Tier 1 Runes
Blink
Description: This Prime Rune is the essence and concept of space, or more accurately, the movement through folded space from one location to that of another. The three greater runes of step, jump and teleport determine how far the jump will be.
Isolated Effects: If used by itself, it causes the object to randomly teleport in a different direction (1 = north, 2 = northwest, 3 = west, 4 = southwest, 5 = south, 6 = southeast, 7 = east, 8 = northeast) by 1 foot.
Duration: It's duration is instantaneous. Only once, but double the number of charges if the lesser rune is applied. Tripled for the greater rune of Step.
Step
Tier: 1
Description: This greater rune causes the object to blink in and out of space, teleporting from it's current spot to another anywhere between 1 and 10 feet away (1d10) in any random direction (1 = north, 2 = northwest, 3 = west, 4 = southwest, 5 = south, 6 = southeast, 7 = east, 8 = northeast). If it has charges it will constantly blink through space every segment until it runs out of charges or until another rune prevents another trigger.
Grades of Power:
- 1-5: No bonus charges.
- 6-7: +1 to base charges.
- 8: +2 to base charges.
- 9: +3 to base charges.
- 10: +4 to base charges.
Jump
Tier: 3
Description: This greater rune causes the object to jump in and out of space at a farther and more accurate range, teleporting from it's current spot to another in the north, northwest, west, southwest, south, southeast, east and northeast, as well as up or down if there's somewhere to teleport onto. If linked to a Mark rune it can also teleport precisely on that rune if it is within range of the jump. More than one jump rune can be linked to a Mark rune at a time. The farther away the destination, the longer it takes to vanish, taking 1 second for every 10 feet of travel.
Grades of Power:
- 1-2: 1"
- 3-4: 2-3"
- 5-6: 3-5"
- 7-8: 5-7"
- 9-10: 7-10"
Teleport
Tier: 4
Description: This greater rune causes the object transport in and out of space at a great distance with precise accuracy, and instantly. However the greater rune is not attached to a mark rune, it will teleport in a random direction (1 = north, 2 = northwest, 3 = west, 4 = southwest, 5 = south, 6 = southeast, 7 = east, 8 = northeast) at a random distance (1d10 miles +miles from Grade of Power). Otherwise it will teleport to the specific mark it's targeting so long as within it's distance range. While it can transport vast distances and instantaneously, the object must roll a saving throw or receive slight damage. If it's a creature that teleports a failed save results in 80% of their maximum health in damage.
Grades of Power:
- 1-2: Markless: -2 to Saving Throws. Marked: 1 Mile, -2 to Saving Throws. Creature: 1/2 a Mile, -4 to Saving Throws.
- 3-4: Markless: -1 to Saving Throws. Marked: 5 Miles, -1 to Saving Throws. Creature: 1 Mile, -3 to Saving Throws.
- 5-6: Markless: +1 Mile. Marked: 10 Miles. Creature: 3 Miles, -2 to Saving Throws.
- 7: Markless: +2 Miles, +1 to Saving Throws. Marked: 25 Miles, +1 to Saving Throws. Creature: 5 Miles, -1 to Saving Throws.
- 8: Markless: +4 Miles, +2 to Saving Throws. Marked: 50 Miles, +2 to Saving Throws. Creature: 10 Miles.
- 9: Markless: +8 Miles, +2 to Saving Throws. Marked: 100 Miles, +3 to Saving Throws. Creature: 25 Miles, +1 to Saving Throws
- 10: Markless: +16 Miles, +3 to Saving Throws. Marked: 250 Miles, +4 to Saving Throws. Creature: 50 Miles, +2 to Saving Throws.
Charm
Description: This Prime Rune is the essence and concept of pleasantness, appealing, attractiveness, interest, and so forth. The three greater runes of appeal, calm, and desire have varying effects on the object it's carved into, creatures, or those around the object if enchanted.
Isolated Effect: When used by itself the object looks a bit more pretty despite it's blemishes, similar to the Appeal rune.
Duration: It's duration depends on the greater rune used. The Appeal rune lasts 1 week per grade of power. The Calm rune lasts 1 day per grade of power. The Desire rune lasts 2 hours per grade of power.
Appeal
Tier: 1
Description: This greater rune causes the object to become more appealing to the senses, even if the object itself has not actually changed. It cannot hide damages and flaws of moderate to greater magnitude, or any that are obvious, but it can make minor damages not obvious to the eye easier to overlook by highlighting the object's more appealing aspects. As such if the object is clearly broken, damaged, horribly dirty, or otherwise beyond repair, the rune cannot do much.
Grades of Power:
- 1-2: Objects: +5% Perceivable Worth. Creatures: +5% Persuasion.
- 3-4: Objects: +10% Perceivable Worth. Creatures: +5% Persuasion.
- 5-6: Objects: +25% Perceivable Worth. Creatures: +10% Persuasion.
- 7-8: Objects: +50% Perceivable Worth. Creatures: +15% Persuasion.
- 9: Objects: +75% Perceivable Worth. Creatures: +20% Persuasion.
- 10: Objects: +100% Perceivable Worth. Creatures: +25% Persuasion.
Calm
Tier: 1
Description: This greater rune causes the object to release any stress, tension, and overexertion on the object, or else attempt to prevent it. This includes overheating, overloading, crumbling, bending, shearing, etc. When the rune is placed on a creature, it has a completely different effect. Instead of reducing physical stresses, it releases or prevents fear, anger, frustration, etc.
Grades of Power:
- 1-2: Objects: +1 to Saving Throws.
- 3-4: Objects: +2 to Saving Throws. Creatures: +1 to Willpower Saves vs. Fear/Anger.
- 5-6: Objects: +3 to Saving Throws. Creatures: +1 to Willpower Saves vs. Fear/Anger.
- 7-8: Objects: +4 to Saving Throws. Creatures: +2 to Willpower Saves vs. Fear/Anger.
- 9: Objects: +5 to Saving Throws. Creatures: +2 to Willpower Saves vs. Fear/Anger.
- 10: Objects: +6 to Saving Throws. Creatures: +3 to Willpower Saves vs. Fear/Anger.
Desire
Tier: 2
Description: This greater rune causes an object to become unnaturally desirable to the senses. As such anyone who is capable of sensing it (clearly see, clearly hear, clearly smell, clearly touch, or clearly taste it) will feel a strong desire for it in one shape or form. It could be greed. It could be comfort. It could be excitement, etc. Regardless of the reason or source, they will desire the object, either to carry it, wield it, or just stand entranced on the object. Those sensing it can roll a willpower save to resist this. Note: If enchanted with a radius, it will emit this desire for the object even if it's not noticed by the 5 senses, and if it is properly worn/wielded/carried they will receive an additional -1 to their willpower save for every 2 grades of power.
Grades of Power:
- 1: +4 to Willpower Saves.
- 2: +3 to Willpower Saves.
- 3: +2 to Willpower Saves.
- 4: +1 to Willpower Saves.
- 5: No Modifier.
- 6: -1 to Willpower Saves.
- 7: -2 to Willpower Saves.
- 8: -3 to Willpower Saves.
- 9: -4 to Willpower Saves.
- 10: -5 to Willpower Saves.
Detection
Description: This Prime Rune is the essence of hyperawareness of one's surroundings, and imbuing this hyperawareness into objects in a way that allows them and their runes to innately respond. By default how objects react is typically a very light vibration or humming/rattling, however when chained to other runes like fire-heat, or light-glow, it could cause other effects. The Detection rune can act as a more powerful and versatile trigger than others, but also more sensitive. While theoretically more greater runes could be constructed, the three most common greater runes are that of Magic, Good/Neutrality/Evil, Living or Animation.
Isolated Effect: When used by itself, it will detect any and everything (see all runes below, up to maximum tier unlocked) within a 1' Radius.
Duration: All forms of the Detection rune last for 1 day per grade of power.
Magic
Tier: 1
Description: This greater rune is sensitive to magical powers, including those from negative and positive energies, planar energies (elemental essences, chaos energies, shadowstuffs) and clerical powers. This rune will activate to the fullest effect, triggering any runes chained to it, no matter how small an amount of the energies are sensed and detected. The lesser rune of limit can force the rune to not trigger unless a higher amount of energy is reached (such as enough for a passive ability, a cantrip, etc.). The lesser rune of exclusion can reduce the number of energy types or powers trigger rune activation.
Grades of Power:
- 1-2: 1' Radius.
- 3-4: 3' Radius.
- 5-6: 1" Radius.
- 7-8: 2" Radius.
- 9: 4" Radius.
- 10: 6" Radius.
Alignment
Tier: 1
Description: This greater rune is sensitive to the essence of true good, true neutral, true evil, true lawful and true chaotic. This rune will activate to the fullest effect, triggering any runes chained to it, no matter how small an amount of it's presence is sensed and detected. The lesser rune of limit can force the rune to not trigger unless a stronger presence is felt (a cleric or warlock spell, a minor true creature, etc.). The lesser rune of exclusion can remove one of the alignments instead of all the alignments at once.
Grades of Power:
- 1-2: 1' Radius.
- 3-4: 3' Radius.
- 5-6: 1" Radius.
- 7-8: 2" Radius.
- 9: 4" Radius.
- 10: 6" Radius.
Power
Tier: 1
Description: This greater rune is sensitive to the essence of runic powers. This rune will activate to the fullest effect, triggering any runes chained to it, no matter how weak or singular the runes sensed and detected. The lesser rune of limit can force the rune to not trigger unless a specific tier or power grade and higher is noticed. The lesser rune of exclusion can remove certain runes from detection, such as those of a specific language, any rune lines bearing a specific mark or rune, etc. Note though that any runes hidden by runes of invisibility get a saving throw based on the rank of their creator.
Grades of Power:
- 1-2: 1' Radius.
- 3-4: 3' Radius.
- 5-6: 1" Radius.
- 7-8: 2" Radius.
- 9: 4" Radius.
- 10: 6" Radius.
Living
Tier: 2
Description: This greater rune is sensitive to the essence of life itself. This rune will activate to the fullest effect, triggering any runes chained to it, no matter how weak or small the life force is. The lesser rune of limit can force the rune to not trigger unless a specific strength of life (typically ranging from microscopic life, then plant life, then animal life, then hollow souls, then full souls). The lesser rune of exclusion can remove specific types of life (humanoid, demi-human, beasts, etc.), specific creatures (dracon, dwarf, elf, etc.), etc. so as to narrow the potential triggers.
Grades of Power:
- 1-2: 1' Radius.
- 3-4: 3' Radius.
- 5-6: 1" Radius.
- 7-8: 2" Radius.
- 9: 4" Radius.
- 10: 6" Radius.
Earth
Description: This Prime Rune is the essence of the very earth below one's feet. The soil, the stonework, the minerals, the gemstones. The very essence is imbued into objects. The four greater runes of harden, rough, sifting and density have varying effects on the object it's carved into, creatures, or those around the object if enchanted.
Isolated Effect: When used by itself it causes the object to become a little harder and a little heavier than normal.
Duration: All forms of the Earth rune last for 1 day per grade of power if engraved onto objects. If engraved onto creatures they last for 2 hours per grade of power.
Harden
Tier: 1
Description: This greater rune causes the object to become hardened, enduring and durable, capable of rejecting and lasting greater impacts, whether they be from the object swinging against a surface, or an outside force striking the object. The exception to this rule is tools and weapons designed to penetrate hard surfaces via a point (i.e. piercing), or heavy bludgeoning tools designed to crack hard surfaces like sledgehammers (not combat hammers). It also can resist wear, increasing the amount of time it takes before an object is damaged by the wears of time.
Grades of Power:
- 1-2: Objects: +1 to Saves vs. Force, Lasts 1 Week before Wearing. Creatures: 5% Resistance to Bleeding.
- 3-4: Objects: +1 to Saves vs. Force, Lasts 1 Month before Wearing. Creatures: 10% Resistance to Bleeding.
- 5-6: Objects: +2 to Saves vs. Force, +1 to AC, Lasts 4 Months before Wearing. Creatures: 25% Resistance to Bleeding.
- 7-8: Objects: +3 to Saves vs. Force, +1 to AC, Lasts 1 Year before Wearing. Creatures: +1 to AC, 40% Resistance to Bleeding.
- 9: Objects: +4 to Saves vs. Force, +2 to AC, Lasts 5 Years before Wearing. Creatures: +1 to AC, 50% Resistance to Bleeding.
- 10: Objects: +5 to Saves vs. Force, +3 to AC, Lasts 10 Years before Wearing. Creatures: +2 to AC, 60% Resistance to Bleeding.
Rough
Tier: 1
Description: This greater rune causes the object to become rough, ridged, bumpy, grainy, etc., and overall removing the smoothness to the object's surface. This has varying effects depending on the object, i.e. a floor can become a stage 1 rough terrain, while on a sword handle it may make it easier to grip and thus harder to parry, disarm, etc. (specifically a -2 to such attempts) Though it should be noted that without proper protection, any roughened object will wear at the user's hands, dealing 1 point of damage for every 5 segments. Any object affected by this rune becomes more vulnerable to chipping or carving tools such as pickaxes as the roughened surface is easier to land a more critical strike against (i.e. +2 to hit and crits are 19-20).
Grades of Power: N/A
Sifting
Tier: 2
Description: This greater rune causes the object to become loose but clung, moldable. To become in it's structure akin to that of the soil of the earth. This makes it possible to reshape, mold, adjust, pull, etc. the object more easily than before. It is even possible to push objects into, out from, or through the material. Note though that the object cannot be torn asunder. Furthermore, any object that is protected by runes, magics, and other such things cannot be affected by this rune.
Grades of Power: N/A
Density
Tier: 2
Description: This greater rune causes the object to become increased in it's density, growing the object's overall mass and weight and thus affecting it's resistance to movement, impact force, and overall cumbersomeness.
Grades of Power:
- 1-2: +10% Weight Increase.
- 3-4: +20% Weight Increase.
- 5: +35% Weight Increase.
- 6: +50% Weight Increase.
- 7: +80% Weight Increase.
- 8: +100% Weight Increase.
- 9: +150% Weight Increase.
- 10: +200% Weight Increase.
Fear
Description: This Prime Rune is the essence of the primal emotions of fear, horror and terror, instilling in objects the effects of fear in all living creatures. The four greater runes of hesitation, hide, focus and terror have varying effects on the object it's carved into, creatures, or those around the object if enchanted.
Isolated Effect: When used by itself, it causes the object to freeze it's function, or become more heavy & sluggish, for 1-6 seconds.
Duration: All forms of the Fear rune last for 2 hours per grade of power if engraved into objects, or if all falters are used up for the greater rune of hesitation. If engraved onto creatures they last for 30 minutes per grade of power.
Hesitation
Tier: 1
Description: This greater rune causes the object to gain the nature of hesitation, resulting in it faltering before the first use of it's primary function after triggering/activation. Examples of what this looks like is a door appearing to be locked for the first few seconds when it's actually unlocked, a box seeming stuck at first, a shield becoming cumbersome and unusable when receiving an attack, swords pulling back on the first swing, and so forth. For creatures it activates whenever a conscious action is taken, faltering in a sensation of fear, though conditions can be placed to prevent the activations from being wasted. Note that the number of times an object can falter can be increased with the charge rune (# of charges times number of falters).
Grades of Power:
- 1-2: Objects: Falters Once, 2 Seconds (1 instant). Creatures: Falters Once, 2 Seconds (1 instant), +5 to their Saving Throw.
- 3-4: Objects: Falters Once, 4 Seconds (2 instants). Creatures: Falters Once, 4 Seconds (2 instants), +4 to their Saving Throw.
- 5: Objects: Falters up to Two Times, 6 Seconds (1 segment). Creatures: Falters Once, 4 Seconds (2 instants), +3 to their Saving Throw.
- 6: Objects: Falters up to Two Times, 8 Seconds (1 segment, 1 instant). Creatures: Falters up to Two Times, 6 Seconds (1 segment), +2 to their Saving Throw.
- 7: Objects: Falters up to Three Times, 10 Seconds (1 segment, 2 instant). Creatures: Falters up to Two Times, 6 Seconds (1 segment), +1 to their Saving Throw.
- 8: Objects: Falters up to Four Times, 12 Seconds (2 segments). Creatures: Falters up to Three Times, 8 Seconds (1 segment, 1 instant), +1 to their Saving Throw.
- 9: Objects: Falters up to Five Times, 14 Seconds (2 segments, 1 instant). Creatures: Falters up to Four Times, 10 Seconds (1 segment, 2 instants).
- 10: Objects: Falters up to Six Times, 16 Seconds (2 Segments, 2 instants). Creatures: Falters up to Five Times, 12 Seconds (2 segments).
Hide
Tier: 1
Description: This greater rune causes the object to gain the nature akin to hiding in safety, resulting in the object becoming relatively less noticeable to the senses of others, as well as better acclimating to the darkness and blending in slightly to the environment. Because of this they are never noticed unless the room is thoroughly investigated, and even then they are given a percent chance to hide from the senses, which can be increased or decreased based on how small or large the object is. For creatures it merely increases their bonus to hide in darkness and compelling them to hide from anyone.
Grades of Power:
- 1-2: Objects: 5% to Hide. Creatures: +5% to Hide, +5 to their Saving Throw.
- 3-4: Objects: 10% to Hide. Creatures: +5% to Hide, +4 to their Saving Throw.
- 5: Objects: 15% to Hide. Creatures: +10% to Hide, +3 to their Saving Throw.
- 6: Objects: 20% to Hide, +1 Roll Difficulty. Creatures: +10% to Hide, +2 to their Saving Throw.
- 7: Objects: 25% to Hide, +1 Roll Difficulty. Creatures: +15% to Hide, +1 to their Saving Throw.
- 8: Objects: 30% to Hide, +2 Roll Difficulty. Creatures: +15% to Hide.
- 9: Objects: 40% to Hide, +2 Roll Difficulty. Creatures: +20% to Hide.
- 10: Objects: 50% to Hide, +3 Roll Difficulty. Creatures: +25 to Hide.
Terror
Tier: 3
Description: This greater rune causes the object to gain the nature akin to true terror, resulting in the object becoming far more difficult to use whatsoever by others. Unlocked doors lock themselves when approached. Chests shut when approached. Laid objects roll or fall away when approached. Held objects vibrate and shake, making it much more difficult to use, and so forth. For creatures it simply applies the fear condition if they fail their saving throw.
Grades of Power:
- 1-2: Objects: -1 to Rolls to Use. Creatures: +5 to their Saving Throw.
- 3-4: Objects: -1 to Rolls to Use, 1' Base Radius. Creatures: +4 to their Saving Throw.
- 5: Objects: -2 to Rolls to Use, 1' Base Radius. Creatures: +3 to their Saving Throw.
- 6: Objects: -3 to Rolls to Use, 1' Base Radius. Creatures: +2 to their Saving Throw.
- 7: Objects: -3 to Rolls to Use, +1 Roll Difficulty, 2' Base Radius. Creatures: +1 to their Saving Throw.
- 8: Objects: -4 to Rolls to Use, +1 Roll Difficulty, 3' Base Radius. Creatures: No Modifiers.
- 9: Objects: -4 to Rolls to Use, +2 Roll Difficulty, 4' Base Radius. Creatures: -1 to their Saving Throw.
- 10: Objects: -5 to Rolls to Use, +3 Roll Difficulty, '5 Base Radius. Creatures: -2 to their Saving Throw.
Fire
Description: This Prime Rune is the essence of fire itself, of heat, of energy. The very same heat and energy that infravision sees. The very essence is imbued into objects. The four greater runes of heat, consume, burn and purify have varying effects on the object it's carved into, creatures, or those around the object if enchanted.
Isolated Effect: When used by itself the object rolls a saving throw versus power or else catches aflame (not a strong flame) for 1-6 seconds before going out (unless it's a consumable fuel source).
Duration: All forms of the Fire rune last for 1 day per grade of power if engraved onto objects. If engraved onto creatures they last for 2 hours per grade of power. If engraved or used on undead (purify) they last a mere 1 round per grade of power.
Heat
Tier: 1
Description: This greater rune causes the object to become capable of absorbing, storing and even generating heat passively, allowing the object become warmer, possibly hot at high enough power grades. Note that this is measured in fahrenheit. Note that it's never recommended to use this rune on a creature or else risking a fever. If used to stay warm the lesser rune limit should be paired with it to ensure it doesn't exceed natural internal temperatures.
Grades of Power:
- 1-2: +1 Degrees per 30 Minutes, Up to 80 Degrees.
- 3-4: +3 Degrees per 30 Minutes, Up to 85 Degrees.
- 5: +5 Degrees per 30 Minutes, Up to 90 Degrees.
- 6: +10 Degrees per 30 Minutes, Up to 95 Degrees.
- 7: +15 Degrees per 30 Minutes, Up to 100 Degrees.
- 8: +20 Degrees per 30 Minutes, Up to 105 Degrees.
- 9: +25 Degrees per 30 Minutes, Up to 110 Degrees.
- 10: +30 Degrees per 30 Minutes, Up to 120 Degrees.
Consume
Tier: 1
Description: This greater rune causes the object to become capable of consuming a greater amount of fuel if they naturally require some (such as a furnace, lantern, etc.), or will consume non runic/magical/material objects that fail their saving throw when coming into contact with them. Note that non-fueled objects require mundane runes to determine what is to be consumed. Without them it will consume anything and everything it touches. With them the object will not function properly until it's fed a certain amount of the material. For creatures it multiplies how much food and water their body requires to function.
Grades of Power:
- 1-2: Objects-Fueled: x1.25 Consumption. Objects-Other: +5 to Saving Throws or 1 Material/Offering. Creatures: x1.5 Food/Water.
- 3-4: Objects-Fueled: x1.5 Consumption. Objects-Other: +4 to Saving Throws or 1-2 Material/Offerings. Creatures: x1.75 Food/Water.
- 5-6: Objects-Fueled: x2 Consumption. Objects-Other: +3 to Saving Throws or 1d4 Material/Offerings. Creatures: x2 Food/Water.
- 7-8: Objects-Fueled: x2.5 Consumption. Objects-Other: +2 to Saving Throws or 1d6 Material/Offerings. Creatures: x3 Food/Water.
- 9: Objects-Fueled: x3 Consumption. Objects-Other: +1 to Saving Throws or 2d4 Material/Offerings. Creatures: x4 Food/Water.
- 10: Objects-Fueled: x4 Consumption. Objects-Other: 4d4 Material/Offerings. Creatures: x5 Food/Water.
Burn
Tier: 2
Description: This greater rune causes the object to become capable of increasing the effectiveness of an object when it is fed more fuel than it normally requires. Thus a furnace can smelt faster and burn hotter. Lanterns burn more brightly. Furthermore, if paired up with the Consume rune following the Burn rune, instead of not functioning without a material/offering, giving the object one will enhance it's normal capabilities by a slight degree depending on the grade of power. Thus a weapon may gain bonuses to hit enemies. A wall or door may gain increased structure AC. Armor may gain a +1 to AC. Pianos may play louder and more clear. Tools may apply an additional bonus to their proficiency, etc. For creatures it is uncertain what will increase, though more often than not it is typically ability scores that receive a temporary boost.
Grades of Power:
- 1-2: +1 to Stats/Quality/Bonus 50% of the time.
- 3-4: +1 to Stats/Quality/Bonus 75% of the time.
- 5-6: +1 to Stats/Quality/Bonus.
- 7-8: +2 to Stats/Quality/Bonus.
- 9: +3 to Stats/Quality/Bonus.
- 10: +4 to Stats/Quality/Bonus.
Purify
Tier: 3
Description: This greater rune causes the object to broken and separated, purified as though it were ores in the smelter. This results in the object slowly being separated from any sort of 'impurities', or in other words, anything mixed with, penetrating into, or attached to the surface of the object that is not meant to be there. It doesn't polish an object, nor does it clean the object, however any foreign element to the object to be rejected. Spears in shields would slowly slide out, pigments added to a surface after it's creation fades away, objects not meant to be in a certain container slowly spill out, etc. For creatures it merely expels foreign objects such as arrows, shrapnel, etc. For undead they will receive burn damage for every failed save per round.
Grades of Power:
- 1-2: Objects: 1 Inch per Turn. Creatures: 1 Inch per Round, -5 to Save vs. Pain/Dmg. Undead: +5 to Saving Throws, 1 dmg per round.
- 3-4: Objects: 1 Inch per 5 Rounds. Creatures: 1 Inch per 9 Segments, -4 to Save vs. Pain/Dmg. Undead: +4 to Saving Throws, 1 dmg per round.
- 5: Objects: 1 Inch per 3 Rounds. Creatures: 1 Inch per 8 Segments, -4 to Save vs. Pain/Dmg. Undead: +3 to Saving Throws, 1 dmg per round.
- 6: Objects: 1 Inch per 2 Rounds. Creatures: 1 Inch per 7 Segments, -3 to Save vs. Pain/Dmg. Undead: +3 to Saving Throws, 2 dmg per round.
- 7: Objects: 1 Inch per 1 Round. Creatures: 1 Inch per 6 Segments, -2 to Save vs. Pain/Dmg. Undead: +2 to Saving Throws, 2 dmg per round.
- 8: Objects: 1 Inch per 8 Segments. Creatures: 1 Inch per 5 Segments, -2 to Save vs. Pain/Dmg. Undead: +1 to Saving Throws, 3 dmg per round.
- 9: Objects: 1 Inch per 5 Segments. Creatures: 1 Inch per 3 Segments, -1 to Save vs. Pain/Dmg. Undead: 3 dmg per round.
- 10: Objects: 1 Inch per 3 Segments. Creatures: 1 Inch per Segment. Undead: -1 to Saving Throws, 3 dmg per round.
Image
Description: This Prime Rune is the essence of visual appearance itself. From paintings and illustrations, physical form and shape, to perceived energies and illusions. The two greater runes of illustration and illusion are able to add to or change the appearance of objects.
Isolated Effect: When used by itself, a simple image, symbol, illustration or surface illusion is created in a 1/2' x 1/2' area.
Duration: The Image rune is a permanent change. The Illusion rune lasts for 1 Turn per grade of power.
Illustration
Tier: 1
Description: This greater rune causes the object to become carved and etched, gaining any sort of designs chosen by the runesmith. Note that the designs will never be masterwork quality, but it is perfectly average work regardless. Any runes carved by Illustration will never be capable of being empowered. If paint is added to the illustration rune it allows the surface to be painted and/or carved. Keep in mind that the material must be smooth and not broken up to carve/paint. For creatures this can still carve, or paint in the form of skin paint or tattoo.
Grades of Power:
- 1: 1' Square Foot Surface Area.
- 2: 2' Square Foot Surface Area.
- 3: 4' Square Foot Surface Area.
- 4: 8' Square Foot Surface Area.
- 5: 1" Square Foot Surface Area.
- 6: 15' Square Foot Surface Area.
- 7: 2" Square Foot Surface Area.
- 8: 3" Square Foot Surface Area.
- 9: 4" Square Foot Surface Area.
- 10: 5" Square Foot Surface Area.
Illusion
Tier: 2
Description: This greater rune causes the object to change a part of, or even the whole of them, to be perceived differently according to the seven senses. The image can be perceived to be of different material, shape, design, theme, object, or even different sizes. However only the square area available is what can be affected. If an object is equal to 1 cubic foot, and only a 1/2 cubic foot of area is available, only half the object can be changed. If there's a 2 cubic foot area it's possible to make it seem like the object is twice as big, and so forth. Finally this is merely an illusion, it doesn't physically change the object. For creatures it is more or less the same.
Grades of Power:
- 1: 1' Cubic Foot Surface Area.
- 2: 2' Cubic Foot Surface Area.
- 3: 4' Cubic Foot Surface Area.
- 4: 6' Cubic Foot Surface Area.
- 5: 8' Cubic Foot Surface Area.
- 6: 1" Cubic Foot Surface Area.
- 7: 15' Cubic Foot Surface Area.
- 8: 2" Cubic Foot Surface Area.
- 9: 25' Cubic Foot Surface Area.
- 10: 3" Cubic Foot Surface Area.
Key
Description: This Prime Rune is the essence of passage through guarded lands, barred areas, defenses and protections. The two greater runes of access and unlock are able to protect one from their own runes, or to unlock simple mechanisms.
Isolated Effect: When used by itself, it can unlock a simple lock temporarily, or temporarily turn off runes with a matching mark.
Duration: The Access Rune is permanent. The Unlock Rune is an instant use.
Access
Tier: 1
Description: This greater rune prevents the activation of any runes with specific triggers to activated that resonate with your ethereal and astral signature. Note that if the runesmith adds the Prime Mark Rune to the access rune line, it will also prevent any runes bearing the same mark from triggering. Note that this only works if the object is resting upon the runes, or is carried by a creature.
Grades of Power:
- 1-3: Diffuses up to Tier 1 Runes.
- 4-5: Diffuses up to Tier 2 Runes.
- 6-7: Diffuses up to Tier 3 Runes.
- 8-9: Diffuses up to Tier 4 Runes.
- 10: Diffuses up to Tier 5 Runes.
Unlock
Tier: 2
Description: This greater rune causes lock mechanisms to shift into the unlocked position. For the most part it only affects simplistic mechanics, though it can affect moderate mechanisms at higher grades of power. Simple mechanisms are: Latches, bars, sliding bolts, unwarded locks, pin locks. Moderate mechanisms are: Short/Simple combination locks, warded locks, tumbler locks. Advanced mechanisms are: Pin-Tumbler locks, disc-detainer locks. Note that it can never affect magical locks.
Grades of Power:
- 1-6: Simple Locks.
- 7-9: Moderate Locks.
- 10: Advanced Locks.
Language
Description: This Prime Rune is the essence of languages, communication, understanding and the like. The three greater runes of modify, translate and confuse allow one to change the written texts on an object's surface.
Isolated Effect: When used by itself, it imprints a short script onto the object using whatever language rune you select.
Duration: The greater rune of modify is permanent, while all other runes last for 1 turn per grade of power.
Modify
Tier: 1
Description: This greater rune allows the runesmith to alter the written text upon an object to some degree, changing the coloration of the ink/paint, tweak the font, make the text larger or smaller, and so forth. At a grade of power of 7 or higher, they can also change the words from one to another, but only if they are not runes of power, mythical languages, or magically enchanted. For creatures it affects any words written on their body.
Grades of Power: N/A
Translate
Tier: 1
Description: This greater rune causes the written text upon an object to automatically change from one language to another language. In order to do this the runesmith must know the runic language of each tongue they are translating the text from and to, placing the runic symbol for both languages in the text. This cannot translate any mythical languages or magically enchanted texts.
Grades of Power: N/A
Confuse
Tier: 1
Description: This greater rune causes the written text upon an object to become completely and totally unreadable, gibberish, and so forth. It can either be literal gibberish in the sense that it transforms into shapes, symbols and words that literally have no meaning, or just become impossible to perceive with the senses. This cannot affect any mythical languages or magically enchanted texts.
Grades of Power: N/A
Levitation
Description: This Prime Rune is the essence of all things that defy or fight gravity, that fly through the air. The three greater runes of equilibrium, rise and fly apply varying degrees of defying gravity.
Isolated Effect: When used by itself, the object will, when lifted or thrown up into the air, hover for 1-6 seconds before falling back down again.
Duration: The greater rune of equilibrium lasts for 1 hour per grade of power. The greater rune of rise lasts 3 turns per grade of power. The greater rune of fly lasts 1 round per grade of power.
Equilibrium
Tier: 1
Description: This greater rune causes the object's density and the effectiveness of gravity upon it to become specially distributed and regulated to allow the object the ability to stand, rest, or move upon/along surfaces such as magma, mud, quicksand, snow, oils, water, etc. without sinking. It does not protect them from environmental effects (such as icing over or melting). Note that there are two weight limits. The first allows the object to not sink at all, while the second slows the object's descent. For creatures it does the same thing, however without the aid of enhancement runes it likely won't affect them at all.
Grades of Power:
- 1: Objects-Semi-Surface: 10 lbs full, 20 lbs slow. Objects-Liquid-Surface: 5 lbs, 10 lbs slow.
- 2: Objects-Semi-Surface: 20 lbs, 40 lbs slow. Objects-Liquid-Surface: 10 lbs, 15 lbs slow.
- 3: Objects-Semi-Surface: 30 lbs, 60 lbs slow. Objects-Liquid-Surface: 15 lbs, 20 lbs slow.
- 4: Objects-Semi-Surface: 40 lbs, 80 lbs slow. Objects-Liquid-Surface: 20 lbs, 25 lbs slow.
- 5: Objects-Semi-Surface: 50 lbs, 100 lbs slow. Objects-Liquid-Surface: 25 lbs, 30 lbs slow.
- 6: Objects-Semi-Surface: 60 lbs, 120 lbs slow. Objects-Liquid-Surface: 30 lbs, 35 lbs slow.
- 7: Objects-Semi-Surface: 70 lbs, 140 lbs slow. Objects-Liquid-Surface: 35 lbs, 40 lbs slow.
- 8: Objects-Semi-Surface: 80 lbs, 160 lbs slow. Objects-Liquid-Surface: 40 lbs, 45 lbs slow.
- 9: Objects-Semi-Surface: 90 lbs, 180 lbs slow. Objects-Liquid-Surface: 45 lbs, 50 lbs slow.
- 10: Objects-Semi-Surface: 100 lbs, 200 lbs slow. Objects-Liquid-Surface: 50 lbs, 55 lbs slow.
Rise
Tier: 2
Description: This greater rune causes gravity's effectiveness upon the object, while also creating a natural updraft to help push the object up into the air, rather than just rest upon the surface of something not structurally sound. This rune does not allow an object to rotate, change direction or otherwise move at all through the air, merely to levitate upward slightly up to it's power grade's limit based on how the runesmith sets it. For creatures it does the same thing, however without the aid of enhancement runes it likely won't affect them at all.
Grades of Power:
- 1: 5 lbs, up to 1 inch
- 2: 10 lbs, up to 3 inches
- 3: 15 lbs, up to 6 inches
- 4: 20 lbs, up to 8 inches
- 5: 30 lbs, up to 1 foot
- 6: 40 lbs, up to 2 feet
- 7: 55 lbs, up to 3 feet
- 8: 75 lbs, up to 4 feet
- 9: 100 lbs, up to 6 feet
- 10: 150 lbs, up to 10 feet
Fly
Tier: 3
Description: This greater rune mostly negates gravity's effectiveness upon the object, as well as creating a sustained updraft to help raise, turn and rotate the object through the air rather than just rest upon the surface or hover in place. The object cannot move by it's own accord, but can move along a set path determined by the runesmith by placing a mark rune upon the object, and then placing the fly and identical mark runes upon the floor with numbers, resulting in the object flying to each mark at a certain height (determined by mundane runes). For creatures it does the same thing, however without the aid of enhancement runes it likely won't affect them at all.
Grades of Power:
- 1: 5 lbs, up to 2 inchs
- 2: 10 lbs, up to 6 inches
- 3: 15 lbs, up to 1 foot
- 4: 20 lbs, up to 1.5 feet
- 5: 30 lbs, up to 2 feet
- 6: 40 lbs, up to 4 feet
- 7: 55 lbs, up to 6 feet
- 8: 75 lbs, up to 8 feet
- 9: 100 lbs, up to 12 feet
- 10: 150 lbs, up to 20 feet
Light
Description: This Prime Rune is the essence of illumination, light, and clarity. The two greater runes of glow and shine apply varying degrees of illumination upon the runes, illustrations, and/or the object itself.
Isolated Effect: The object glows brightly enough to illuminate approximately 1' radius per Power Grade up to 5, then 1/2' per Power Grade up to 10
Duration: The greater rune of glow and the greater rune of shine last for 1 hour per grade of power.
Glow
Tier: 1
Description: This greater rune causes the runes of power, mundane runes, written script, drawings, painted illustrations, embroidery, carvings, markings, patterns, designs, etc. of the runesmith's choosing to emit a soft glowing light that is noticeable in the dark, but not hurtful to the eyes. The radius of it's glow is, at it's strongest, that of a small candlelight (i.e. 2' clear light, 5' dim light / 7'). By default the color of the glowing light is a pale white, however if the runesmith applies a color pigment to the runes, they can customize which color the glow will be.
Grades of Power: N/A
Shine
Tier: 1
Description: This greater rune causes the object itself to start shining a light bright enough to illuminate the area around it. Note that if the object in question is transparent (i.e. a gemstone, crystal, glass, etc.) it will shine more brightly. Also note that if the object is any smaller than two inches in diameter the level of light will be halved, and if the object is any larger than 6 inches the light will be doubled in brightness.
Grades of Power:
- 1-2: Tiny: 1' Clear, 2' Dim. Standard: 2' Clear, 4' Dim. Large: 4' Clear, 8' Dim.
- 3-4: Tiny: 2' Clear, 4' Dim. Standard: 4' Clear, 8' Dim. Large: 8' Clear, 16' Dim.
- 5-6: Tiny: 3' Clear, 6' Dim. Standard: 6' Clear, 12' Dim. Large: 12' Clear, 24' Dim.
- 7-8: Tiny: 4' Clear, 8' Dim. Standard: 8' Clear, 16' Dim. Large: 16' Clear, 32' Dim.
- 9: Tiny: 5' Clear, 1" Dim. Standard: 1" Clear, 2" Dim. Large: 2" Clear, 4" Dim.
- 10: Tiny: 6' Clear, 12' Dim. Standard: 12' Clear, 24' Dim. Large: 24' Clear, 48' Dim.
Luck
Description: This Prime Rune is the essence of luck, fortune, misfortune, chance and fate. The three greater runes of fortune, misfortune and chance apply varying degrees of bonuses, penalties, or potentially even favor or burden upon the object and it's purpose, endurance and endeavors.
Isolated Effect: When the object is rolling a saving throw, or it's being used, there is a 50% chance for fortune or misfortune (01-50 = -1 penalty. 51-00 = +1 bonus).
Duration: The greater runes of fortune and misfortune last for 1 round per Grade of Power, while the greater rune of Chance lasts 1 turn per Grade of Power.
Fortune
Tier: 1
Description: This greater rune causes the objects to become fortunate in their endeavors. As such the object this rune is carved into gains bonuses to it's saving throw, as well as it's intended use. Thus if placed upon a sword it will have a +1 to hit it's target. If placed upon a lock it will enforce a -5% penalty to lockpicking. If placed upon a wall it will have +1 AC, and so forth. There are two ways this can be used. Either Passively, indicating that there is a percent chance of receiving a bonus for each use/save throughout the duration. Or Charged, indicating that there's a limited number of bonuses based on it's number of charges.
Grades of Power:
- 1-4: Charge: +1 if 50 or lower is rolled. Passive: +1 if 25 or lower is rolled.
- 5-6: Charge: +1 per Charge. Passive: +1 if 50 or lower is rolled.
- 7-8: Charge: +2 per Charge. Passive: +1 if 65 or lower is rolled. +2 if 50 or lower is rolled.
- 9: Charge: +3 per Charge. Passive: +1 if 80 or lower is rolled. +2 if 50 or lower is rolled. +3 if 35 or lower is rolled.
- 10: Charge: +4 per Charge. Passive: +1 if 90 or lower is rolled, +2 if 65 or lower is rolled, +3 if 50 or lower is rolled, +4 if 35 or lower is rolled.
Misfortune
Tier: 1
Description: This greater rune causes the objects to become unfortunate in their endeavors. As such the object this rune is carved into gains penalties to it's saving throw, as well as it's intended use. Thus if placed upon a sword it will have a -1 to hit it's target. If placed upon a lock it will provide a +5% bonus to lockpicking. If placed upon a wall it will have -1 AC, and so forth. There are two ways this can be used. Either passively, indicating that there is a percent chance of receiving a penalty for each use/save throughout the duration. Or charged, indicating that there's a limited number of penalties based on it's number of charges.
Grades of Power:
- 1-4: Charge: -1 if 50 or lower is rolled. Passive: -1 if 25 or lower is rolled.
- 5-6: Charge: -1 per Charge. Passive: -1 if 50 or lower is rolled.
- 7-8: Charge: -2 per Charge. Passive: -1 if 65 or lower is rolled. -2 if 50 or lower is rolled.
- 9: Charge: -3 per Charge. Passive: -1 if 80 or lower is rolled. -2 if 50 or lower is rolled. -3 if 35 or lower is rolled.
- 10: Charge: -4 per Charge. Passive: -1 if 90 or lower is rolled. -2 if 65 or lower is rolled. -4 if 50 or lower is rolled.
Chance
Tier: 2
Description: This greater rune causes objects to receive unpredictable bouts of fortune and misfortune. As such the object this rune is carved into gains either a bonus or penalty to it's saving throw and intended use based on the percentile (01-50 = bonus. 51-00 = penalty). Thus if placed upon a sword it will have a +2 or -2 to hit it's target. If placed upon a lock it will provide a -10% or +10% modifier to lockpicking. If placed upon a wall it will have +2 or -2 AC, and so forth. There are two ways this can be used. Either passively, indicating that there is a percent chance of receiving a modifier for each use/save throughout the duration. Or charged, indicating that there's a limited number of modifier based on it's number of charges.
Grades of Power:
- 1-4: Charge: 1 Modifier per Charge. Passive: 1 Modifier if 50 or lower is rolled.
- 5-6: Charge: 2 Modifiers per Charge. Passive: 1 Modifier if 65 or lower is rolled. 2 Modifiers if 50 or lower is rolled.
- 7-8: Charge: 3 Modifiers per Charge. Passive: 1 Modifier if 80 or lower is rolled. 2 Modifiers if 65 or lower is rolled. 3 Modifiers if 50 or lower is rolled.
- 9: Charge: 4 Modifiers per Charge. Passive: 1 Modifier if 90 or lower is rolled. 2 Modifiers if 80 or lower is rolled. 3 Modifiers if 65 or lower is rolled. 4 Modifiers if 50 or lower is rolled.
- 10: Charge: 5 Modifiers per Charge. Passive: 2 Modifiers if 90 or lower is rolled. 3 Modifiers if 80 or lower is rolled. 4 Modifiers if 65 or lower is rolled. 5 Modifiers if 50 or lower is rolled.
Mark
Description: This Prime Rune is the essence of names, image and identity. When the runesmith carves the Mark onto an object, they immediately follow it up by carving a mundane rune on top of the Mark rune, which is absorbed into it's power. Anyone capable of sensing mythical energies can attempt to reveal the mundane mark with a successful check, but otherwise only the Mark rune will be visible. There are four types of Mundane runes that can be carved onto the rune of power. The first is the Runesmith's Personal Mark, i.e. the symbol that represents them and their craft. Everyone's personal rune is unique to them, and only those who practice the craft (i.e. runesmiths) know what their personal mark looks like. The second is representative runes. Examples include runes that represent a specific creature or category of creature, or a type of weapon, mineral, etc. The third type is mundane symbols. This could be heraldry, or it could be a made up marking by the runesmith. Finally the last form of the mark is that of the True Name (can only identify one's true name via the true name spell).
The Mark rune can be used in one of two ways. The most common is pairing it with other runes to specify what the runes should trigger for or not trigger for. Example being a runic trap that only activates if living creatures step within it's range, but doesn't activate if a specific Mark symbol is detected within that radius. The second method is to combine with the enhancement rune to make the Power Grades of the runes stronger by adding the Mark Rune as a condition to the trigger (i.e.: triggers for any living creature, but gets a 1 grade power boost when demi-humans are detected, or a 2 grade power boost if goblins (more specified) are detected).
Duration: Permanent.
Grades of Power: N/A
Mending
Description: This Prime Rune is the essence of restoration, repairing, and restored craftsmanship. It causes any non-magical, non-organic material, physical objects to slowly repair damage that has been dealt with it over a period of time until it's duration has run out. Note that how the rune identifies what should be 'restored' and how depends on what the creators of the object intended for it when they carved it. Thus if the object was created by a runesmith who's goal was to immediately carve a set of runes into the object, the runes will never be removed (though they also won't be empowered and useless if they already ran out of power). For every point of structure damage to the object, it takes one full hour to restore. If placed specifically to undo depowered runes, each rune is considered 1/4 a point of structure damage (i.e. 4 runes undone per hour). Like with other runes, you cannot add and empower this rune on an object that already has runes with lingering or active power.
Duration: 1 Hour per Grade of Power. This can of course be extended using other runes.
Noise
Description: This Prime Rune is the essence of soundwaves, noise and loudness. As such the three greater runes of amplify, resonate, modify and message modify the natural sounds objects make to be louder, travel longer and easier, or even generate the sounds of actual words.
Isolated Effect: The object during activation just makes noise (whether this be it's own sound, or something random) nonstop, even if not being used. It's volume is based on the average amount of sound the object makes.
Duration: The greater runes of amplify, resonate and modify last for 1 hour per Grade of Power. For the message rune however, depending on how it's used it will last for 1 hour per Grade of Power, or only last for as long as the spoken message lasts.
Amplify
Tier: 1
Description: This greater rune causes objects to project far more sound than they normally would generate on their own, when used, and when impacting other objects/surfaces in the world. Thus if placed upon an instrument, it will play more louder. If placed upon a boomerang it will make more noise as it flies through the air. The same can be said for whistles, swords, etc. If placed on the floor, anyone or anything stepping, dropping onto, or crashing into it generates a louder impact sound, etc.
Grades of Power:
- 1: 5% More Louder
- 2: 10% More Louder
- 3: 15% More Louder
- 4: 20% More Louder
- 5: 25% More Louder
- 6: 30% More Louder
- 7: 40% More Louder
- 8: 50% More Louder
- 9: 65% More Louder
- 10: 90% More Louder
Resonate
Tier: 1
Description: This greater rune causes the sound emitted by the object both by normal use, and by impacting other objects/surfaces in the world to travel far more unhindered through whatever medium it is traversing through. Thus it might be more easily heard by humanoids in water, it will sound less muffled when heard behind doors and even walls, it will sound more distinct and clear if played in the middle of a noisy crowd, and so forth.
Grades of Power:
- 1: 5% More Clearly
- 2: 10% More Clearly
- 3: 15% More Clearly
- 4: 20% More Clearly
- 5: 25% More Clearly
- 6: 30% More Clearly
- 7: 40% More Clearly
- 8: 50% More Clearly
- 9: 65% More Clearly
- 10: 90% More Clearly
Modify
Tier: 2
Description: This greater rune causes the sound emitted by the object itself, i.e. a musical instrument's sounds when used, a chest's sound when opened and closed, a whistle's sound when blown, etc. to sound differently than it's intended sound. Thus a whistle's blow could instead sound like a roaring flame, a musical instrument like a growling lion, and so forth. Note!: The sound to be replacing the original sound cannot be any louder or softer than what the object is capable of making! Thus a harp cannot be made to sound like a dragon's mighty roar, but could sound like a baby dragon's growling.
Grades of Power: N/A
Message
Tier: 2
Description: This greater rune causes the sound to either subtly 'whisper' a worded message amidst the sounds the object naturally makes (i.e. the music of an instrument, the high pitched sound of a whistle, etc.), or for the object's sound to be completely and totally replaced by the message during activation. Note that the first method lasts far longer than the second. The message can ONLY be written in a language the runesmith knows, as they must carve the message in the form of mundane runes immediately following this rune of power.
Grades of Power:
- 1: 1 Word Maximum.
- 2: 2 Words Maximum.
- 3: 3 Words Maximum.
- 4: 5 Words Maximum.
- 5: 7 Words Maximum.
- 6: 10 Words Maximum.
- 7: 12 Words Maximum.
- 8: 14 Words Maximum.
- 9: 16 Words Maximum.
- 10: 20 Words Maximum.
Preserve
Description: This Prime Rune is the essence of longevity and preservation. When carved onto inorganic materials such as stones, metals and the like, it extends the length of time it normally takes for said object to become rusted, eroded, tarnished, and so forth. When carved into organic materials such as wood, food, flesh, etc., it extends the length of time it normally takes the object to become spoiled, polluted, rotten, and so forth. Note that it does not prevent damage to the object by outside means such as striking the object, or casting a spell upon it. Only protecting it from the passage of time for it's duration.
Duration: Varies based on the object and how much longer it's duration before natural deterioration is extended via the Grade of Power.
Grades of Power:
- 1: 5% Longer
- 2: 10% Longer
- 3: 15% Longer
- 4: 20% Longer
- 5: 35% Longer
- 6: 50% Longer
- 7: 65% Longer
- 8: 80% Longer
- 9: 90% Longer
- 10: 100% Longer
Shaping
Description: This Prime Rune is the essence of form, shape, position, and transformation. The very concept of something changing from one form, into the form of another. From one shape to a new one through stretching, redistribution, etc. The three greater runes of shift, reflow and shape cause the objects in question to move, change direction of motion, or change in overall shape. Note that regardless of any rune used, it is impossible to expand and create more material to create a shape. Only whatever material is available in the area of effect is possible.
Isolated Effect: The object in question can 'slightly' shift in it's overall shape if medium or large, or 'moderately' shifted if it's a small object.
Duration: Permanent. Can be undone if the Shaping Rune is replaced with a Mending Rune.
Shift
Tier: 1
Description: This greater rune causes the object to react in one of two ways depending on the material of the object being affected. If the material is a loose and course one such as dirt, sand, gravel, and so forth, this greater rune causes the object to freely move and/or reshape into any structurally sound form or structure the runesmith desires. If the material is instead a solid material, or it is a creature, the rune will not change the shape of the object nor freely move it, but instead push/shift it's position in a specified direction up to 1 foot per segment.
Grades of Power:
- 1: Loose Material: 20 lbs. Solid Material/Creature: 10 lbs.
- 2: Loose Material: 40 lbs. Solid Material/Creature: 20 lbs.
- 3: Loose Material: 60 lbs. Solid Material/Creature: 30 lbs.
- 4: Loose Material: 80 lbs lbs. Solid Material/Creature: 40 lbs.
- 5: Loose Material: 100 lbs. Solid Material/Creature: 60 lbs.
- 6: Loose Material: 150 lbs. Solid Material/Creature: 80 lbs.
- 7: Loose Material: 200 lbs. Solid Material/Creature: 100 lbs.
- 8: Loose Material: 250 lbs. Solid Material/Creature: 125 lbs.
- 9: Loose Material: 300 lbs. Solid Material/Creature: 150 lbs.
- 10: Loose Material: 350 lbs. Solid Material/Creature: 200 lbs.
Reflow
Tier: 1
Description: This greater rune causes the object to change the direction any liquids or loose materials moving across it's surface, or within it, by varying degrees. This way, any sorts of streams, rivers, rockslides, mudslides, sliding dirt and gravel, magma and lava, etc. that flows over the affected area of effect will shift their trajectory in a different direction. This cannot increase or reduce momentum of the liquid/material, and it cannot force the substance to go uphill (though it can force it along an even pathway instead of downhill).
Grades of Power:
- 1: 1'x1' Foot Area
- 2: 2'x2' Foot Area
- 3: 3'x3' Foot Area
- 4: 4'x4' Foot Area
- 5: 5'x5' Foot Area
- 6: 6'x6' Foot Area
- 7: 7'x7' Foot Area
- 8: 8'x8' Foot Area
- 9: 9'x9' Foot Area
- 10: 10'x10' Foot Area
Shape
Tier: 3
Description: This greater rune causes whatever object or material it is carved upon to be reshaped and reformed into the desire of the carver via mundane runes. The overall material and object's form can take any shape the runesmith desires so long as the resulting shape will be structurally sound, for the runes will not form unstable structures (i.e. structures that, realistically, cannot hold themselves up at all). Thus if the runesmith writes for there to be a very long bridge with no supports, the rune will do nothing as it would collapse under it's own weight. Raw materials can be carved without issue so long as they are not alive. Carved objects (i.e. furniture instead of firewood, statue instead of boulder, etc.) are given a saving throw vs. the rune of shape. Magically enchanted objects get favor on their saving throw and have their saving throw grade of difficulty lowered. It takes a total of ten times the object's weight in minutes to fully shape. Thus if the object weighs 10 lbs, it would take 100 minutes (1 hour, 40 minutes).
Note: The rune's square area is merely how much mass/material the rune can affect. The object can be shaped out of this area without consequences.
Grades of Power:
- 1: 1' Cubic Foot, 200 lbs
- 2: 1.5' Cubic Feet, 400 lbs
- 3: 2' Cubic Feet, 600 lbs
- 4: 2.5' Cubic Feet, 800 lbs
- 5: 3' Cubic Feet, 1,000 lbs
- 6: 3.5 Cubic Feet, 1,200 lbs
- 7: 4 Cubic Feet, 1,400 lbs
- 8: 5 Cubic Feet, 1,600 lbs
- 9: 6 Cubic Feet, 1,800 lbs
- 10: 7 Cubic Feet, 1 ton
Seeing
Description: This Prime Rune is the essence of the senses, of vision, sight, seeing. The very concept of being able to visualize the world around you. The five greater runes of Infrared, Ultraviolet, Watcher, Ethereal and Astral allow the object it is engraved into to be capable of perceiving and sensing (through whatever it's normal means are) whatever type of light it's engraved to perceive.
Isolated Effect: By itself the rune of seeing sharpens & extends an object's natural 'visual detection' abilities by approximately 50% if object, or 10% if creature.
Duration: 1 Hour/Grade of Power for infrared, ultraviolet, ethereal and astral. 1 Turn/Grade of Power for Watcher.
Infrared
Tier: 1
Description: This greater rune causes the object's sensory capabilities to be highly sensitive to the infrared spectrum, which most often is via resonance, i.e. the vibrations given off by something, or via physical contact. Alternative methods can exist however if the object is capable of it, such as a mineral that reacts specifically to heat, radiation, magical energies, etc. Thus while the object can always detect the resonance of things such as the blowing wind, physical impact, and so forth, it can also 'see' via the rune of seeing infrared light if paired with a directional rune. It can be used to more greatly tune the precision of any triggers, as well as give the runic line infrared context surrounding what it is detecting, or it can merely be used to allow anyone using the Watcher rune to see via infrared light than normal light. On living creatures it merely grants infravision.
Grades of Power:
- 1-2: Objects: 5' range 'sight'. Creatures: 20/60 vision
- 3-4: Objects: 1" range 'sight'. Creatures: 20/40 vision
- 5-6: Objects: 2" range 'sight'. Creatures: 20/30 vision
- 7-8: Objects: 3" range 'sight'. Creatures: 20/25 vision
- 9: 4" Objects: 4" range 'sight'. Creatures: 20/20 vision
- 10: Objects: 5" range 'sight'. Creatures: 20/15 vision
Ultraviolet
Tier: 2
Description: This greater rune causes the object's sensory capabilities to be highly sensitive to the ultraviolet spectrum, which most often is via resonance, i.e. the vibrations given off by something, or via physical contact. Alternative methods can exist however if the object is capable of it, such as a mineral that reacts specifically to heat, radiation, magical energies, etc. Thus while the object can always detect the resonance of things such as the blowing wind, physical impact, and so forth, it can also 'see' via the rune of seeing ultraviolet light if paired with a directional rune. It can be used to more greatly tune the precision of any triggers, as well as give the runic line infrared context surrounding what it is detecting, or it can merely be used to allow anyone using the Watcher rune to see via ultraviolet light than normal light. On living creatures it merely grants ultravision.
Grades of Power:
- 1-2: Objects: 5' range 'sight'. Creatures: 20/80 vision
- 3-4: Objects: 1" range 'sight'. Creatures: 20/60 vision
- 5-6: Objects: 2" range 'sight'. Creatures: 20/40 vision
- 7-8: Objects: 3" range 'sight'. Creatures: 20/30 vision
- 9: 4" Objects: 4" range 'sight'. Creatures: 20/25 vision
- 10: Objects: 5" range 'sight'. Creatures: 20/20 vision
Watcher
Tier: 3
Description: This greater rune cannot operate unless 'paired' with another set of runes. Specifically it must be another rune with the watcher rune, both of them bearing the same mark rune, mundane number rune, and the appropriate chain rune. Once paired, the watcher rune allows one to 'see' through rune #1 whatever is visible to rune #2+. By default Watcher Runes can only view a certain distance in the immediate area directly in front. However this area can be lengthened and enlarged by adding enhancing and/or directional runes. It can also be modified to perceive in different 'lights' via the infrared, ultraviolet, ethereal and astral runes. Note that if the surface of the receiving rune is crystal or gem, a blurry image of what's seen can be shown there instead of in the mind. If there are more than 2 runes paired together, any of the runes can be used to perceive a higher number's vision, but never one below and never when one is being used. Only one can be viewed at a time.
Grades of Power:
- 1: No Directional Runes: 1' in front. With Directional Runes: 1' Distance.
- 2: No Directional Runes: 1' in front. With Directional Runes: 2' Distance.
- 3: No Directional Runes: 1' in front. With Directional Runes: 3' Distance.
- 4: No Directional Runes: 1' in front. With Directional Runes: 4' Distance.
- 5: No Directional Runes: 2' in front. With Directional Runes: 5' Distance.
- 6: No Directional Runes: 2' in front. With Directional Runes: 6' Distance.
- 7: No Directional Runes: 2' in front. With Directional Runes: 7' Distance.
- 8: No Directional Runes: 3' in front. With Directional Runes: 8' Distance.
- 9: No Directional Runes: 3' in front. With Directional Runes: 9' Distance.
- 10: No Directional Runes: 5' in front. With Directional Runes: 1" Distance.
Ethereal
Tier: 4
Description: This greater rune causes the object's sensory capabilities to be highly sensitive to the mysterious wavelength of the ethereal plane, which most often is via resonance, i.e. the vibrations given off by something, or via physical contact. Alternative methods can exist however if the object is capable of it, such as a mineral that reacts specifically to heat, radiation, magical energies, etc. Thus while the object can always detect the resonance of things such as the blowing wind, physical impact, and so forth, it can also 'see' via the rune of seeing ethereal waves if paired with a directional rune. It can be used to more greatly tune the precision of any triggers, as well as give the runic line infrared context surrounding what it is detecting, or it can merely be used to allow anyone using the Watcher rune to see via ethereal waves than normal light. On living creatures it merely grants ethervision.
Grades of Power:
- 1-2: Objects: 1' range 'sight'. Creatures: 20/100 vision
- 3-4: Objects: 2' range 'sight'. Creatures: 20/80 vision
- 5-6: Objects: 4' range 'sight'. Creatures: 20/60 vision
- 7-8: Objects: 6' range 'sight'. Creatures: 20/40 vision
- 9: 4" Objects: 8' range 'sight'. Creatures: 20/30 vision
- 10: Objects: 1" range 'sight'. Creatures: 20/25 vision
Astral
Tier: 5
Description: This greater rune causes the object's sensory capabilities to be highly sensitive to the mysterious wavelength of the astral plane, which most often is via resonance, i.e. the vibrations given off by something, or via physical contact. Alternative methods can exist however if the object is capable of it, such as a mineral that reacts specifically to heat, radiation, magical energies, etc. Thus while the object can always detect the resonance of things such as the blowing wind, physical impact, and so forth, it can also 'see' via the rune of seeing astral waves if paired with a directional rune. It can be used to more greatly tune the precision of any triggers, as well as give the runic line infrared context surrounding what it is detecting, or it can merely be used to allow anyone using the Watcher rune to see via astral waves than normal light. On living creatures it merely grants aethervision.
Grades of Power:
- 1-2: Objects: 5' range 'sight'. Creatures: 20/60 vision
- 3-4: Objects: 1" range 'sight'. Creatures: 20/40 vision
- 5-6: Objects: 2" range 'sight'. Creatures: 20/30 vision
- 7-8: Objects: 3" range 'sight'. Creatures: 20/25 vision
- 9: 4" Objects: range 'sight'. Creatures: 20/20 vision
- 10: Objects: 5" range 'sight'. Creatures: 20/15 vision
Water
Description: This Prime Rune is the essence of water itself, of ice, cloud, rain, rivers, springs, mists, fogs, oceans, floods, and more. The very essence is imbued into objects. The four greater runes of slip, float, resonate and fluid have varying effects on the object it's carved into, creatures, or those around the object if enchanted.
Isolated Effect: By itself this rune causes the object to slowly build up condensation over a period of time, becoming mildly moist/damp over the course of an hour but never greater than that.
Duration: All forms of the Water rune last for 1 day per grade of power if engraved onto objects. If engraved onto creatures they last for 2 hours per grade of power.
Slip
Tier: 1
Description: This greater rune causes the object's surfaces to lose some of, if not most of it's friction, causing it's surface to become very slippery. On it's own the object will gradually drift towards, slide towards or roll towards the lowest point of space available to it's vicinity unless it is completely motionless and on a perfectly flat surface (eventually losing momentum). When one seeks to grasp it, they will find it very difficult to do so, requiring a dexterity check to successfully grasp it. When something impacts the object, it gets a bonus to it's saving throw or AR when struck at.
Grades of Power:
- 1: Degree of Friction: 90%. Grip Resistance: n/a. Bonus to Save/AR: n/a.
- 2: Degree of Friction: 85%. Grip Resistance: n/a. Bonus to Save/AR: n/a.
- 3: Degree of Friction: 80%. Grip Resistance: -1 to Checks. Bonus to Save/AR: n/a.
- 4: Degree of Friction: 75%. Grip Resistance: -1 to Checks. Bonus to Save/AR: n/a.
- 5: Degree of Friction: 70%. Grip Resistance: -1 to Checks. Bonus to Save/AR: +1.
- 6: Degree of Friction: 60%. Grip Resistance: -2 to Checks. Bonus to Save/AR: +1.
- 7: Degree of Friction: 50%. Grip Resistance: -2 to Checks. Bonus to Save/AR: +2.
- 8: Degree of Friction: 40%. Grip Resistance: -3 to Checks. Bonus to Save/AR: +2.
- 9: Degree of Friction: 30%. Grip Resistance: -4 to Checks. Bonus to Save/AR: +3.
- 10: Degree of Friction: 20%. Grip Resistance: -5 to Checks. Bonus to Save/AR: +4.
Float
Tier: 1
Description: This greater rune causes the object's density to be suppressed, redistributed and balanced in a way that allows the object to float more easily, becoming buoyant on and in liquid masses. As such if applicable it will always float on the surface, be pushed up to the surface naturally/more swiftly, and make overall upward swimming (living creature or animated object exclusively) more effective with less resistance.
Grades of Power:
- 1: Float Max: 5 lbs. Rise Max: 10 lbs. Upward Movement Max: 20 lbs.
- 2: Float Max: 10 lbs. Rise Max: 25 lbs. Upward Movement Max: 50 lbs.
- 3: Float Max: 25 lbs. Rise Max: 50 lbs. Upward Movement Max: 100 lbs.
- 4: Float Max: 50 lbs. Rise Max: 75 lbs. Upward Movement Max: 150 lbs.
- 5: Float Max: 75 lbs. Rise Max: 100 lbs. Upward Movement Max: 200 lbs.
- 6: Float Max: 100 lbs. Rise Max: 120 lbs. Upward Movement Max: 220 lbs.
- 7: Float Max: 110 lbs. Rise Max: 140 lbs. Upward Movement Max: 240 lbs.
- 8: Float Max: 120 lbs. Rise Max: 160 lbs. Upward Movement Max: 260 lbs.
- 9: Float Max: 135 lbs. Rise Max: 180 lbs. Upward Movement Max: 280 lbs.
- 10: Float Max: 150 lbs. Rise Max: 200 lbs. Upward Movement Max: 300 lbs.
Resonate
Tier: 2
Description: This greater rune causes the object to more easily resonate with vibrations and sound waves, capable of absorbing, transferring, and carrying vibrations and sound waves. An example: If one were having a conversation behind closed doors, it would be easier to hear the conversation on the other side, and vice versa. Or if once struck the surface of a hill the vibrations, while diluted, might be felt inside of the cavern within the hill. Note also that this means anything causing harmful vibrations will not be as effective at damaging the runed object due to it's ability to more easily carry and transfer those vibrations and sound waves.
Grades of Power:
1: Sound Carry Effectiveness: +5%. Vibration Carry Effectiveness: n/a. Resilience to Vibrations: +1 to Saves.
2: Sound Carry Effectiveness: +10%. Vibration Carry Effectiveness: n/a. Resilience to Vibrations: +1 to Saves.
3: Sound Carry Effectiveness: +15%. Vibration Carry Effectiveness: +5%. Resilience to Vibrations: +1 to Saves.
4: Sound Carry Effectiveness: +20%. Vibration Carry Effectiveness: +10%. Resilience to Vibrations: +1 to Saves.
5: Sound Carry Effectiveness: +25%. Vibration Carry Effectiveness: +15%. Resilience to Vibrations: +2 to Saves.
6: Sound Carry Effectiveness: +30%. Vibration Carry Effectiveness: +20%. Resilience to Vibrations: +2 to Saves.
7: Sound Carry Effectiveness: +35%. Vibration Carry Effectiveness: +25%. Resilience to Vibrations: +2 to Saves.
8: Sound Carry Effectiveness: +40%. Vibration Carry Effectiveness: +30%. Resilience to Vibrations: +2 to Saves.
9: Sound Carry Effectiveness: +50%. Vibration Carry Effectiveness: +40%. Resilience to Vibrations: +3 to Saves.
10: Sound Carry Effectiveness: +60%. Vibration Carry Effectiveness: +50%. Resilience to Vibrations: +4 to Saves.
Fluid
Tier: 3
Description: This greater rune causes the object's structure and form to gain a slightly liquid and/or fluidic substance whilst still retaining it's original shape. Touching it's surface results in ripples, from almost unnoticeable to clear signs. Depending on the grade of power it may bend or shift by a centimeter, behave similarly to gelatin, or actually be capable of twisting, stretching, collapsing, squeezing, and so forth similar to that of a semi-liquid material, before returning to it's original shape after being messed with. It's ability to withstand impacts becomes great due to the absorption factor of it's new substance, though it also loses a great deal of momentum, accuracy, functionality it had before. Likewise anything that requires a hard surface to function (such as most weapons, armors, most tools, doorhandles, furniture, etc.) often become more ineffective than they were before based on the grade of power.
Note: If the object in question already has the quality described in substance, then it's substance grade is increased by one.
Grades of Power:
- 1: Substance: Barely Supple. Saving Throws: n/a. Ineffective Degree of Hardness: -5%.
- 2: Substance: Softened. Saving Throws: n/a. Ineffective Degree of Hardness: -10%.
- 3: Substance: Pliable. Saving Throws: n/a. Ineffective Degree of Hardness: -15%.
- 4: Substance: Gelid. Saving Throws: n/a. Ineffective Degree of Hardness: -20%.
- 5: Substance: Semi-Gelatinous. Saving Throws: +1. Ineffective Degree of Hardness: -35%.
- 6: Substance: Viscous. Saving Throws: +1. Ineffective Degree of Hardness: -45%.
- 7: Substance: Syrupy. Saving Throws: +2. Ineffective Degree of Hardness: -50%.
- 8: Substance: Semi-Liquid. Saving Throws: +3. Ineffective Degree of Hardness: -60%.
- 9: Substance: Quasi-Liquid. Saving Throws: +3. Ineffective Degree of Hardness: -65%.
- 10: Substance: Half-Liquid. Saving Throws: +4. Ineffective Degree of Hardness: -75%.
Wind
Description: This Prime Rune is the essence of air, wind and air currents. The chaotic, wild, freedom of the winds themselves. The very essence is imbued into objects. The four greater runes of feather, aero, motion, and veer have varying effects on the object it's carved into, creatures, or those around the object if enchanted.
Isolated Effect: By itself the wind rune slowly draws air from behind the object (opposite side of where the rune is placed) and pulls it to the front, barely quick enough to be a soft breeze.
Duration: All forms of the Wind rune last for 1 day per grade of power if engraved onto objects. If engraved onto creatures they last for 2 hours per grade of power.
Feather
Tier: 1
Description: This greater rune causes the object's overall weight to be reduced overall, making it lighter than it had been previously. It does not by any means reduce the object's bulkiness nor the effects of bulkiness in regards to encumbrance and movement, but it's altered weight is taken into account in regards to encumbrance, wielding the object and throwing the object through the air.
Grades of Power:
- 1: Weight Modifier: -5%. Missile Hit Bonus: n/a. Creatures: n/a.
- 2: Weight Modifier: -10%. Missile Hit Bonus: n/a. Creatures: .-5%
- 3: Weight Modifier: -15%. Missile Hit Bonus: n/a. Creatures: -5%.
- 4: Weight Modifier: -20%. Missile Hit Bonus: n/a. Creatures: -10%.
- 5: Weight Modifier: -25%. Missile Hit Bonus: +1. Creatures: -10%.
- 6: Weight Modifier: -30%. Missile Hit Bonus: +1. Creatures: -15%.
- 7: Weight Modifier: -35%. Missile Hit Bonus: +1. Creatures: -15%.
- 8: Weight Modifier: -40%. Missile Hit Bonus: +2. Creatures: -20%.
- 9: Weight Modifier: -45%. Missile Hit Bonus: +2. Creatures: -20%.
- 10: Weight Modifier: -50%. Missile Hit Bonus: +3. Creatures: -25%.
Aero
Tier: 1
Description: This greater rune causes the object to slightly reshape and act more aerodynamic in overall nature. The nature of the rune is not to completely reshape the object or add wings, but to split the wind around the object more cleanly when thrown, dropped or swung through the air similar to that of birds and planes. Due to the reduced air resistance, the object can be swung and thrown faster than normal, and be thrown farther than normal as well.
Grades of Power:
- 1: Throw Range: +1'. Initiative Bonus: n/a. Ranged Hit Bonus: n/a. Melee Hit Bonus: .n/a
- 2: Throw Range: +2'. Initiative Bonus: n/a. Ranged Hit Bonus: n/a. Melee Hit Bonus: n/a.
- 3: Throw Range: +3'. Initiative Bonus: n/a. Ranged Hit Bonus: n/a. Melee Hit Bonus: n/a.
- 4: Throw Range: +4'. Initiative Bonus: n/a. Ranged Hit Bonus: n/a. Melee Hit Bonus: n/a.
- 5: Throw Range: +5'. Initiative Bonus: n/a. Ranged Hit Bonus: +1. Melee Hit Bonus: n/a.
- 6: Throw Range: +8'. Initiative Bonus: +1. Ranged Hit Bonus: +1. Melee Hit Bonus: n/a.
- 7: Throw Range: +11'. Initiative Bonus: +1. Ranged Hit Bonus: +1. Melee Hit Bonus: +1.
- 8: Throw Range: +14'. Initiative Bonus: +1. Ranged Hit Bonus: +2. Melee Hit Bonus: +1.
- 9: Throw Range: +17'. Initiative Bonus: +2. Ranged Hit Bonus: +2. Melee Hit Bonus: +1.
- 10: Throw Range: +2". Initiative Bonus: +2. Ranged Hit Bonus: +3. Melee Hit Bonus: +2.
Motion
Tier: 2
Description: This greater rune causes the object's momentum to be resistant to drag, and make it easier and faster to build up momentum when it is in motion. This means rolling and spinning objects will roll & spin for a longer period of time. A cloth blowing in the wind will more easily be blown about. Vehicles and moving machines will likely build up more speed more quickly, even exceeding their maximum movement by a small degree. Weapons thrust and swing will drive more deeply in. Missiles launched or thrown gain more speed and range, and so forth.
Grades of Power:
- 1: Speed: +5%. Unhindered Momentum Time: 1 second.
- 2: Speed: +5%. Unhindered Momentum Time: .2 seconds
- 3: Speed: +10%. Unhindered Momentum Time: 3 seconds.
- 4: Speed: +10%. Unhindered Momentum Time: 4 seconds.
- 5: Speed: +15%. Unhindered Momentum Time: 1 segment.
- 6: Speed: +15%. Unhindered Momentum Time: 2 segments.
- 7: Speed: +20%. Unhindered Momentum Time: 4 segments.
- 8: Speed: +25. Unhindered Momentum Time: 6 segments.
- 9: Speed: +30%. Unhindered Momentum Time: 8 segments.
- 10: Speed: +40%. Unhindered Momentum Time: 1 round.
Veer
Tier: 3
Description: This greater rune causes the object to become imbued with the unique nature and quality of wind in the sense of blowing and flowing and swirling around objects when struck at, making it harder to impact and/or grasp. For example, missiles coming at the object may reangle their coarse slightly as they draw near it. Melee strikes twist and tilt slightly making the chances of glancing off it's surface more likely. If the object itself is flying through the air, it's more likely to shift coarse to avoid an impact, the same effect if it's rolling. If the object is being swung it could shift around a weapon's parry a bit, but it is also less likely to actually impact an enemy as it's more likely to glance off the armor.
Grades of Power:
- 1-4: AR Bonus: +1. Saving Throw Bonus: +1. Hit Penalty: -1.
- 5-6: AR Bonus: +2. Saving Throw Bonus: +2. Hit Penalty: -2.
- 7-8: AR Bonus: +3. Saving Throw Bonus: +4. Hit Penalty: -3.
- 9: AR Bonus: +4. Saving Throw Bonus: +6. Hit Penalty: -4.
- 10: AR Bonus: +5. Saving Throw Bonus: +8. Hit Penalty: -5.