, increasing the caster's defenses and potentially causing enemies to become slowed or weakened.
Earth Shield: a spell that creates a shield made of stone, protecting allies from harm and potentially causing enemies to become knocked back or disoriented.
Tremor: a spell that causes the ground to shake violently, potentially causing enemies to become knocked down or disoriented.
Stone Fist: a spell that enhances the caster's physical attacks with stone damage, potentially causing enemies to become knocked back or stunned.
Petrify: a spell that turns an enemy to stone, potentially trapping them or making them easier to defeat.
Gust: a spell that creates a blast of wind, potentially pushing enemies back or blowing objects around.
Whirlwind: a spell that creates a vortex of wind, potentially causing enemies to become disoriented or lifted off the ground.
Feather Fall: a spell that slows the caster's descent, allowing them to jump from great heights without taking damage.
Wind Wall: a spell that creates a wall of wind, potentially blocking enemies from advancing or deflecting projectiles.
Zephyr: a spell that allows the caster to move faster or glide on the wind, potentially allowing them to cross gaps or avoid obstacles.
Tailwind: a spell that increases the speed of allies, allowing them to move faster or make quick escapes.
Tornado: a spell that creates a powerful tornado, potentially causing enemies to become disoriented, lifted off the ground, or thrown around.
Lightning Strike: a spell that creates a bolt of lightning, potentially dealing heavy damage to enemies or objects.
Levitate: a spell that allows the caster to hover or float off the ground, potentially providing an advantage in combat or allowing them to reach high places.
Storm Surge: a powerful spell that creates a massive storm of wind and lightning, dealing heavy damage to enemies and potentially causing them to become disoriented or lifted off the ground.
Introduction
Welcome to the world of Runeterra, a land of magic, mystery, and adventure. In this player's guide, we will explore how you can use the lore of League of Legends and its accompanying TV series Arcane to enhance your gameplay experience in Index Card RPG (ICRPG).
Runeterra ICRPG is a tabletop role-playing game that is set in the world of League of Legends. It is designed for players who want to experience the world of Runeterra in a unique and immersive way. In this game, players take on the roles of powerful champions from the League of Legends universe, each with their own unique abilities and strengths.
The game uses the Index Card Roleplaying Game (ICRPG) system, which was created by Hankerin Ferinale. It is a simple, streamlined system that focuses on storytelling, player choice, and fast-paced action. This makes it an ideal system for players who want to jump right into the action without getting bogged down in complex rules.
Runeterra ICRPG features a variety of different game modes, including a campaign mode, a one-shot mode, and a tournament mode. The campaign mode is designed for long-term play, with players working together to complete a series of quests and challenges. The one-shot mode is perfect for players who want to experience the game without committing to a long-term campaign. The tournament mode is designed for competitive play, with players competing against each other to see who can come out on top.
In addition to the different game modes, Runeterra ICRPG also features a variety of different settings and scenarios. Players can explore the various regions of Runeterra and encounter different factions, monsters, and challenges along the way. The game also features a rich lore and backstory, which players can explore through their interactions with NPCs and their own character's backstory.
Races of Runeterra
There are several different races that inhabit the world of Runeterra, each with their own unique characteristics and histories.
- Humans: The most common race in Runeterra, humans are versatile and adaptable. They come from all walks of life and can be found in every corner of the world.
- +2 Effort to WEAPONS & TOOLS, GUNS & ALCHEMY
- Yordles: Small, furry creatures with big personalities, yordles are known for their love of mischief and adventure. They are often underestimated due to their size, but their intelligence and resourcefulness make them formidable opponents.
- +2 Effort to WEAPONS & TOOLS, Effort to MAGIC & HEXTECH
- Vastaya: A race of magical beings with animal-like features, vastaya are often associated with specific regions of Runeterra. They are divided into different tribes, each with their own unique abilities and customs.
- +1 Effort to BASIC, MAGIC & HEXTECH
- Animal power: choose one animal, you have Abilities similar to them. You can use natural weapons with STR or DEX.
- Ascended: are powerful beings in the world of Runeterra who has been transformed by ancient and mystical magic. The Ascended are generally associated with the celestial realm of Targon and are revered as heroes and champions by many of the inhabitants of Runeterra.
- +2 Effort to ULTIMATE
- +1 Heart
- Void-touched: is a term used for individuals who have been influenced or transformed by the dark, otherworldly power of the Void. They are often shunned and feared by others due to their connection to the Void, and may struggle to maintain their sanity and sense of self in the face of the Void's corrupting influence.
- +1 Effort to MAGIC & HEXTECH, ULTIMATE
- Preternaturals: Describe creatures or lifeforms that are not entirely natural, but are not necessarily supernatural either. These beings might be the result of advanced technology or arcane experimentation, or they may be sentient constructs or creatures with unusual abilities.
- +1 Effort to GUNS & ALCHEMY, MAGIC & HEXTECH
These are just a few of the many races that inhabit the world of Runeterra. As you explore the world and encounter new challenges, you may discover other races and factions that you can ally with or fight against.
Classes
ICRPG offers a variety of character classes, and here are some options inspired by the champions of League of Legends
Assassins
Choose an Ability:
- Stealth: You are a master of staying hidden and moving silently. You gain +2 Effort to DEX when attempting to move silently and remain unseen.
- Critical Strike: You have a knack for finding the chinks in your enemies' armor. You gain +2 Effort to STR when attacking an enemy from behind or when they are otherwise vulnerable.
- Poison: You are skilled in the art of using poisons and toxins to take down your enemies. You gain +2 Effort to CON when attempting to poison an enemy or resist the effects of poison.
Choose a Signature Item:
- Blade: You wield a deadly blade, capable of quickly dispatching your enemies. Your blade gives you +2 Effort to STR when attacking with it.
- Throwing Knives: You carry a set of throwing knives, which you can use to take down enemies from a distance. Your throwing knives give you +2 Effort to DEX when throwing them.
- Smoke Bombs: You carry a supply of smoke bombs, which you can use to make a quick escape or to confuse your enemies. Your smoke bombs give you +2 Effort to CON when attempting to escape or resist the effects of smoke.
Fighter
Choose an Ability:
- Strength: You are a powerhouse of pure strength. You gain +2 Effort to STR when attempting to break down doors or walls, lift heavy objects, or engage in hand-to-hand combat.
- Defense: You are a master of defense and can take a lot of punishment. You gain +2 Effort to CON when attempting to resist damage or recover from injuries.
- Weapon Mastery: You are a skilled fighter with a weapon of your choice. You gain +2 Effort to WEAPONS & TOOLS when attacking with your chosen weapon.
Choose a Signature Item:
- Two-Handed Weapon: You wield a massive two-handed weapon, capable of dealing devastating damage. Your weapon gives you +2 Effort to STR when attacking with it.
- Shield: You carry a sturdy shield, capable of blocking incoming attacks. Your shield gives you +2 Effort to CON when attempting to resist damage or recover from injuries.
- Dual Wield: You wield two weapons at once, allowing you to attack with both hands. Your weapons give you +2 Effort to DEX when attacking with them.
Mage
Choose an Ability:
- Artillery Mage: You specialize in long-range attacks, using your powerful spells to whittle down opponents from a distance. You gain +2 Effort to MAGIC & HEXTECH when casting spells from a distance.
- Burst Mage: You focus on dealing massive amounts of damage to enemies with your powerful spells. You gain +2 Effort to MAGIC & HEXTECH when casting spells to deal damage.
- Battlemage: You excel at close-quarters combat, using your spells to deal area damage to multiple enemies at once. You gain +2 Effort to MAGIC & HEXTECH when casting spells in close combat.
Choose a Signature Item:
- Wand: You wield a powerful wand, capable of channeling your magical energy into devastating spells. Your wand gives you +2 Effort to MAGIC & HEXTECH when casting spells.
- Tome: You carry a magical tome, filled with powerful spells and arcane knowledge. Your tome gives you +2 Effort to INT for casting spells and general knowledge.
- Staff: You use a powerful staff to focus your magical energy and enhance your spells. Your staff gives you +2 Effort to MAGIC & HEXTECH when casting spells.
Marksman Signature Item:
- Crossbow: You wield a powerful crossbow, capable of firing bolts with great accuracy and speed. Your crossbow gives you +2 Effort to DEX when attacking with it.
- Longbow: You use a sturdy longbow to deliver powerful shots from a distance. Your longbow gives you +2 Effort to DEX when attacking with it.
- Guns: You carry a pair of firearms, allowing you to deal massive amounts of damage at range. Your guns give you +2 Effort to GUNS & ALCHEMY when attacking with them.
Controllers
assist their allies with potent utility and keep enemies at bay with crowd control. Weak when alone, supports are capable of massively amplifying their teammates' power to become the strongest class in group combat, supplying crucial utility or crowd control at clutch moments to save allies from death and enable takedowns on the enemy team.
Catchers specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through
Enchanters focus on amplifying their allies' effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others.
Fighter
Fighters are versatile warriors that excel at both offense and defense. They are experts in close combat and are able to withstand a lot of damage. Champions such as Garen, Darius, and Fiora are great examples of fighters in League of Legends.
Divers
are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked.
Juggernauts
are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility.
Mage
Mages are powerful spellcasters that use their magic to deal damage, heal, and control the battlefield. Champions such as Lux, Veigar, and Syndra are great examples of mages in League of Legends.
Artillery Mages
are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. In turn, Artillery Mages are severely punished when enemies finally succeed in closing in on them, due to their extreme fragility and limited mobility.
Burst Mages
aim to single out vulnerable targets by locking them down and following up with a devastating barrage of damage from range. They are strongest when using their full suite of spells executed perfectly to maximum effect, and most vulnerable when they cannot deliver.
Battlemages
(also known as Warlocks) get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time.
Marksman
Marksmen
are ranged champions whose power almost exclusively revolves around their basic attacks using their reach to land massive continuous damage from a distance, marksmen are capable of taking down even the toughest of opponents when positioned behind the safety of their team
Ranger
Rangers are skilled hunters and trackers, and they excel at ranged combat. They are often proficient with bows, crossbows, and other ranged weapons. Champions such as Ashe, Vayne, and Varus are great examples of rangers in League of Legends.
Slayers
are highly mobile champions who specialize in single target burst damage. What they generally lack in resilience, they more than make up for with their ability to quickly cover large distances, kill priority targets and retreat just as fast. Epitomizing a high risk, high reward playstyle, assassins are natural opportunists and prefer to strike when their targets are alone and vulnerable, rather than engage them in a direct assault, favoring damage-oriented item builds to capitalize on their offensive capabilities.
Assassins
specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage.
Skirmishers
(also known as Duelists) aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets.
Tanks
are tough melee champions who sacrifice damage in exchange for powerful crowd control. While able to engage enemies in combat, a tank's purpose isn't usually to kill opponents; rather, tanks excel at disrupting enemies and diverting focus to themselves, allowing them to lock down specific targets (or several targets at once), as well as remove (or peel) threats from their allies.
Vanguards
are offensive tanks. Vanguards lead the charge for their team and specialize at bringing the action. Their explosive team fight initiation seeks to catch enemies out of position while allowing allies to follow-up to devastating effect.
Wardens
are defensive tanks. Wardens stand steadfast, seeking to hold the line by persistently locking down any on-comers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.
Zoners
A Zone Controller
is a champion whose influence is limited either to telegraphed zones— or a persistent threat that is dependent on cooldown knowledge— Zone Controller is comparable in their psychological threat to a Juggernaut, except that this threat largely diminishes once the problematic ability is known to be on cooldown.
CORE STATS
STRENGTH (STR)
Put points into STR to create a melee fighter, a crusher, a bar-bending, boulder-throwing behemoth who smashes his way through problems.
DEXTERITY (DEX)
You’ll be using DEX to make ranged attacks, like guns and bows. DEX is also a measure of how nimble you are, so you’ll roll with that STAT when you are trying to move silently, do back flips, or deftly run along crumbling rooftops.
CONSTITUTION (CON)
CON measures how stout or tough you are. This STAT is used when recovering HP, bracing for impact, or fighting to survive poison or terrible cold.
INTELLIGENCE (INT)
Some heroes use wits over fists. Their key STAT is INT, which is used to cast SPELLS, investigate mysteries, recall details, or operate complex machinery.
WISDOM (WIS)
This STAT measures an intuitive, organic kind of smarts. It isn’t so much knowing as it is feeling. How keen is your sixth sense? Place points here to be a scout, to be in tune with nature, or to feel danger coming.
CHARISMA (CHA)
Your strength of will is measured by CHARISMA. You’ll be using this to roll for persuasive actions, to resist fear, or drive enemies back with a battle cry.
Effort Types
BASIC (d4)
If you are only using your bare hands or your wits, roll a D4 after a successful ATTEMPT to do damage with a punch, bend bars with raw muscle, or take time to decipher a block of coded writing.
WEAPONS & TOOLS (d6)
Any time you are using a standard ranged or melee weapon to do damage, roll a D6. Also roll a D6 when using tools to accomplish a task such as using a pry bar to open a jammed door, using bandages to cure a wound, or using a micro torch to seal a bulkhead hatch.
GUNS & ALCHEMY (d8)
Firearms are deadly. Any time you’re using a gun to attack an enemy and do damage, roll a D8. Guns also come in many forms, with special ways to deal devastating damage.
MAGIC & HEXTECH (d10)
Roll a D10 for EFFORT when you are casting explosive magic or using arcane energy. Also roll a D10 for any weapon or effect that employs hextech such as particle beams, lasers or plasma. Healing with magical power? That would also be a D10.
ULTIMATE (d12)
Ah, the almighty D12. When you roll a critical success on your ATTEMPT, a natural 20 on the D20 roll, you’ll roll the type of EFFORT above that fits, and add a D12 on top of that roll! You have excelled at your ATTEMPT with ULTIMATE results!
Major Regions of Runeterra
Starting Gear Options
Bonus ability
Demacia
Demacia is a kingdom of the righteous and the valiant, ruled by a strict code of law and honor. Its people are disciplined and devout, and its military is renowned for its skill and chivalry. The Demacian army is led by the King Jarvan III and the champion Garen, and its citizens include warriors, mages, and nobles. Some notable champions from Demacia include Lux, Fiora, and Galio.
Noxus
Noxus is a powerful empire of the strong and the ruthless, ruled by a meritocratic system that rewards strength and cunning. Its people are ambitious and aggressive, and its military is feared for its brutality and efficiency. The Noxian army is led by the High General Swain and the champion Darius, and its citizens include soldiers, assassins, and nobles. Some notable champions from Noxus include Katarina, Draven, and LeBlanc.
Ionia
Ionia is a land of balance and harmony, home to a diverse array of cultures and traditions. Its people are philosophical and spiritual, and its landscape is dotted with shrines and temples dedicated to the spirits of nature. The Ionian army is led by the Elder Yasuo and the champion Irelia, and its citizens include monks, scholars, and warriors. Some notable champions from Ionia include Ahri, Shen, and Akali.
Freljord
Freljord is a harsh and unforgiving land of ice and snow, where survival is a constant struggle. Its people are hardy and fierce, and its landscape is home to a variety of dangerous creatures. The Freljordian army is led by the Queen Ashe and the champion Sejuani, and its citizens include barbarians, tribesmen, and hunters. Some notable champions from Freljord include Lissandra, Tryndamere, and Braum.
Piltover and Zaun
Piltover and Zaun are two neighboring city-states that share a complex history and relationship. Piltover is a technological marvel, known for its innovation and progress, while Zaun is a place of experimentation and industry, where science often blurs the line between ethics and morality. The Piltoveran army is led by the Sheriff Caitlyn and the champion Jayce, and its citizens include inventors, explorers, and entrepreneurs. The Zaunite army is led by the Chem-Baron Singed and the champion Dr. Mundo, and its citizens include scientists, mercenaries, and outcasts. Some notable champions from Piltover and Zaun include Jinx, Vi, and Ekko.
Shadow Isles
The Shadow Isles is a cursed and haunted archipelago, where death is never final and the dead walk again. Its people are eerie and sinister, and its landscape is shrouded in mist and darkness. The Shadow Isles army is led by the Ruined King and the champion Thresh, and its citizens include ghosts, spirits, and undead. Some notable champions from the Shadow Isles include Kalista, Hecarim, and Yorick.
Bilgewater
Bilgewater is a port city located on the western coast of Valoran, known for its pirates and smugglers. Its people are rugged and daring, and its culture is steeped in tales of adventure and treasure. The Bilgewater army is led by the pirate queen Miss Fortune and the champion Gangplank, and its citizens include sailors, fishermen, and criminals. Some notable champions from Bilgewater include Pyke, Fizz, and Twisted Fate.
Shurima
Shurima is an ancient desert empire, once the center of a mighty civilization that spanned the known world. Its people are proud and resourceful, and its ruins are filled with ancient magic and technology. The Shuriman army is led by the Ascended warrior Azir and the champion Sivir, and its citizens include nomads, scholars, and merchants. Some notable champions from Shurima include Renekton, Nasus, and Taliyah.
Targon
Targon is a mountainous region of Valoran, known for its mysticism and divine beings. Its people are contemplative and spiritual, and its peaks are home to the celestial beings known as the Aspect. The Targonian army is led by the Aspect of War Pantheon and the champion Leona, and its citizens include monks, priests, and stargazers. Some notable champions from Targon include Diana, Taric, and Aurelion Sol.
Ixtal
Ixtal is a dense jungle region, home to an ancient and secretive civilization. Its people are fiercely protective of their homeland and its natural resources, and they have developed powerful magic based on the natural elements. The Ixtalian army is led by the Guardian of the Jungle Rengar and the champion Qiyana, and its citizens include shamans, hunters, and scholars. Some notable champions from Ixtal include Zyra, Nidalee, and Neeko.
Bandle City
Bandle City is a magical and whimsical city-state hidden away from the rest of the world, located on an undisclosed location. Its inhabitants are Yordles, small and mischievous creatures with a fondness for mischief and adventure. Despite their small stature, the Yordles are skilled in many forms of magic and combat. The Bandle City army is led by the champion Teemo and its citizens include inventors, explorers, and tricksters. Some notable champions from Bandle City include Lulu, Tristana, and Veigar.
Creating a Character
1. Choose your Class
Your class will define who you are the most, and what sort of role you might have in a party.
Fighter
Choose an Ability:
- a
- b
- c
Choose a Signature Item:
- a
- b
- c
Mage
Choose an Ability:
- a
- b
- c
Choose a Signature Item:
- a
- b
- c
Ranger
Choose an Ability:
- a
- b
- c
Choose a Signature Item:
- a
- b
- c
Rogue
Choose an Ability:
- a
- b
- c
Choose a Signature Item:
- a
- b
- c
Support
Choose an Ability:
- a
- b
- c
Choose a Signature Item:
- a
- b
- c
2. Choose your Region
Your region determines what sort of training you have had. It provides you with Effort bonuses, and a selection of abilites
3. Choose your Lifeform
Your lifeform will provide you with some more special abilities
5. Choose your Stats
Distribute the following numbers among your 6 Stats:
- 5,3,2,2,0,-2
Foes of Runeterra
In the world of Runeterra, players will encounter a variety of different foes that they will need to overcome in order to succeed. Some of the most dangerous foes that players may encounter include demons and voidborn.
Demons: These powerful and malevolent beings originate from the spirit realm and are known for their desire to corrupt and destroy. They can take on many different forms and often work in secret to achieve their goals. Demons can be found in various regions of Runeterra, and players will need to be prepared to face them in order to succeed.
Voidborn: Horrifying creatures from beyond the known universe, voidborn are almost incomprehensible to mortal minds. They are driven by a hunger for destruction and are almost impossible to defeat. Voidborn are incredibly dangerous and players will need to band together and use all of their skills and abilities in order to have any chance of defeating them.
Encountering these foes will require players to work together and use all of their skills and abilities to overcome the challenges they present. It is important for players to be prepared for these dangers and to plan their strategies accordingly. By doing so, they can ensure that they emerge victorious and continue their quest to explore the rich and immersive world of Runeterra.