“It worked! It ACTUALLY wo—”
— Unnamed Artificer, shortly before exploding
Runes are short-lasting magical symbols imbued with mana to produce an immediate or near-immediate delayed effect, typically lasting only a moment. These effects have great variety and range from small bursts of flame or force to momentary shields, speed boosts, or utility-like illumination or marking.
Unlike Spellcasting or Divinity, runes do not require Attunement. This means anybody can make runes to burn their enemy or make them explode, regardless of their ability to cast magic tricks with hats. Of course, versed artificers will find that successive tiers permit the ability to craft unique runes with distinct effects.
Runes are a vast and complex concept that demands a solid grasp of their potential. While it is not as powerful as conventional magic and cannot fully replace it, runes offer unmatched portability and accessibility, making them ideal for those who seek to harness the arcane arts without fully dedicating themselves to the path of magic.
Runes are considered the simplest art of Artificery to get into, but it eventually requires a highly creative artisan to be employed in its most promising capacity. While not as powerful as conventional magic, runes offer a more sensible and practical approach to discovering how mana functions. Thus, runecasting is often taught in tandem to an alchemist’s education because it enables a student to progress their understanding quicker.
Runes are drawn or inscribed on surfaces using special inks infused with mana. These special inks can be created by crushing specific mana-rich plants , such as Vitabloom with chalk, limestone, or other pigments. Once activated—by a particular pattern of grip or finger placement of the creator's choosing—they release their power instantly, after which they become inert. Each rune is based on a specific shape or symbol, and its effect is tightly tied to the exact geometry used. Even the slightest distortion or misplacement can fail, or worse, cause the rune to cancel itself out.
If multiple runes are layered or overlap incorrectly, they nullify one another. In rare cases, unstable overlaps can result in harmless feedback or dangerous magical misfire.
There are different kinds of runes, which are divided into levels depending on power. Currently, there are only tier 0, tier 1 and tier 2 runes.
Tier 0 (Free-to-use; Passive)
These runes do not take up slots because they are entirely passive. Grounded Warriors can not use these.
Compass: Unlike a regular compass that always points north, with this runic compass, it will always point to where the user calls home. Applicable in situations where one is lost and confused.
Weld: A rune that can bind pieces of the same material together (metal with metal, wood with wood, etc). Once done, it cannot be unbound. It's used primarily by craftsmen, namely blacksmiths and carpenters.
Float: A rune that causes a single inanimate object under 5 lbs to levitate. The object floats in place and does not move unless physically guided (such as by rope or manual pushing). Multiple Float runes may not be stacked on the same object. This rune cannot be used on living beings, worn equipment, or weapons mid-combat.
Marken: When etched onto an item or willing individual, Marken serves as a projection rune that reveals a chosen name or title when touched. Upon activation, glowing runes shimmer briefly above the object, displaying the inscribed name (e.g., “Spots” for a pet or “Crate of Swords” on a crate). The projection lasts 3–5 seconds before fading, but can be reactivated at any time with another touch. The inscription can be removed or changed only by the original Artificer or by sanding/defacing the surface it is etched upon. Marken is purely cosmetic and cannot disguise an object’s true nature beyond displaying text.
Glosis: Typically used in dark environments, this rune emits a steady glow of light in a color chosen by the Artificer at the time of inscription. The light illuminates an area up to a 15 ft radius, comparable to a standard lantern. It is most often inscribed onto small handheld objects and serves as a reusable, magical alternative to conventional light sources.
Tier 1 (Free-to-use)
These must be conjured, with effects that happen within seconds. Anyone (except Grounded Warriors) can use one Level 1 rune at any time. You can only carry one rune at any given time, while Artificers can carry three.
Spearca: When activated, it throws out a conical blast of fiery sparks, enough to momentarily disorient and cause minor 1st-degree burns to an enemy.
Pytan: When activated, it will exert impressive force on an object directly in front of it, moving things no heavier than a barrel about three feet away.
Aglash: When activated, a bright, blinding light shines from the rune, disorienting or even temporarily blinding those who view it directly for 1 turn.
Aqua: Shooting out a burst of water 5 feet away, it can be used to put out fires or blast away small handheld objects. The water’s temperature can be either normal, hot or cold, depending on how it is tuned.
Seles: When activated, the rune will glow with a light similar to a torch. Able to illuminate a large room or clearing for a considerable amount of time.
Ixise: When activated, it will absorb and cut out all light sources within a 5x5x5 ft. radius; all candles or lanterns will be snuffed out, and any magical light will be absorbed.
Marshbore: Upon activation and impact, Marshbore reacts with soil in a 10 ft radius. The affected earth softens into thick mud before settling into a bog-like consistency. Creatures within the area sink up to 1 foot into the marshy ground. Movement through the area is heavily hindered, and escaping the bog requires 1 turn to steady oneself and break free. The terrain remains unstable for 3 turns before gradually hardening back into normal soil. The rune does not function on stone, wood, flooring, or paved surfaces.
Scelluk: When activated, Scelluk projects a brief magical claw-like force directly in front of the rune in a straight line up to 5 ft. The effect mimics a sharp rake similar in depth to a dagger slash. It can tear through cloth and leather, causing light bleeding. The rune does not sever limbs, deeply maim, or strike multiple targets. It activates once per inscription and disappears immediately.
Tier 2 (Apprentice Artificer+ Only)
A higher tier of runes, more refined & powerful. Only Artificers can make these, and only the one who made them can use them.
Gihrith: When activated, a charge of electricity is exerted from the rune to an object directly in front of it. Causing 2nd-degree flash burns to an enemy, and disorienting enemies similar to an Aglash rune.
Avest: When activated, this rune will pull objects in the direction of the rune. Objects may be no heavier than 40 kgs/88 lbs, and will only be pulled about three feet in the direction of the rune.
Zeluna: When activated, a burst of sleet, snow & wind is thrown out of the rune. The snow serves the same purpose as a smoke bomb; the wind and sleet can deter even armoured foes with the force they exert.
Subitus Nix: Similar to the Zeluna rune, this rune releases a gust of cold winds, capable of freezing water and inducing frostbite in the right conditions. The surface this rune is activated will be covered in a sheet of ice, making it significantly harder to move within a 10-foot by 10-foot radius.
Ignis: When activated, the rune temporarily ignites whatever it is engraved into. These flames cause 2nd-degree burns. The fire itself lasts for 5 turns. Can only be engraved.
Scarius: When activated, the rune emits a mini dust devil, blasting sand and small particles in a forward direction. The winds can disarm one-handed weapons such as daggers or shortswords.
Crius: When activated, this rune temporarily creates an icy effect on whatever it is engraved into. If this frost comes into contact with a limb, it will temporarily freeze it for 1 turn. After this effect is done, the rune will deactivate. Can only be engraved.
Tier 3 (Expert Artificer+ Only)
A higher tier of runes, more refined & powerful. Only Artificers can make these, and only the one who made it can use it.
Leeus: When activated, this rune launches a swift and decisive cleave of wind. This wind is strong enough to slice through iron Chainmail Links, but is blocked by Plate. Leeus causes moderate lacerations and bleeding to flesh. (Requires an additional strike to slice through Steel Chainmail Links)
Garnel: Upon activation, a one-foot (1ft) radius sphere of distortion in the air will form in front of the user. Any projectiles (including magics) headed towards the orb will be caught in it. After two turns, the pocket of distortion will vanish, and the projectiles will resume their trajectory. Any spell more potent than Expert will pass through the Garnel sphere. Additionally, Siege Equipment and Balistas ignore the sphere outright.
Luma: When activated, this rune emits a beam of light that can not only blind your opponent, but also burn their flesh to the second degree over the course of two turns. It takes 2 turns to burn through gambeson and 3 turns to burn through chainmail. The duration of the rune is five turns; it can be disrupted by an attack.
Ruptis: Upon activation, a freezing blast emits from the rune for up to 20 ft. On contact, it freezes over objects in a 2 ft radius. Upon hitting a person, it will coat the limb entirely in ice, rendering it immovable for 2 turns unless broken out of. If left unbroken, the rune will result in minor frostbite being applied to the limb.
Corpis: An engraved rune that, when activated, creates a tendril out of the surface material it is etched onto. This tendril is fully controllable and lasts for 2 turns unless destroyed. The tentacle can wrap around an object and can throw it up to 20 ft from its original location, so long as it is under three-hundred pounds(300lbs). It cannot be of any material stronger than stone.
Mortem: This rune creates a 5x5 ft stationary bubble centered on the inscription. Within the bubble, those inside are concealed beneath a “veil of death,” appearing as lifeless corpses to observers outside the bubble. The specific appearance of the corpse is chosen at the time of inscription. The bubble remains stationary but may be carried if the rune itself is physically moved (so long as the rune’s surface remains intact). The veil lasts up to 3 turns and ends immediately if someone inside performs a hostile action or leaves the bubble.
Undead viewing from outside perceive the same false corpses. However, undead entering the bubble can see through the illusion. The illusion is visual only and does not mask heat, object movement outside the bubble, or magical detection. While inside the veil, living occupants experience a faint numbing chill that slightly dulls sensation but causes no damage.
Viribus Motus: A throwable rune that, upon contact with a target, causes extreme vibrations on whatever it is engraved on, transferring the force to the target that it lands upon. This rune can crack both dirt and stone outward by 3 ft and to a depth of 1 ft, creating a small earthquake. Within 5 ft of the rune, it can force an enemy to their knees for 2 turns.
If thrown directly onto a living entity, the iron plate would be cracked, though requiring an additional rune (2 total) to dent steel plate. This rune cannot be placed on weapons or armor, and only two can be carried by the artificer.
Elinguem: Upon activation, a 10x10x10 ft spherical zone expands outward from the rune. Any sound produced within this sphere cannot escape it. Those inside the sphere can hear one another normally, but all sound is completely muffled to those outside. Likewise, sound from outside cannot be heard within the sphere. The sphere lasts for 3 turns before dissipating.
Reparo: When applied to a damaged or dulled piece of standard armor or non-event weaponry, Reparo restores it to functional condition, removing dents, rust, and surface-level damage. This rune does not improve the item beyond its original craftsmanship. It cannot restore magical/event items or items reduced to fragments.
*Outside of combat use only. Takes 15 OOC minutes to complete the restoration.
Tier 4 (Master Artificer+ Only)
A higher tier of runes, more refined & powerful. Only Artificers can make these, and only the one who made it can use it.
Expulsus: A powerful rune that, when activated, causes scorching heat in the area around it. It starts small and quickly escalates over 3 turns. Immediately able to cause 1st-degree burns. After the 3 turns pass, it will soon set everything within its 15 ft area ablaze. This fire can cause 3rd-degree burns and burn down a small clearing. The rune lasts for 6 turns.
Dulmire: Upon activation, Dulmire creates a 10 ft radius ripple centered on the rune. Creatures in the area are pulled toward its center by a steady drag force. Targets may attempt to resist or escape by bracing themselves in 1 turn before trying to move outward. Those caught within the ripple feel intense pressure and bodily aches as the force pulls them inward, as well as be knocked into any other oncoming objects. The effect lasts 3 turns and does not create sinkholes or permanently damage the terrain.
Gihranari: A powerful variant of the Gihrith rune, it sends a charge of electricity to whatever is in front of it. This variant causes the charge to last for 2 turns and can cause 3rd-degree burns and extreme pain. This is not a stun.
Kinesto: This rune creates a blast of pure mana and kinetic energy, firing an explosion in the direction it's facing at the speed of a Crossbow Bolt. The blast's force can break bones, dent plate, shatter chain links, and blast chunks of flesh off unarmored adversaries. This rune has a range of up to 20 ft and, when engraved into an object, will cause the object to dent inwards. Shields or Swords can be used to block the magical blast and protect the individual, but will leave them severely wounded as a result.
Ordak: When activated, this rune creates a small magical barrier around the user. This barrier can prevent up to 2 Expert spells and 1 Master spell from breaching the barrier, but will shatter afterwards. This rune prevents any projectile from being used by the user, as it has a direct effect on magical interference. This rune lasts for 5 turns before disabling. The Ordak Rune does not impede physical attacks.
One particular fringe discipline that extends beyond conventional runes is known as Scrying, or crystal ball gazing. This particular mystical use of runes requires two parties: a willing participant (under no threats) and the scryer. Despite stories of charlatan tarot readers “seeing” the future with clairvoyant foresight, the technique is far from a means of predicting destiny. Instead, scrying focuses on first relaxing the participant with the usage of potent vices, like Andrashina, to elicit visions of the mind. Eifléra is also commonly burned as incense during scrying rituals to promote the “opening of the mind”.
Where runes work as defined and without fail, scrying manifests shifting imagery of a participant’s mind in a crystal sphere or in a mirror glazed with Mana Oil. Scrying will reveal what is imprinted in the present or lost in the past. Scrying is rarely taught, and because of its difficult nature, it’s limited to Expert+ spellcasters with access to a medium like a Crystal ball or mana-glazed mirror. Scrying is independent of the “Crystal Ball” Spectra spell.
Crystal balls and mana-oil-glazed mirrors are Magic Catalysts, craftable only by artificers.
Capabilities
Expert
Glimpse: The medium holds memory of a past event or person that has shaped the participant’s character, be it a significant other, a duel, an event, or some other discovery. The memory manifests atop the medium in a dazzling display of crystalline color, replaying like a scene.
Resonate: The gazing scryer doesn’t see events but draws out emotions that cling to people and places in the mind of the participant. Emotions related to unresolved trauma, ecstatic happiness, hidden motives, or even grief can be brought out.
Breach: Invoke the truth. The medium reveals what is hidden in plain sight; glamorous disguises and illusions peel away and a singular, deliberate lie can be undone to force the truth.
Master
Mindwrench: The scryer interrupts the participant’s mind, flooding them with overwhelming psychic static that stems from the mana-rich interior of the magic catalyst medium being used, be it a crystal ball or mirror.
Extract: A singular memory, emotion, past acquaintance, or character trait can be withdrawn from the mind and discarded. The participant is left with a temporary feeling of hollowness, as if they’ve lost a fragment of themselves.
Stringpuller: While memories cannot be fabricated, they can certainly be altered. One memory from a willing participant can be subtly changed in a minor way: perhaps the face of a loved one blurred, the name of an unsavory monster forgotten, or even an important detail dulled.