Magical runes which are capable of being drawn in order to instill magic into objects. Runes are capable of strengthening weapons, items, or armor.
Runes require MP to be spent on it like normal spells, however the MP must be spent by the caster even if the rune is able to be used after its casting and can be activated by people other than the caster. Unlike some spells however, MP cost doesn't affect the Stamina cost required to draw these runes.
Runes must be drawn onto a surface, the drawing process also including the spending of MP as you pour energy into it, invoking the Symbology check needed to complete the rune. In order to activate the rune however the caster must be touching the rune, or another caster or user must touch the rune to activate it.
It's possible to draw a rune and spend the Magic Points on it but neglect to activate it. This rune can remain inactive for 1 day before its magic becomes inert.
Drawing a rune is 5 Stamina (per square) and activating a rune is another 5 Stamina (regardless of MP cost). Thus in order to draw out and then immediately activate a rune that has a size of 1 square or less costs 10 Stamina total.
Runes aren't learned like spells, but instead require a diagram present as the complexity is usually too difficult to accomplish from memory alone. Diagrams of runes cost 20 silver a piece, or alternatively a Research check against the rune's Symbology DC can be done to discover the rune and become able to write the rune down for later use.
The following is a list of runes those who practice rune magic can perform. Each rune has a symbology DC, MP cost, and duration listed.
Symbology DC: 25 | MP Cost: 4 | Duration: 1d6 + (Primary Attribute) rounds
Draw this rune upon the pommel or hilt of the weapon, this rune is small yet intricate with many wavy patterns. When the rune is activated the weapon acquires one of the following properties (activator's choice); Subduing, Finesse, Deadly, Off-Hand, Reach, Bleed, Shielding, or Savage. Once chosen the weapon retains the property for the spell's duration, and cannot be changed afterward. Multiple instances of this rune can be placed onto a weapon (up to four for a one-handed weapon, or six for a two-handed weapon) however only one of these runes can be active at one time.
Symbology DC: 22 | MP Cost: 2 | Duration: 1 day
You inscribe this rune upon your weapon's grip, placing it around where your hand(s) would normally be grabbing it. When the rune is activated by speaking the command word as given by the caster the weapon will immediately teleport into your hands at a moment's notice, requiring no check or Stamina to be spent in order to activate this. In order to utilize this rune however the weapon must be in the same Realm as you are (however distance within a realm isn't an issue).
Symbology DC: Varies (see text) | MP Cost: 6 | Duration: Instantaneous
You draw this simple rune rapidly upon the armor of an opponent adjacent to you, attempting to destroy it. This is an attack roll using your Symbology against the opponent's Physical Defense and on a successful hit the opponent's armor begins to cave in and contort as if a giant hand is squeezing it; the opponent's armor suffers 4d6 damage and deals 1d4 points of damage directly to the opponent's Hit Points.
The body part affected is chosen by you when attacking their Physical Defense, and doesn't suffer the normal penalties of a called shot.
If the opponent wore head armor, they suffer Blindness at Moderate Intensity.
If the opponent wore body armor, they suffer Bleed at Moderate Intensity.
If the opponent wore arm armor, they drop everything they're carrying and suffer a -5 to all checks relating to their hands for 1 minute.
If the opponent wore leg armor, they halve their land speed and suffer a -5 to all checks relating to their feet for 1 minute.
Symbology DC: 29 | MP Cost: 4 | Duration: 1d4 + (Secondary Attribute) minutes.
In order to be active the rune must be drawn on yourself or a something you're wearing (such as clothes, armor, or accessory). While active, any weapon which strikes you takes damage to its Integrity equal to your Primary Attribute. Magical weapons and supernatural weapons do not suffer from this. If someone is using their armor as a weapon (such as with a shield bash) it goes to its Defense Points.
Symbology DC: 38 | MP Cost: 8 | Duration: 2d6 + (Secondary Attribute) rounds.
Aurora Armor is a magical set of translucent armor which can be activated through a command word. Upon activation, the armor grants Defense Points to all points of the body, however it does not stack with armor worn unless the armor is able to stack with others of its kind (such as a Chain Shirt or Chain Coif), counting the Aurora Armor as a physical set of armor for those purposes.
DP for the Head is 5 + (2 x Secondary Attribute), Arms and Legs are 10 + (4 x Secondary Attribute), and finally Body is (10 x Secondary Attribute) + Primary Attribute.
Symbology DC: 28 | MP Cost: 6 | Duration: 2d4 hours
This rune must be tattooed onto an individual's arms or hands, and once activated you can use your Symbology rank in place of Weapon rank for the bonus granted by Parry.
Symbology DC: 30 | MP Cost: 5 | Duration: 1d4 minutes
This rune can be inscribed on a weapon with a Thrown range; doing so not only increases the Thrown range by 4 squares but also grants a +2 bonus on all ranged attack rolls with said thrown weapon. When throwing the weapon it can round corners and maneuver itself so it seeks its target, negating the bonuses of cover.
Symbology DC: 40 | MP Cost: 12 | Duration: 1 minute (aka 10 rounds)
Blade Dance allows a weapon to be controlled by an invisible force so it may float in the air as if being wielded by a specter. You can inscribe this upon one weapon plus one additional weapon for every 5 you beat the DC by, and once activated the weapon(s) will begin floating in place and follow their wielder. It attacks as though its wielder was attacking with it, however it doesn't add Power and instead adds +3d4 points of damage.
Symbology DC: 35 | MP Cost: 8 | Duration: Instantaneous
You stomp onto the ground, creating a seismic tremor localized to a 4 square line. Everyone caught within the line takes 4d6 points of earth damage and are knocked prone on a successful attack versus Physical Defense.
Symbology DC: 70 | MP Cost: 22 | Duration: 2d6 minutes
You or an ally undergo a harmless form of spaghettification where your body stretches and becomes thinner the more it stretches. While under the effects of spaghettification, you can enter and exit spaces one eighth of your normal size, however you can't attack or cast spells while spaghettified, and receive a +20 bonus to Physical Defense for the duration of the spell.
Spaghettification grants a +30 bonus on Contortion checks, and a further +10 bonus to Climb and Tumble checks.