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:
- Draw Runes: Novice Rank. The character may draw a single rune in one round. The character must use the first action to Concentrate and the remaining two actions to draw the Rune. The character rolls their Rune skill with Dexterity to determine if they have successfully created the Rune. The TN is base 11 for a lesser Rune and 16 for a Greater Rune, but can be raised due to distraction, poor conditions, etc. If the roll for the Greater Rune is not successful, but is high enough to succeed at a Lesser version, the Lesser Rune is created instead. Once drawn, a Rune is usually only viable for a short time, unless it was set into something permanent. Generally speaking, only the mage who drew a Rune can invoke it. Also, please note that the draw times given assume drawing with finger or quill; chiseling Runes into a surface, for example, will take much longer.
- Draw with Care: Novice. The character may take more time in an effort to create the Rune more accurately. For each additional action spent, the character receives a +1 to his roll, to a maximum of +8.
- Invoke Runes: Novice. Once a Rune (or more than one joined into a Phrase) is drawn, the character can attempt to invoke its power. This requires the character to Concentrate (this can carryover from Drawing the Rune), and then use the Invoke action, which involves rolling the appropriate Rune skill with Intelligence and spending 1 Ka. The character must actually voice the name of the Rune while holding its image in his mind, and must be touching or at least very close to the drawn Rune. In most cases, the Rune acts upon whatever it is drawn on.
- Add Information: Apprentice. It is possible, in some constructions, for a mage to write in information specific to this use of the Runes. This is written in some language, not in Runes, and serves only to modify the magical effects of the Runes. Normally this information is matched with a particular Rune, such as Other, Purpose, or Mind, that allows some form of targeting.
- Distant Invocation: Apprentice. The character learns to Invoke his Runes while he is at a distance from them. He still must be able to see the Rune clearly, which limits the distance. The character may invoke without penalty out to 10 feet per rank; past this, each 10 feet gives a -1 to the invoke roll.
- Fast Draw: Apprentice. The character may attempt to create the Rune faster, in only one action. The TN for drawing the Rune is raised by 4 for fast drawing.
- Draw Phrase: Apprentice. The character may connect Runes. The character may join as many Runes together as their level in Rune Lore. The character only need Concentrate once per phrase, unless of course their Concentration is broken.
- Invoke Phrase: Apprentice. A phrase is invoked as a unit. Each Rune beyond the first adds +1 to the invoke TN, and the mage must spend 1 Ka per Rune.
- Incomplete Phrases: Journeyman. The mage may draw only a portion of a phrase and add the other Runes later. This cannot always be done, as the character must vary the construction based upon the nature of the phrase. It is most commonly used with duration or targeting Runes. All of the normal rules for drawing and invoking phrases apply. In addition, each Rune has a +3 added to the Draw TN, and +3 is added to the Invoke TN as well.
- Delayed Invocation: Journeyman. The Rune does not express its power immediately after being invoked. This can only be used with Runes that are physically drawn. This adds +3 to the Invoke TN, and the mage must expend 1 Stability per Rune.
- Trace Runes: Journeyman. Instead of actually creating an image of the Rune, the character may simply trace his finger or other implement through its pattern.
- Draw Construct: Master. The mage may join phrases together. While each phrase causes a singular effect, these effects modify one another for one final outcome. A master may join up to three phrases together; a grandmaster, five phrases. Each phrase is drawn separately.
- Invoke Construct: Master. The mage may invoke a construct of his creation. This functions in the same manner as invoking a phrase. Please note, however, that in many cases constructs are not invoked as a unit.
- Undrawn Runes: Grandmaster. The mage need not draw the rune at all. He forms and holds the Rune in his mind, and can therefore have the Rune act as if it were drawn anywhere he can see. He must still Concentrate and then make a Concentration roll for creating the Rune, followed by an invoking roll. However, draw time is reduced by one action.
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:
- Sympathic: All of the Runes add together for one effect.
- Antipathic: The Runes work against each other, often producing an incidental or much-weakened effect.
- Additive: A central Rune provides the effect; the remaining Runes support and increase it.
- Subtractive: The Runes decrease or blunt the effect of the central Rune.
- Focused: The various Runes modify the basic action of the central Rune without changing its basic nature or strength.
- Constrained: The central Rune's action is limited by other Runes.
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
- Self: This is ego, the knowledge of self and the uniqueness of the individual. This can be used to confine an effect to the mage, or to the object the Rune is drawn on. It can also be used for protection, preventing outside influences.
- Other: This is the awareness of all that is not Self. It can be used to specify that an effect will not be placed on the object it is drawn on; it can also be used to connect disparate objects.
- Signals: This is communications, the sharing of ideas and conciousness. It can be used to gather or send information, or as a trigger for other effects.
- Wholeness: This is the idea of a thing being complete in itself. It can be used to repair objects, and can also be used to bind groups of objects into one idea.
- Waste: Loss, uselessness, vanity are all included in this Rune. It is used for destruction and despair, but can also reduce and redirect other powers. It has connections to the anti-cosmos.
- Ka: This is spirit, soul, the will to act. It can be used to even breathe a semblance of life into magic. This Rune allows the incorporation of more of the mage's own will into its substance than any other.
- Fertility: The promise of the new, and its creation. Regrowth and springtime are symbolized by this Rune.
- Need: Hunger, want, jealousy...this Rune governs many negative emotions and conditions. Some needs, however, are right and good; and this can sometimes be used to find these. And it can also be used as trigger, as structures containing it want to be completed.
- War: Strife, violence, and opposition. But not all conflict is evil. This can be strengthening as well as devisive.
- Peace: Not merely the opposite of war, this Rune calls up contentment, distraction, and, at extremes, apathy.
- Tools: This goes beyond the concept of a hammer or plane; rather, it is all things that will can use to shape the world. Even the Runes themselves are tools, so this Rune has some power over the others, in the right circumstance.
- Purpose: Usefulness, destiny, and function.
- Fire: This is heat, but also emotional passion. While it can call it up, it cannot control it.
- Earth: The stone and dirt, but also constancy.
- Air: The changeable air, and the vault that overlies the world as a realm.
- Water: The mysterious depths are associated with this Rune. As with the other "elemental" Runes, this does not give control, but merely the attributes.
- Shadow: Shadow is not the lack of light or energy; rather, it is the blending of light and dark: twilight. It is also hidden things, concealment, and mystery. In Shadow are hidden paths. It has connections to the anti-cosmos.
- Journey: Travel, new places, and the horizon. Journey always includes an element of distance.
- Gateway: A different place is only a step away. Gateway finds a path, but can also close routes, though there is always a key.
- Wall: This is the Rune of defense and protection. It strengthens, but also reduces the scope of action.
- Sun: Just what it claims, although this is also light. The sun marks out the days, and this Rune can be used to measure time as well.
- Moon: All 3 moons can be found within this Rune, although by itself it represents either the idea of moons, or Xere, the great moon, only. With Fertility or Fire it is Halal, the red moon; with Journey or Water it is Zenelais, the blue moon. It too can represent time, for the moons measure out the weeks, the months, and the seasons between festivals.
- Star: Tiny lights in the darkness, Star is a guide. Also, it is awakeness at night, and sometimes dreams.
- Night: Darkness, of course, but also sleep and sometimes death. Also this can be an ending.
- Mind: Memory and awareness. Two-part phrases can be created with Mind; it is also used for triggers.
- Cosmos: Order. Also, natural law, and the larger arrangement of the universe. This can also represent the laws of willful beings.
- Chaos: Randomness and, sometimes, entropy. Also decay, and, in limited ways, the anti-forces. This can also represent free will.
- Time: The march into the future; the days to come, although without emotional context (neither hope nor despair). Also aging, and natural cycles.
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 |
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|
Other Use |
Notes |
Water |
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Other Use |
Notes |
Shadow |
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|
Other Use |
Notes |
Journey |
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|
Other Use |
Notes |
Gateway |
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|
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 |
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Other Use |
Notes |
Cosmos |
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Other Use |
Notes |
Chaos |
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Other Use |
Notes |
Time |
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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.
- Air Walk: Air, Purpose, and Journey. Careful, you will still slowly descend. Journey allows you to reach a specific destination regardless; without this Rune, the phrase makes you fall slowly and still be able to make forward progress.
- Calling the Bound Object: First the object must be Bound to the mage. The mage may then write a phrase consisting of Self, Need, Wholeness, Journey, and the name or description of the object.
- Catch the Wind: On a sail, write Air, Purpose, and Wall. Purpose and Wall stregthen each other, while Air defines the objective.
- Crumble Stones: Waste and Earth. Without Earth the stone is merely weakened.
- Injure the Will: Draw in the air a phrase of Waste and Ka. All who see it lose 1d6 Ka.
- Fan the Passions: Ka and Fire, perhaps Other. This causes emotions to run hotter, particularly lust and anger.
- Mar Runes: Draw or trace Waste and Tools over existing Runes. They will be subtly damaged, so that they will not function.
- Purify Water: On a vessel, draw Water, Tools, and Cosmos; this causes water being held or decanted from this to be separated into pure water and contaminants (precipitated out).
- Soul Cage: On a physical object draw a phrase surrounding Need. It is constrained by Other, and focused by Ka and Mind. War adds to its effect. Finally, include Runes for duration. Now, while your prey touches the object, invoke the phrase, and, if his will is not strong enough, his soul will be drawn into the prison you have constructed.
- Stone Burst: Use Earth, Waste, and War on a stone. It will shatter violently. If Tools is used, this can be turned into a missle weapon.
- Trigger Phrase: Mind, Signals, Purpose, Ka, plus a description of the condition for the trigger. If the mage does not wish to maintain this, he should include a timing Rune.
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:
- Binding Objects or Persons to the Mage
- Making Runes Repeatedly Invokable
- Making Runes Permanently Active
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.