“It worked! It ACTUALLY wo—”
— Unnamed Artificer, shortly before exploding
Runes are short-lasting magical symbols imbued with Mana to produce an immediate effect, typically lasting less than a second. These effects range from small bursts of flame or force to momentary shields, speed boosts, or utility effects like illumination or marking.
Unlike Spellcasting or Divinity, runes do not require Attunement. Technically, this means anybody can make runes to burn their enemy or make them explode, regardless of their ability to cast magic tricks with hats.
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 drawn or inscribed on surfaces using special inks infused with Mana. Once activated—by a specific grip pattern 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 misfires or dangerous magical feedback.
There are different kinds of runes, which are divided into levels depending on power. Currently, there are only level 0, level 1 and level 2 runes.
Level 0 (Free-to-use; Passive)
These runes do not take up slots because they are entirely passive. It is still only made by Artificers and has to be given ICly. Grounded Warriors can not use these.
Reparo: When a rune is applied to a dull or broken piece of armour, the rune will restore the weapon to normal, making it brand new again. [Outside of combat use only/does not work on event loot weapons]
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.
Level 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 Grounded 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.
Level 2 (Apprentice Artificer+ Only)
A higher tier of runes, more refined & powerful. Only Grounded 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 are capable of disarming 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.
Level 3 (Expert Artificer+ Only)
A higher tier of runes, more refined & powerful. Only Grounded Artificers can make these, and only the one who made it can use it.
TBA