Tier 2 Runes

Cleanse

Description: This Prime Rune is the essence and concept of cleanliness, purity, even to certain extents spiritual cleanness. The three greater runes of clean, purify and break each provide some means in removing what makes something dirty, unclean or impure, and making it clean and pure once more. Or even preventing it from becoming unclean or impure.

Isolated Effect: By itself the object prevents the object from getting any more dirty or mixed.

Duration: 1 Day per Grade of Power for Clean, 3 Hours per Grade of Power for Break, and 2 Hours per Grade of Power for Purify.


Clean

Tier: 2

Description: This greater rune causes the surface of the object to more easily reject things that qualify it as 'dirty'. Thus dirt and mud will slowly drift towards the edges until fallen off, marks and tarnish will slowly fade away, grease slowly slides off and it's residue fades, paints and bloodstains will slowly crack and crumble off, etc. By default it will instantaneously clean off all loose dirt and mud, as well as give the object a quick polish. If it is given the passive rune however, the object is cleaned over it's period of time and prevent it from getting dirty again for the rest of the duration once it's fully cleaned.

Dust is cleaned off in 1 minute. Dirt is cleaned in 10 minutes. Mud is cleaned in 30 minutes. Tarnish is cleaned in 1 Hour. Grease, Crusted Dirt/Mud, and Inks/Paints are cleaned off in 5 hours. Bloodstains are cleaned in 8 hours.

Grades of Power: N/A


Purify

Tier: 2

Description: This greater rune causes the food, water, or other such materials that are held atop of or inside of the object to be purified of various forms of dirt, impurities, germs, mold, contamination, disease, and so forth. By default it will immediately backtrack the food and/or drink's deterioration by 1 hour per grade of power (unless the food and water has already been fully rotten/spoiled), and instantly remove basic impurities, mild germs and mild diseases that have yet to really affect it. If it is given the passive rune however, the object is purified over it's period of time and prevents the object from becoming impure, contaminated or diseased (but doesn't backtrack spoiling stages). If it's given a radius it has a 50% chance of preventing mild germs from entering the radius, and a 10% chance per day for mild diseases to break (so long as the disease is kept within the radius at all times).

Staleness takes 30 minutes to undo. Contamination, mild disease and dirt takes 1 hour to undo. Mold, maggots and rot takes 5 hours to undo. Greater diseases and minor poisons take 8 hours to undo.

Grades of Power: N/A


Break

Tier: 3

Description: This greater rune causes any sort of spell enchantment placed upon the object up to tier 3 (such as charm, sleep, wizard lock, etc.) to be broken, or to become temporarily deactivated, upon a failed saving throw vs. power (rolled at the caster's level). This will not work on permanent enchantments. If used on magic items, a successful save does not break it's power, merely sealing it for the duration of the rune. When used on any cursed object, it suppresses it's powers for half the duration, and not even permanency can suppress curses for longer than the rune's duration.

Grades of Power:

  • 1-2: Spell Enchantments: -3 to Saving Throws. Magic Items & Curses: -4 to Saving Throws.
  • 3-: Spell Enchantments: -2 to Saving Throws. Magic Items & Curses: -3 to Saving Throws.
  • 5-6: Spell Enchantments: -1 to Saving Throws. Magic Items & Curses: -2 to Saving Throws.
  • 7-8: Spell Enchantments: 0 Modifiers. Magic Items & Curses: -1 to Saving Throws.
  • 9: Spell Enchantments: +1 to Saving Throws. Magic Items & Curses: 0 Modifiers.
  • 10: Spell Enchantments: +2 to Saving Throws. Magic Items & Curses: +1 to Saving Throws.


Conduct

Description: This Prime Rune is the essence of conductive space for magical energies, patron abilities and divine powers. It is used in a great many ritual circles, magical items and more to reinforce and strengthen the magical powers, and/or to combine the abilities of runes of power and magical powers. The greater runes of channel, combine and store dictate how the runes influence spellpower.

Isolated Effect: On it's own, this rune merely makes the casting of spells a bit easier, with the object carved onto (i.e. conducting wand/staff/ring/sword/symbol, etc.) depending on whether it is for a wizard, warlock, druid or cleric.

Duration: 4 Hours per Grade of Power for Channel, 2 Hours per Grade of Power for Combine, and 1 Hour per Grade of Power for Store.


Channel

Tier: 2

Description: This greater rune causes an object to far more easily channel and conduct the energies of either negative and positive energies, the energies of a specific plane of existence (i.e. elemental energies, shadowstuffs) or the powers of the divine above. This has several effects. The first is the shortening of spell casting time for the caster to a minimum degree (based on grade of power). While this rune does not by any means make one's spells more powerful, it does reduce the chances of the spell being counterspelled, as well as greatly reduce the chances of control of the spell being seized from the caster. The chance to maintain control can also be translated to ritual magic.

Grades of Power:

  • 1-2: Casting Time: No Modifier. Maintain Control: +10% vs. Control. Counterspell: +5% vs Counterspell.
  • 3-4: Casting Time: No Modifier. Maintain Control: +15% vs. Control. Counterspell: +5% vs. Counterspell.
  • 5-6: Casting Time: -1 Segment (minimum 1 segment). Maintain Control: +25% vs. Control. Counterspell: +10% vs. Counterspell.
  • 7: Casting Time: -2 Segments (minimum 1 segment). Maintain Control: +35% vs. Control. Counterspell: +15% vs. Counterspell.
  • 8: Casting Time: -3 Segments (minimum 1 segment). Maintain Control: +40% vs. Control. Counterspell: +20% vs. Counterspell.
  • 9: Casting Time: -4 Segments (minimum 1 segment). Maintain Control: +45% vs. Control + Favor. Counterspell: +25% vs. Counterspell.
  • 10: Casting Time: -5 Segments (minimum 2 instant). Maintain Control: +50% vs. Control. + Favor. Counterspell: +30% vs. Counterspell.

Combine

Tier: 3

Description: This greater rune allows for the combining of rune and spell powers, typically those of magical items. Without this rune, the effects of a Rune of Power will be overwritten by the programmed magic of wizardry, the twisting nature of patron abilities, or the commanding presence of divine spellcraft. With this rune however, the runes of power can affect the object/area/creature in addition to whatever magical enchantment was placed on it. In some cases depending on the runes of power and magical enchantments placed upon the object, they might create unique powers and abilities.

Grades of Power:

  • 1-5: Tier 1-3 or 1-2 spells
  • 6-8: Tier 4-6 or 3-4 spells
  • 9-10: Tier 7-9 or 5-7 spells


Store

Tier: 3

Description: This greater rune causes the object it's carved into to store and house the programmed and prepared powers of a spell cast upon it. When it is triggered a second time, it can release this spell in a manner determined by directional runes, or merely be cast on the object itself without directional runes. Note that spells cast upon the rune and object will have their potency reduced by some degree based on the rune's grade of power.

Grades of Power:

Power GradeOrganic MaterialMineral MaterialGemstones & Crystals
1Clerical: 5%
Druidic: 5%
Magical: 5%
Clerical: 5%
Druidic: 5%
Magical: 3%
Clerical: 5%
Druidic: 5%
Magical: 5%
2Clerical: 10%
Druidic: 10%
Magical: 10%
Clerical: 10%
Druidic: 10%
Magical: 5%
Clerical: 10%
Druidic: 10%
Magical: 10%
3Clerical: 20%
Druidic: 20%
Magical: 15%
Clerical: 20%
Druidic: 15%
Magical: 10%
Clerical: 15%
Druidic: 15%
Magical: 20%
4Clerical: 30%
Druidic: 30%
Magical: 20%
Clerical: 30%
Druidic: 20%
Magical: 15%
Clerical: 20%
Druidic: 20%
Magical: 30%
5Clerical: 40%
Druidic: 40%
Magical: 30%
Clerical: 40%
Druidic: 30%
Magical: 20%
Clerical: 30%
Druidic: 30%
Magical: 40%
6Clerical: 50%
Druidic: 50%
Magical: 40%
Clerical: 50%
Druidic: 40%
Magical: 30%
Clerical: 40%
Druidic: 40%
Magical: 50%
7Clerical: 60%
Druidic: 60%
Magical: 50%
Clerical: 60%
Druidic: 50%
Magical: 40%
Clerical: 50%
Druidic: 50%
Magical: 60%
8Clerical: 70%
Druidic: 70%
Magical: 60%
Clerical: 70%
Druidic: 60%
Magical: 50%
Clerical: 60%
Druidic: 60%
Magical: 70%
9Clerical: 70%
Druidic: 80%
Magical: 70%
Clerical: 80%
Druidic: 70%
Magical: 60%
Clerical: 70%
Druidic: 70%
Magical: 80%
10Clerical: 80%
Druidic: 90%
Magical: 80%
Clerical: 90%
Druidic: 80%
Magical: 70%
Clerical: 80%
Druidic: 80%
Magical: 90%


Degrade

Description: This Prime Rune is the essence of degradation, deterioration, putridness and ruin. The concept of any living and non-living things slowly deteriorating over time. The greater runes of dirty, putrefy and deteriorate have varying negative effects.

Isolated Effect: By itself the object keeps dirt, food, mud, grease, oil, blood, etc. adhere more easily to the object, and a 10% chance for attempts to clean it to fail.

Duration: 1 Day per Grade of Power for Dirty, 3 Hours per Grade of Power for Putrefy, and Special or 2 Hours for Deteriorate.


Dirty

Tier: 2

Description: This greater rune causes the surface of the object to more easily attract and adhere things that qualify it as 'dirty'. Thus dust drifting through the air around it, dirt, mud, grease, blood and the like flung or dropped all shift trajectory to more likely land on the object. Additionally, these plus tarnishes, marks, paints and bloodstains are more difficult to remove from the object. By default it will instantaneously build up a layer of dust as well as gain tarnish and non-permanent marks. If it is given the passive rune however, the object is dirtied over it's period of time and harder to clean. The runesmith can choose more than one element to draw onto the object via mundane runes. If they choose more than one, the first selection must fully gather first before the next one can in the order provided (i.e. 1 dust layer, then dirt layer, then mud layer, then tarnish, then grease).

Dust layers appear in 30 minutes, plus an additional layer of dust every multiplicative 30 minutes (30, 60, 90, etc.). Dirt layers appear in 2 hours but cannot stack, i.e. cannot bury the object, just dirty it. Mud layers appear in 4 hours but cannot stack/bury the object. Tarnish starts to appear in 5 hours. A layer of grease appears in 6 hours. Layers of inks/paints/blood cannot be drawn naturally, only if it spills/falls nearby.

Grades of Power: N/A

Putrefy

Tier: 2

Description: This greater rune causes the food, water, or other such materials that are held atop of or inside of the object to be putrefied with various forms of dirt, impurities, germs, mold, contamination, disease, and so forth. By default it will immediately propel the food and/or drink's deterioration by 10 minutes per grade of power, and instantly apply basic impurities, with a 50% chance of adding germs and a 1% chance per grade of power of adding a mild disease. If it is given the passive rune however, the object is putrefied over it's period of time and speeds up the natural process of becoming impure, contaminated or diseased. If it's given a radius it has a 50% chance of multiplying mild germs in the radius, and a 10% chance per day for one to gain a mild disease (so long as the creature is kept within the radius for at least 12 hours).

Staleness takes an average time of 30 minutes to occur (but can be quicker depending on the food). Contamination/Dirt begins to collect upon/in within 1 hour. Mold, maggots and rot begin to appear within 5 hours. For weak minor poisons to form it takes 8 hours.

Grades of Power:


Deteriorate

Tier: 3

Description: This greater rune causes the object's rate of deterioration to be more rapid/quick, resulting in wear, tear, denting, blunting, scrapes, shrinkage, cracking, etc. to occur more quickly than normal. Cloth begins deteriorating within 1d4 months, and is damaged in half the time. Leather falls apart within 2d6 months, damaged in half the time. Wood falls apart within 1d4 years, damaged in half. Fired clay & glass fall apart in 5d10 years, damaged in half. Limestone falls apart in 2d10 years, damaged in half. Granite falls apart in 5d10 years, damaged in half. Iron falls apart in 1d10 years, steel in 3d10 years, and titanium in 10d10 years. NOTE: If the object is actively being used regularly halve the time again.

If the object is in a situation where it must roll a saving throw vs. damage or destruction then apply the penalty seen in the grades list.

Grades of Power:

  • 1-4: No Modifier
  • 5-6: -1 to Saves.
  • 7: -2 to Saves.
  • 8: -3 to Saves.
  • 9: -4 to Saves.
  • 10: -5 to Saves.


Empower

Description: This Prime Rune is the essence of the very idea of empowerment, embodying the essence of runic power enveloping the object itself to give it greater power that normally is only attained by magical spells and enchantments. Runic objects with this prime rune are enhanced to have a greater saving throw and the capability of hitting monsters only struck by +1 or greater weapons.

Duration: 1 Hour per Grade of Power

Grade of Difficulty:

1-2: Saves: +1. Hits: +1 Creatures 25% of the time.

3-4: Saves: +1. Hits: +1 Creatures 50% of the time.

5: Saves: +2. Hits: +1 Creatures.

6: Saves: +2. Hits: +1 Creatures, +2 Creatures 25% of the time.

7: Saves: +3. Hits: +1 Creatures, +2 Creatures 50% of the time.

8: Saves: +3. Hits: +2 Creatures, +3 Creatures 25% of the time.

9: Saves: +4. Hits: +2 Creatures, +3 Creatures 50% of the time.

10: Saves: +5. Hits: +3 Creatures, +4 Creatures 25% of the time.


Enchant

Description: This Prime Rune is the essence of mythical power interwoven into the mundane, material, ethereal and astral. The concept of ordinary objects being given supernatural properties. Or in the case of runic powers, the ability to transfer the effects of the runes not onto the object but upon the creatures wearing or wielding the object, or even the area around them. The greater runes of Inscribed, Released and Circle determine the exact nature of this effect.

Isolated Effect: By itself this Prime Rune can increase the grade of power of runes following it by one grade, and have a 10% chance to affect creatures who are within it's radius or wield/wear it.

Duration: Both variants of this rune last as long as the runes they are affecting remain active.


Inscribe

Tier: 2

Description: This greater rune causes the powers of runes to not affect the object, but instead affect anyone who wears or wields the object. For example, if a ring was inscribed with the rune of warmth, wearing the rune would provide the creature with said warmth. If a sword was inscribed with the harden rune then creatures wielding it will find their skin to be hardened (possibly more stiff) as per the creature effect of the rune. Whenever a combination of runes calls into question how it might affect the creature the DM will need to make a judgment call. Note though! Not all runes are safe to apply to creatures. If any of the effects is undesirable by the one affected, they may roll a saving throw to evade it's effects long enough to take off or drop.

It should be noted that all runes of power being enchanted automatically lose grades of power based on the Grade of Power of the Inscribe rune.

Grades of Power:

  • 1-2: Max Tier Enchanted: 1. Grade Modifier: -5 Grades of Power.
  • 3-4: Max Tier Enchanted: 2. Grade Modifier: -4 Grades of Power.
  • 5-7: Max Tier Enchanted: 3. Grade Modifier: -3 Grades of Power.
  • 8-9: Max Tier Enchanted: 4. Grade Modifier: -2 Grades of Power.
  • 10: Max Tier Enchanted: 5. Grade Modifier: -1 Grades of Power.


Release

Tier: 3

Description: This greater rune causes the powers of runes to not affect the object, but instead affect anything within it's radius (often objects or creatures, but can also affect the air depending on the power utilized). For example, if an orb was inscribed with the rune of warmth and had a radius rune, everything within that radius would slowly warm up to it's maximum. If a door was inscribed with the rune of fear and had a wall rune, all creatures reaching to touch or unlock the door would need to save vs. it's fear effects. Whenever a combination of runes calls into question how it might affect the environment or creature the DM will need to make a judgment call. Note though! Not all runes are safe to apply to creatures. If any of the effects is undesirable by the one affected, they may roll a saving throw to evade it's effects long enough to pull away.

It should be noted that all runes of power being enchanted automatically lose grades of power based on the Grade of Power of the Release rune.

Grades of Power:

  • 1-2: Max Tier Enchanted: 1. Grade Modifier: -5 Grades of Power.
  • 3-4: Max Tier Enchanted: 2. Grade Modifier: -4 Grades of Power.
  • 5-7: Max Tier Enchanted: 3. Grade Modifier: -3 Grades of Power.
  • 8-9: Max Tier Enchanted: 4. Grade Modifier: -2 Grades of Power.
  • 10: Max Tier Enchanted: 5. Grade Modifier: -1 Grades of Power.


Circle

Tier: 4

Description: This greater rune allows the runesmith to inscribe a runic circle using ANY type of rune instead of ones that require a runic circle. This causes the rune's powers to affect anything and anywhere within the runic circle as opposed to a singular object. For example, with the warmth rune every object and creature within the circle would slowly warm up to it's maximum. With the fear rune, all doors, chests, items and the like would need to save or react appropriately. With the gate, crack runes they could use the gate effects anywhere in the room without needing a secondary mark rune (thus using it to take a book from a shelf without leaving the desk).

The runic circle requires a minimum of 3 Prime Runes and 3 Greater Runes and it's radius can be increased by an additional 3" for every additional prime and greater added afterwards, or 5' for every radius rune added. The runesmith does NOT have to use the same prime and greater runes for each point, but every non-duplicate string of runes counts towards the rune slots.

Grades of Power:

  • 1-2: Size: 5' Base Diameter. Grade Modifier: -3 Grades of Power.
  • 3-4: Size: 1" Base Diameter. Grade Modifier: -2 Grades of Power.
  • 5-6: Size: 15' Base Diameter. Grade Modifier: -1 Grade of Power.
  • 7-8: Size: 2" Base Diameter. Grade Modifier: -1 Grade of Power.
  • 9: Size: 35' Base Diameter. Grade Modifier: -1 Grade of Power.
  • 10: Size: 5" Base Diameter. Grade Modifier: No Loss in Power.

Enhance

Description: This Prime Rune is the essence of purity, true form, essence, perfection and prime. It is the very concept of improving an object to it's most ideal state. The five greater runes of sharp, balance, reinforce, resist and ease enhance very specific attributes of the objects in question.

Isolated Effect: Whatever the object's primary purpose is, it does 10% more effectively.

Duration: 2 Hours per Grade of Power for all but font. Font lasts for 1 Hour, regardless of the runes it's effecting.


Sharp

Tier: 2

Description: This greater rune causes any and all edges on the object to become more sharp. Corners on furniture, edges of a piece of parchment or blade, even the edges of the carved runes become sharper. If the object has no edged surface the runes will not affect anything. However if the object is damaged in a way that creates jagged cracks or shards, the edges of that damaged area will become sharp while the runes remain active. By default it increases the damage of cuts on the edges by 1 point. On weapons it increases damage by 1 point if it's in good quality, or removes 1 penalty if it's in poor condition or otherwise make a dulled blade semi-sharp for it's duration.

Grades of Power: N/A


Balance

Tier: 2

Description: This greater rune causes the weight of an object to become ideally distributed without changing the density, allowing it to fulfill it's purpose more effectively, as well as reduce the chances of it falling should it be in a compromising position. Note that so long as it's activated, the weight can redistribute at any time to prevent falling or getting knocked off course. Should the object be forced to roll a dexterity check, or if the player is utilizing the object for some dexterity check purpose, they can apply a +2 to the roll. Note that this does not apply to hitting enemies, but can negate up to 2 penalties to dexterity.

Grades of Power: N/A


Reinforce

Tier: 2

Description: This greater rune causes the object's structure to become more stable, durable and resilient, allowing it to endure and absorb physical trauma more effectively than it would under normal conditions. This includes the reduction of knockback, increases the effectiveness of the object's ability to brace (not the creature's), and also grants the object a +1 to saving throws vs. crushing blows and +3 to saving throws vs. normal blows.

Grades of Power: N/A


Resist

Tier: 2

Description: This greater rune causes the object's structure and conductivity to alter somewhat in order to better resist, disperse and overall save against a specific type of energy or force, gaining a +2 to it's saving throw. Examples of such energies include fire, water, earth, air, electricity, magma, ooze, smoke, ice, radiation, positive energy, negative energy, and so forth. Only one type can be selected for an object, no amount of rune stacking will increase this number. Furthermore no matter how related one energy is to another, the restructure of the object will not change it's resistance to other energies. If the object is already naturally resistant to that energy then it also gains favor on it's roll.

Grades of Power: N/A

Ease

Tier: 2

Description: This greater rune causes the object's motion based parts to more smoothly run with little wear, stress and resistance from normally hindering elements, allowing it to perform it's purpose with little issues and capable of operating approximately 50% longer than normal before the first signs of wear, stress, or overheating begin to occur. Examples include windmills, locks, traps, siege weaponry, medieval elevators, cranes, etc. They also gain a +2 to saving throws against outside attempts to cause wear, stress and resistance to it.

Grades of Power: N/A


Growth

Description: This Prime Rune is the essence of stable, strong, healthy growth, as well as the concept of larger size overall. The greater runes of grow and enlarge can affect one's natural growth, or cause temporary sudden growth with potential side effects.

Isolated Effect: By itself the Growth rune increases a creature's size by 1%-10% for the Enlarge duration.

Duration: The grow rune lasts for 1 Year per Grade of Power, while the enlarge rune lasts 1 round per Grade of Power.


Grow

Tier: 2

Description: This greater rune causes the object or creature's natural physical growth rate to become enhanced. On non-organic objects such as crystals, it can increase it's yearly rate of growth/buildup, but only if it is in the ideal location for crystalline growth. On organic creatures such as plants, animals, demi-humans and humanoids it allows them to grow more consistently, increases the potential for their maximum height (up to 1' past their race's natural maximum), and increases the chances of their growth being healthy with no deformities, mutations or bodily weaknesses (allowed a saving throw in any situation where it might occur).

Grades of Power:

  • 1: Non-Organic Growth Rate: +5%. Organic Max: +3%. Save Modifier: No Modifier.
  • 2: Non-Organic Growth Rate: +10%. Organic Max: +6%. Save Modifier: No Modifier.
  • 3: Non-Organic Growth Rate: +15%. Organic Max: +9%. Save Modifier: No Modifier.
  • 4: Non-Organic Growth Rate: +20%. Organic Max: +12%. Save Modifier: No Modifier.
  • 5: Non-Organic Growth Rate: +25%. Organic Max: +15%. Save Modifier: No Modifier.
  • 6: Non-Organic Growth Rate: +30%. Organic Max: +18%. Save Modifier: +1 to Saves.
  • 7: Non-Organic Growth Rate: +35%. Organic Max: +21%. Save Modifier: +2 to Saves.
  • 8: Non-Organic Growth Rate: +40%. Organic Max: +24%. Save Modifier: +3 to Saves.
  • 9: Non-Organic Growth Rate: +45%. Organic Max: +27%. Save Modifier: +4 to Saves.
  • 10: Non-Organic Growth Rate: +50%. Organic Max: +30%. Save Modifier: +5 to Saves.


Enlarge

Tier: 3

Description: This greater rune causes an object to increase in it's overall size temporarily by a certain degree based on it's grade of power and whether it is organic or non-organic. For every additional 2' gained in height, their strength and constitution is increased by +1, and dexterity drops by -1 for every 4' gained, to a maximum of 20 strength or 6 dexterity. Along with their increased size comes with an equally increased weight. Objects often must roll a saving throw vs. enlargement if fragile (glass, crystal, clay, etc.), while creatures must roll a system shock to avoid passing out if their constitution is below 12 or getting the strained and fatigued condition otherwise.

Grades of Power:

  • 1: Object's Size/Weight: +10%. Creature's Size/Weight: +5%.
  • 2: Object's Size/Weight: +20%. Creature's Size/Weight: +10%.
  • 3: Object's Size/Weight: +30%. Creature's Size/Weight: +15%.
  • 4: Object's Size/Weight: +40%. Creature's Size/Weight: +20%.
  • 5: Object's Size/Weight: +50%. Creature's Size/Weight: +25%.
  • 6: Object's Size/Weight: +60%. Creature's Size/Weight: +30%.
  • 7: Object's Size/Weight: +70%. Creature's Size/Weight: +35%.
  • 8: Object's Size/Weight: +80%. Creature's Size/Weight: +40%.
  • 9: Object's Size/Weight: +90%. Creature's Size/Weight: +45%.
  • 10: Object's Size/Weight: +100%. Creature's Size/Weight: +50%.


Invisible

Description: This Prime Rune is the essence of concealment, the unseen, lack of light and vision. The very idea of something becoming invisible to the perceivable eye, being see through, and so forth. The greater runes of conceal and vanish can cause certain elements upon an object to become imperceivable, or potentially the object itself.

Isolated Effect: A -2 penalty is applied to anyone attempting to perceive this object with an awareness or investigation check.

Duration: Concealment is permanent, while Vanish is special.


Conceal

Tier: 2

Description: This greater rune causes various things upon the surface of an object to blend in, or otherwise become concealed and invisible to the naked eye. Such things like artwork, writings, markings, carvings, runes, paintings, tattoos, and so forth can be affected. Other such things that are placed upon the object outside of this field of options cannot be affected by conceal. To clarify: Blending in would mean to hide the art/writing/rune/etc. among other such artwork so it can be found via investigation. concealment means just hiding it completely from sight. This greater rune cannot affect the object itself.

Grades of Power:

  • 1: Blend In: 1". Conceal: 5'.
  • 2: Blend In: 2". Conceal: 1".
  • 3: Blend In: 3". Conceal: 15'.
  • 4: Blend In: 4". Conceal: 2".
  • 5: Blend In: 5". Conceal: 25'.
  • 6: Blend In: 6". Conceal: 3".
  • 7: Blend In: 7". Conceal: 35'.
  • 8: Blend In: 8". Conceal: 4".
  • 9: Blend In: 9". Conceal: 45'.
  • 10: Blend In: 10". Conceal: 5" Feet.


Vanish

Tier: 3

Description: This greater rune causes the object itself to become transparent, or potentially invisible to the naked eye, whilst also reducing the amount of infrared and ultraviolet light the object generates by over half, making it harder to detect with non-normal vision. If the object is struck by a moderately forceful blow, is damaged, or broken it will become visible once again.

Grades of Power:

  • 1: Objects: 1 Turn. Creatures: 2 Rounds.
  • 2: Objects: 2 Turns. Creatures: 4 Rounds.
  • 3: Objects: 3 Turns. Creatures: 6 Rounds.
  • 4: Objects: 4 Turns. Creatures: 8 Rounds.
  • 5: Objects: 1 hour. Creatures: 1 Turn.
  • 6: Objects: 2 Hours. Creatures: 2 Turns.
  • 7: Objects: 3 Hours. Creatures: 3 Turns.
  • 8: Objects: 4 Hours. Creatures: 4 Turns.
  • 9: Objects: 5 Hours. Creatures: 5 Turns.
  • 10: Objects: 6 Hours. Creatures: 1 Hour.


Diminish

Description: This Prime Rune is the essence of unstable, feeble, unhealthy growth, as well as the concept of lesser size overall. The greater runes of regress and shrink can affect one's natural growth, or cause temporary sudden growth with potential side effects.

Isolated Effect: By itself the Diminish rune decreases a creature's size by 1%-10% for the Shrink duration.

Duration: The regress rune lasts for 1 Year per Grade of Power, while the shrink rune lasts 1 round per Grade of Power.

Regress

Tier: 2

Description: This greater rune causes the object or creature's natural physical growth rate to become reduced. On non-organic objects such as crystals, it can reduce it's yearly rate of growth/buildup, but only if it is in the ideal location for crystalline growth. On organic creatures such as plants, animals, demi-humans and humanoids it stifles their growth, with a percent chance to actually shrink a fraction of an inch per year (up to 1' shorter than their original natural height), and reduces the chances of their growth being healthy without deformities, mutations or bodily weaknesses.

Grades of Power:

  • 1: Non-Organic Growth Rate: -5%.
  • 2: Non-Organic Growth Rate: -10%.
  • 3: Non-Organic Growth Rate: -15%.
  • 4: Non-Organic Growth Rate: -20%.
  • 5: Non-Organic Growth Rate: -25%.
  • 6: Non-Organic Growth Rate: -30%.
  • 7: Non-Organic Growth Rate: -35%.
  • 8: Non-Organic Growth Rate: -40%.
  • 9: Non-Organic Growth Rate: -45%.
  • 10: Non-Organic Growth Rate: -50%.


Shrink

Tier: 3

Description: this greater rune causes an object to decrease in it's overall size temporarily by a certain degree based on it's grade of power and whether it is organic or non-organic. For every removed 2' gained in height, their strength and constitution is decreased by -1, and dexterity increases by +1 for every 4' removed, to a maximum of 6 strength or 20 dexterity. Along with their decreased size comes with an equally decreased weight. Objects must often roll a saving throw vs. shrinking if fragile (glass, crystal, clay, etc.), while creatures must roll a system shock to avoid passing out if their constitution is below 12 or getting the strained and fatigued condition otherwise.

Grades of Power:

  • 1: Object's Size/Weight: -5%. Creature's Size/Weight: -3%.
  • 2: Object's Size/Weight: -10%. Creature's Size/Weight: -6%.
  • 3: Object's Size/Weight: -15%. Creature's Size/Weight: -9%.
  • 4: Object's Size/Weight: -20%. Creature's Size/Weight: -12%.
  • 5: Object's Size/Weight: -25%. Creature's Size/Weight: -15%.
  • 6: Object's Size/Weight: -30%. Creature's Size/Weight: -18%.
  • 7: Object's Size/Weight: -35%. Creature's Size/Weight: -21%.
  • 8: Object's Size/Weight: -40%. Creature's Size/Weight: -24%.
  • 9: Object's Size/Weight: -45%. Creature's Size/Weight: -27%.
  • 10: Object's Size/Weight: -50%. Creature's Size/Weight: -30%.


Silence

Description: This Prime Rune is the essence of quiet, silence, the absence of sound, and so forth. The greater runes of suppress, absorb and block all have varying effects on an object and it's ability to make sound, or lack thereof.

Isolated Effect: On it's own this rune causes the object to make 10% less noise overall.

Duration: The suppress and absorb runes last for 1 Hour per Grade of Power, while the Block rune lasts for 1 Turn per Grade of Power


Suppress

Tier: 2

Description: This greater rune causes the sound an object is capable of making via coming into contact with another object (forceful or not), as well as any sounds the object can make on its own (such as an instrument's musical sound or mechanical clicking/grinding, etc.) by a certain degree.

Grades of Power:

  • 1: -5%
  • 2: -10%
  • 3: -15%
  • 4: -20%
  • 5: -25%
  • 6: -30%
  • 7: -35%
  • 8: -40%
  • 9: -45%
  • 10: -50%


Absorb

Tier: 2

Description: This greater rune causes the sound generated from another objects directly affecting it. For example, the sound generated from footsteps upon a runed floor, the sound made from striking the object, the sound bouncing off of the walls of the runed object, and so forth would be reduced by a certain degree.

Grades of Power:

  • 1: -5%
  • 2: -10%
  • 3: -15%
  • 4: -20%
  • 5: -25%
  • 6: -30%
  • 7: -35%
  • 8: -40%
  • 9: -45%
  • 10: -50%


Block

Tier: 3

Description: This greater rune cannot be utilized unless it is a runic circle. There must be no less than 2 prime runes of Silence, both followed immediately by the greater rune of block. The runic circle can be 1" with two runes, yet with every additional prime rune the circle's diameter can be increased by an additional 5'. Once activated the circle prevents any sound from passing within the circle up to a height of double the diameter up and down for the duration. Thus creatures inside the circle can hear anything inside but not anything outside, and vice versa.

Grades of Power: N/A


Stasis

Description: This Prime Rune is the essence of slowness, sluggishness, immobility, inverted inertia, lack of momentum, and so forth. It's the very idea of being slowed to a stop, and unable to move. The greater runes of slow and hold reduce the object's ability to move on it's own either partially or entirely.

Isolated Effect: By itself this rune can cause the object to be slowed by 10%, or a single part/limb of the object by 50% if there's multiple parts/limbs.

Duration: The slow rune lasts for 2 Rounds per Grade of Power, while the hold rune lasts for 3 Segments per Grade of Power.


Slow

Tier: 2

Description: This greater rune causes objects to move at a slower rate than they normally would previously, as though it had greater weight, additional friction, moving through water, etc. As such thrown and launched missiles move slower and at a shorter distance. Objects that can roll will roll slower (even downhill). Objects swung will be swung slower. Mechanisms with gears, pullies and the like will turn/spin/pull/lift/etc. more slowly as well, etc. When placed on creatures it reduces their overall movement speed, causing creatures to run slower, swim slower, and in most cases cause winged creatures to become incapable of flying at all.

Grades of Power:

  • 1: Object Movement: -5%. Missile Range: -10%. Mechanic Delay: 1 Second. Creature Run: -5%. Creature Swim: -10%. Creature Fly: -20%.
  • 2: Object Movement: -10%. Missile Range: 15%. Mechanic Delay: 2 Seconds. Creature Run: -5%. Creature Swim: -15%. Creature Fly: .-30%
  • 3: Object Movement: -15%. Missile Range: 20%. Mechanic Delay: 4 Seconds. Creature Run: -10%. Creature Swim: -20%. Creature Fly: -40%.
  • 4: Object Movement: -20%. Missile Range: 25%. Mechanic Delay: 1 Segment. Creature Run: -10%. Creature Swim: -25%. Creature Fly: -50%.
  • 5: Object Movement: -25%. Missile Range: 40%. Mechanic Delay: 8 Seconds. Creature Run: -15%. Creature Swim: -30%. Creature Fly: -60%.
  • 6: Object Movement: -30%. Missile Range: 50%. Mechanic Delay: 10 Seconds. Creature Run: -20%. Creature Swim: -40%. Creature Fly: -80%.
  • 7: Object Movement: -40%. Missile Range: 60%. Mechanic Delay: 2 Segments. Creature Run: -25%. Creature Swim: -50%. Creature Fly: -90%.
  • 8: Object Movement: -50%. Missile Range: 70%. Mechanic Delay: 3 Segments. Creature Run: -30%. Creature Swim: -60%. Creature Fly: Can't Fly.
  • 9: Object Movement: -60%. Missile Range: 80%. Mechanic Delay: 4 Segments. Creature Run: -35%. Creature Swim: -70%. Creature Fly: Can't Fly.
  • 10: Object Movement: -70%. Missile Range: -90%. Mechanic Delay: 5 Segments. Creature Run: -40%. Creature Swim: -80%. Creature Fly: Can't Fly.


Hold

Tier: 3

Description: This greater rune causes the object it is etched into to become held fast in it's place and position. As such a door will not move, a boulder won't roll, missiles will lose all momentum as soon as they're launched, etc. The object can still be moved by creatures with a successful strength check, but the object itself cannot move itself. Note that the runesmith can add a mundane rune to allow for the object's inner mechanisms to still move. Thus a lock cannot be forcibly removed, but can still be picked. Surfaces of traps are harder to remove to access the mechanisms, while allowing the trap to still work. Catapults are much harder to move or knock back but can still fling missiles, etc. Note that any object or creature endowed with magical power can move these objects as normal. Furthermore, this rune doesn't make the object fixed in a single point in space, thus it can still be affected by gravity and such.

Grades of Power:

  • 1-2: +2 to Checks, Reduced Difficulty Grade
  • 3-4: +1 to Checks
  • 5-6: No Modifier
  • 7-8: -1 to Checks
  • 9: -2 to Checks
  • 10: -3 to Checks, Increased Difficulty Grade


Ward

Description: This Prime Rune is the essence of guarding, protection, warning, repelling and the like. It's the concept of driving off intruders or warding away potential nuisances. The greater runes of Warn, Boundary and Repel utilize various methods of keeping potential nuisances and/or threats out of the way. Every form of this Prime Rune requires a runic circle to be carved.

Isolated Effect: By itself the rune wraps the object in a very thin and weak force which requires a saving throw to resist. Failure makes it a bit difficult to hold/grasp, while success makes the grip feel uncomfortable but not hindered.

Duration: 2 Hours per Grade of Power.


Warn

Tier: 2

Description: This greater rune's circle requires no less than 2 Prime Runes and 2 Greater Runes. The base radius of the runic circle is 2", but this radius can be extended by an additional 1" for every Prime Rune added after the first 2. Any creature, whether living or magical, that passes over/by/under the radius border will receive a sound or message determined by mundane runes carved in by the runesmith in their minds. The length of the worded message can be up to 1 word per grade of power in length, and the sound can be anything but ranges in volume to the maximum of 1 man shouting per grade of power.

If the rune is placed by itself upon an object with no circle, then it merely causes a single word to be whispered in their minds, or else some sound of whisper volume.

Grades of Power: N/A


Boundary

Tier: 2

Description: This greater rune's circle requires no less than 2 Prime Runes and 2 Greater Runes. The base radius of the runic circle is 1", but this radius can be extended by an additional 1" for every Prime Rune added after the first 2. Any creature, whether living or magical, that passes over/by/under the radius border will receive some sort of sensation that drives them away from the barrier. This sensation can be one of dread, forgetfulness, hesitation, caution, feeling lost, confusion, etc. Creatures make a saving throw against this sensation to ignore it. If they succeed they can push on ignoring the feeling. If they fail the sensation successfully keeps them from passing through (though others can still drag them through). NOTE: If the runic circle is placed in an enclosed chamber such as a room, then it merely places the barriers at the entrances and exits of the chamber.

If the rune is placed by itself upon an object with no circle, then it merely gives them an unsettling feeling in the back of their mind for the first round of contact/use, adding a -1 to concentration rolls for that round.

Grades of Power: N/A


Repel

Tier: 3

Description: This greater rune's circle requires no less than 3 Prime Runes and 3 Greater Runes. The base radius of the runic circle is 1", but this radius can be extended by an additional 1" for every Prime Rune added after the first 3. Any creature, whether living or magical, that passes over/under the radius border will run into an invisible force that will push against them. In order to make it through this barrier the creature must roll a saving throw versus magic, plus any modifiers to rolls and difficulty grades from their strength. The air shimmers slightly (like a minor mirage) whenever a creature passes through it.

If the rune is placed by itself upon an object with no circle, then it merely adds a -1 penalty to any rolls required to grasp and hold it, but does not actually repel the person.

Grades of Power: N/A


Weaken

Description: This Prime Rune is the essence of weakness, vulnerability, loss of energy, reduced durability, and so forth. It is the very concept of losing the quality of what once made it strong and firm. The greater runes of enervate, stiff and fragile can cause an object to be worn down more swiftly, become less flexible and precise, or otherwise be more vulnerable.

Isolated Effect: By itself it causes an object's primary physical function to be reduced by approximately 10%.

Duration: Each of the greater runes lasts 1 turn per grade of power.


Enervate

Tier: 2

Description: This greater rune when graven causes objects to lose their overall 'energy' by a certain degree, which can cause varying effects. Weapons swung through the air lose some of their force and impact strength. Objects that produce something from energy (like a sword of flames) are less intense. Traps will have less intensity or force. Advanced mechanics like pullies, pistons and the like will have reduced strength and force, etc. When placed on a creature, it reduces their strength score.

Grades of Power:

  • 1: Impact: -1 to Hit. Energy Output: -5%. Pull/Push Strength: -10%. Creatures: N/A.
  • 2: Impact: -1 to Hit. Energy Output: -10%. Pull/Push Strength: -15%. Creatures: N/A.
  • 3: Impact: -1 to Hit, -1 to Dmg. Energy Output: -10%. Pull/Push Strength: -20%. Creatures: -1 Strength.
  • 4: Impact: -1 to Hit, -1 to Dmg. Energy Output: -15%. Pull/Push Strength: -25%. Creatures: -1 Strength.
  • 5: Impact: -2 to Hit, -1 to Dmg. Energy Output: -20%. Pull/Push Strength: -30%. Creatures: -1 Strength.
  • 6: Impact: -2 to Hit, -1 to Dmg. Energy Output: -25%. Pull/Push Strength: -35%. Creatures: -2 Strength.
  • 7: Impact: -3 to Hit, -1 to Dmg. Energy Output: -30%. Pull/Push Strength: -40%. Creatures: -3 Strength.
  • 8: Impact: -3 to Hit, -2 to Dmg. Energy Output: -35%. Pull/Push Strength: -45%. Creatures: -4 Strength.
  • 9: Impact: -4 to Hit, -2 to Dmg. Energy Output: -40%. Pull/Push Strength: -50%. Creatures: -5 Strength.
  • 10: Impact: -5 to Hit, -3 to Dmg. Energy Output: -45%. Pull/Push Strength: -60%. Creatures: -6 Strength.

Stiff

Tier: 3

Description: This greater rune causes objects to lose more of their flexibility, balance, precision and (if applicable) their coordination. Thus doors open with greater resistance than before. Weapons swing or are flung/launched off balanced and imprecise. Mechanisms move as though they are rusted, old, worn, unlubricated, etc. and must roll a save to operate properly per round. All objects have their weight distributed to the worst possible place for them, resulting in them rolling with burden for falling off if pushed/shaken/knocked off balance. When placed on a creature, it reduces their dexterity score.

Grades of Power:

  • 1: Precision: -1 to Hit. Jam Chance: 5%. Save vs. Balance: +2 to Saves. Creatures: N/A.
  • 2: Precision: -1 to Hit. Jam Chance: 10%. Save vs. Balance: +1 to Saves. Creatures: N/A.
  • 3: Precision: -1 to Hit. Jam Chance: 15%. Save vs. Balance: No Modifiers. Creatures: -1.
  • 4: Precision: -2 to Hit. Jam Chance: 20%. Save vs. Balance: No Modifiers. Creatures: -1.
  • 5: Precision: -2 to Hit. Jam Chance: 25%. Save vs. Balance: -1 to Saves. Creatures: -1.
  • 6: Precision: -3 to Hit. Jam Chance: 30%. Save vs. Balance: -2 to Saves. Creatures: -2.
  • 7: Precision: -3 to Hit. Jam Chance: 35%. Save vs. Balance: -2 to Saves. Creatures: -3.
  • 8: Precision: -4 to Hit. Jam Chance: 40%. Save vs. Balance: -3 to Saves. Creatures: -4.
  • 9: Precision: -5 to Hit. Jam Chance: 45%. Save vs. Balance: -4 to Saves. Creatures: -5.
  • 10: Precision: -6 to Hit. Jam Chance: 50%. Save vs. Balance: -5 to Saves. Creatures: -6.


Fragile

Tier: 3

Description: This greater rune causes objects to lose more of their physical durability, hardness, resilience, energy absorption, and overall endurance. As such it becomes far more vulnerable to physical blows, strikes, sources of erosion, decay, corrosion, etc. Armors become a lower armor rating. Structures receive multipliers to damage when receiving structure point damage. All objects receive a weaker resistance to saving throws. When placed on a creature, it reduces their constitution score.

Grades of Power:

  • 1: Armor Rating: N/A. Saving Throws: -1 to Saves. Structure Dmg Multiplier: N/A. Creatures: N/A.
  • 2: Armor Rating: N/A. Saving Throws: -1 to Saves. Structure Dmg Multiplier: N/A. Creatures: N/A.
  • 3: Armor Rating: -1 AR. Saving Throws: -2 to Saves. Structure Dmg Multiplier: N/A. Creatures: -1.
  • 4: Armor Rating: -1 AR. Saving Throws: -2 to Saves. Structure Dmg Multiplier: N/A. Creatures: -1.
  • 5: Armor Rating: -1 AR. Saving Throws: -3 to Saves. Structure Dmg Multiplier: x1.25. Creatures: -1.
  • 6: Armor Rating: -2 AR. Saving Throws: -3 to Saves. Structure Dmg Multiplier: x1.5. Creatures: -2.
  • 7: Armor Rating: -2 AR. Saving Throws: -4 to Saves. Structure Dmg Multiplier: x1.75. Creatures: -3.
  • 8: Armor Rating: -3 AR. Saving Throws: -5 to Saves. Structure Dmg Multiplier: x2. Creatures: -4.
  • 9: Armor Rating: -4 AR. Saving Throws: -6 to Saves. Structure Dmg Multiplier: x2. Creatures: -5.
  • 10: Armor Rating: -5 AR. Saving Throws: -7 to Saves. Structure Dmg Multiplier: x2.5. Creatures: -6.