Rune Magic

Rune Magic
The mages of Rhe have kept the Great Runes - and their lesser forms - since they first arrived on Rhean. Legend says that these Runes were first carved by the gods when they walked the world. These symbols are therefore graven in the Mind of the world, and can be used with great effect. Rune Lore covers the Lesser Runes, while Rune Mastery deals with the Great Runes. With both skills, the following abilities are gained, separately for Lesser and Greater:

Runes are learned through the appropriate lore skill. They can also be copied from another source, such as a tome of magic, but in this case they are not learned. Drawing a Rune from a source other than personal knowledge of it adds one action to the needed time and +3 to the TN. In addition, no abilities other than Drawing, Invoking, and Invoking at a distance can be used with this Rune, although it can also be drawn as part of a phrase.

Runes may be mastered by a mage who studies and practices extensively. A Mastered Rune can be drawn quickly and accurately, so that the TN for drawing it is reduced by 4. Note that this means that a Mastered Rune can be Fast Drawn at the original TN. In addition to mastering Runes, a mage may master phrases. The mage must first master all of the Runes used in the phrase. Once a phrase is mastered, the mage may draw that particular phrase even faster than they might by Fast Drawing it. A mage draws a mastered phrase one action faster than he normally would, and 1 less Ka is required to Invoke it.

A phrase is a series of Runes drawn together that creates a single magical effect. There are several different types of phrases, and the same Rune will therefore function somewhat differently depending on its purpose in a phrase. Many phrases are based upon a primary or central Rune. If a phrase possesses a central Rune, this Rune determines the effect; any other Runes modify this one. If a phrase does not possess a central Rune, the effect is a combination of all the Runes in the phrase. Ways of combining Runes in phrases include:

A construct is a series of phrases placed together. Specifically, they are designed so that one phrase can affect the result of another. For example, a mage might draw a phrase expressing a triggering condition for another, harmful, phrase; this makes a trap. Constucts do not always have to be invoked in their entirety. In the above example, the mage would only invoke the triggering phrase; it would then wait until its conditions had been met, at which point it would invoke the other phrase.

Rules for Runic Powers
Once drawn, Runes can wait almost indefinitely before being invoked. This assumes that no change comes to the drawing. Most substances are not really very permanent, and even small changes can effectively destroy the Rune. For example, a Rune on a piece of paper cannot have any folds, creases, or tears through it, or it will not work. Assuming the Rune remaines viable, it can be invoked by the mage who drew it. There are great mages whom have learned to invoke the Runes of others, or to draw Runes which anyone may invoke, but this is rare.
Once a Rune has been invoked, its power acts upon the item which holds it. The duration of this varies with the Rune and the situation. For the most part, Runes which do not have an obviously instantaneous effect last for about 1 round per level of the mage's Lore skill. This does not necessarily mean that the Rune's effects disappear after this time; if the Rune causes a change in the world, that change remains. In some cases, invoking the Rune will damage it; in this case it still completes itself. Disturbing a Rune after it has been invoked does not cancel the power it called up, although it can limit it. A duration can be appended through the use of a Rune, such as Sun, which fixes the duration at the next sunrise or sunset. Extending the duration in this fashion weakens the Rune, as its power is spread over the time period. However, since the modifying Rune's power is spent in this maintenence, the primary Rune's strength is not simply divided among the hours it exists.

Alternatively, Runes can be maintained by the mage, which allows their duration to be limited only be his concentration. There are several limitations on this. First, the mage must be in proximity to the Rune, just as he needs to be to invoke it. Second, the Rune must remain intact-which also means that the Rune must exist physically to be maintained. Third, the Rune must logically be able to have a continuing duration. Fourth, if the Rune has a target, it must remain a viable target; if at any point it is not, the Rune fails. Finally, a mage may only maintain as many Runes as his highest Rune-related skill rank.

Mages may also renew already drawn Runes. This is commonly done with permanently carved Runes, such as those in a mage's staff, so that another carving does not have to be done. The Rune must be redrawn and reinvoked following the normal rules. Note that a tracing or other less than permanent method may be used; in this case the carving functions as the Rune for purposes of maintaining it. The Rune being redrawn must be exactly the same as the original; thus, if the carving were originally a phrase or modified, it must be redrawn as the same phrase or modified Rune. Mages commonly use this to have a crystal that sheds light, for example.

It should be mentioned that something special occurs when a Rune is not drawn on a solid surface but can still be seen. This can occur, for instance, with the Spirit Manifestation power Writing in Air. In this case, the Runes almost always work on whomever can see them (although this may be limited in a phrase).

There are other cases where a Rune's power does not act upon the substance it exists on. The most common way to insure this is to use the Other Rune in the phrase. Another way to do this is to include the Signals Rune in a constrained fashion, so that when the phrase is invoked it affects those who can see the Runes. Some Runes, by their very nature, act upon the object in such a way as to change that object's action in the world; an example is the Rune Purpose placed upon a weapon, where it will increase its damage slightly. Also, any construction using the Self Rune refers to the mage or something bound to or identified with him, so such a phrase will not in most cases affect what it is written on. In addition, there are certain techniques which combine Runes with other figures, in which case these figures determine or modify the target.

One such technique involves the Rune Wholeness; it can be used to include other writings or drawings into the effect of a phrase, or to make such figures the target of the construction. This is used, for example, in the making of Runed Magical Circles (see Arcane Lore).

The Great Runes and their lesser forms capture a particular idea; whatever their power touches attempts to respond to that idea. The following lists give these effects for each Rune, and also provide some of their functions in phrases.

The Lesser Runes

The Runes and Their Relationships
Rune Solitary Effect Common Phrase Use Other Use Notes
Self Isolates target from outside influences. Specifies Target Identifies the mage, or something as associated with him. Notes
Other Creates connections with the world. Used to specify that the phrase will not affect what it is drawn on. Other Use Notes
Signals With Other, specify a target at a distance (but still within mage's invocation range) for phrase. Other Use Notes
Wholeness Repairs broken, common objects. Can join phrases together. With Other, can join Runes and Phrases with those of another mage. Notes
Waste Weakens the target. Other Use Notes
Ka Other Use Notes
Fertility Other Use Notes
Need Other Use Notes
War Turns a phrase into a weapon. Other Use Notes
Peace Other Use Notes
Tools Other Use Notes
Purpose Strengthens ability to perform purpose by +1. For example, on a sword provides +1 damage. Other Use The stated purpose must generally be fairly clear. Use with Ka, Mind, or similar to specify in less obvious situations.
Fire Heats or causes combustion in flammable materials. Other Use Notes
Earth Other Use Notes
Air Other Use Notes
Water Other Use Notes
Shadow Other Use Notes
Journey Other Use Notes
Gateway Other Use Notes
Wall Strengthens and increases resistance. Use with Mind or Ka to defend against mental/ spiritual attacks. Seals doors with Gateway. Notes
Sun Bright light source. Sets duration end at next sunrise/ sunset. With War, can be a weapon against certain enemies. Notes
Moon Pale light source. Sets duration end to next matching phase of moon. Other Use By itself, this is Xere. See above for other moons.
Star Faint light source. Use with Journey to locate north, or with Journey and Mind to point to anything in mage's memory. Other Use Notes
Night Sleep Set in an antipathic phrase with a light, dims it. Sympathetic with Waste, creates darkness. Notes
Mind Other Use Notes
Cosmos Other Use Notes
Chaos Other Use Notes
Time Other Use Notes


Specific Runic Structures
The following are examples of some well-known runic structures. These are intended as a starting place for mages; from here they should be able to begin experimenting with their own phrases.

Advanced Techniques
There are a number of advanced techniques that can be performed with Runes; these require skills beyond Rune Lore and Mastery. The techniques requiring Arcane Lore include the following:

Each of these will be dealt with in turn below.

The first such technique is Binding an object to the mage. He must inscribe the Self Rune in his blood (this also requires Sorcery), or he may use a Self-Wholeness phrase with his name and pertinent information. In either case, this marks the object as his. This has only the standard duration for the phrase unless the item has real significance to him; in this case, the duration is indefinite, and begins to fade only if a long period of time goes by without contact between the mage and the object. However, the mage does need to renew the Runes each year. Binding has various uses; a couple of examples are listed above, under Specific Runic Constructions.

Groups may also be bound together. Although each sentient being is its own, the idea of a group allows certain effects to be shared amongst that group. The mage must mark each person (or something significant to them) with Signals and Wholeness while all stand in a magic circle marked with Signals, Peace, Wholeness, Other, and Self. The mage is made linchpin of the group by this.

Runes can be made permanent, so that they can be invoked at will. Since a mage could simply retrace his own Runes to reinvoke them, this is normally done so that the Runes can be invoked by someone else. The most common way to do this is to create a construct with one phrase being a trigger for the effect phrase. For example, a wand could be created with a crystal at one end. The crystal would be inscribed with a phrase for light, which would be invoked by a Trigger Phrase inscribed on the wand. The trigger might be, for instance, having the wielder of the wand say a particular word. In this case anyone culd activate the light, if the trigger phrase was active. A mage may invest a Rune or a phrase with a single point of Mind to make it permanent. The Rune may still be destroyed as normal. Also, note that the Rune still takes the normal amount of time to invoke. A Rune may also not be re-invoked until it has completed its function (although the GM may allow this to simply restart its effect).

In addition to investing a point of Mind, a mage may also invest one or more Body points to make the Rune more durable. A point of Ka may also be invested. This has the effect of making the Rune continuously active. This is normally done with triggers, so that they will always be active and can thus invoke the Runes they point to, as in the above example. There are some limitations on this, including those listed above for Runes which may be re-invoked.

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