Tier 3 Runes
Animate
Description: This Prime Rune is the essence of general activity, motion, activeness, liveliness, and automatic motion. The concept of a non-living object being granted the state of animation. The greater runes of active, golem and autonomy grant objects the ability to move to varying degrees, effectiveness, and programming.
Isolated Effect: By itself this prime rune can animate the object with limited movement based on other runes combined with it (for example, if a ball was given the animate rune as well as the rune of fear, it would roll away from all creatures and runic objects), using whatever means it can (in this case shifting it's weight to roll).
Duration: The active rune lasts for 3 Hours per Grade of Power. The golem rune's duration is special. The autonomy rune lasts for as long as the active/golem runes last for.
Active
Tier: 3
Description: This greater rune causes the object to move on their own accord using whatever means the object is capable of moving with. The active rune can affect objects as small as daggers and books, to objects as large and complex as humanoid suits of armor. Mechanisms such as locks, traps, siegeworks, gnomeworks and the like however cannot be animated by this rune. The object uses whatever motor functions it has at it's disposal, usually via shifting it's weight. If it's capable of rolling, it will roll. If it's capable of springing, it will spring. If it's capable of snaking it will snake. Note: The runesmith can inscribe a single instruction or purpose for the object's activation such as: "Guard" or "Guide" or "Attack" or "Clean" and so forth. The object will then perform the single-word instruction to the best of it's ability with no ability of interpreting. Thus the word must be carefully chosen.
Grades of Power:
- 1-4: Statblock: MV: 1" to 10" Ground, 5" if Flying. HD: 1. AT# 1. Carry: 25% it's weight. 10% if flying.
- 5-7: Statblock: MV: 2" to 20" Ground, 10" if Flying. HD: 2. AT# 1. Carry: 50% it's weight. 20% if flying.
- 8-9: Statblock: MV: 3" to 30" Ground, 15" if Flying. HD: 3. AT# 2. Carry: 75% it's weight. 30% if flying.
- 10: Statblock: MV: 4" to 40" Ground, 20" if Flying. HD: 4. AT# 3. Carry: 90% it's weight, 40% if flying.
Golem
Tier: 3
Description: This greater rune causes materials of hardened clay, stone, metal, etc. that's been shaped into some creature form (humanoid, demi-human, beast, monstrosity, etc.) to be given programmed life-like animation. The golem's shape must have a realistic one which mimics realistic motor functions (body proportions, weight distribution, limbs, joints, etc.) in order for it to be animated. Otherwise it will shift before losing it's animation immediately and the runes lose their power. Note that the runesmith can manipulate the golem's overall strength, speed, coordination, durability and the like by carving it in specific ways. A thin and lightweight golem carved to resemble a large cat for instance might move more swiftly than an armored humanoid shape. To give the golem animated life, the runesmith must carve the prime and greater rune upon it's forehead, chest, back, and upon each of it's major joints (shoulders, hips, tail base, etc.). Note that each segment of the golem can be carved individually, thus they could carve the forehead runes the first day, the chest and back runes the second day, etc.
The golem's duration and it's hit points are one and the same. Thus as it's duration ticks away, so too will it's hit points slowly drain away. And if it's hit points are forcibly dropped via attacks, so too will it's duration. Increasing the duration of this rune (baseline 1 hour per grade of power) will not increase the number of hit points it has, so while it can last a longer period of time before naturally losing hit points, it can still be damaged and destroyed before the end of it's duration. Once animated the golem will move around and follow programmed instructions up to 3 words long per grade of power, and follow spoken orders of up to 1 word long per grade of power.
Grades of Power:
- 1-4: Tier 1 Golem
- 5-7: Tier 2 Golem
- 8-9: Tier 3 Golem
- 10: Tier 4 Golem
Autonomy
Tier: 4
Description: This greater rune causes any object that's been animated to gain an enhanced level of programmed independence in addition to it's animated movement. Once activated the animated creature is able to perceive, process, and adapt to a situation based on it's orders on it's own, adjusting it's methods based accordingly on it's programmed goal, rules and parameters given to it. This allows them to fulfill tasks all on their own without needing to be commanded or supervised 24/7. There is a drawback and risk with high-grade use however. The greater their autonomy, the more likely they are to be influenced or become possessed by some ethereal or astral presence. As such there is a varying chance of influence or possession that can cause the golem to suddenly refuse orders, turn hostile, or self destruct based on how high it's powers of autonomy are.
Grades of Power:
- 1-4: Golems can interpret simple commands with flexibility and continue tasks on it's own. Will recognize basic obstacles & reroute/reattempt when able. Can identify friend from foe based on simple criteria (uniforms, mark rune, spoken password, etc.). Possession Chance: 2%. Influence Chance: 5%
- 5-7: Golems can interpret moderate commands and adapt to limited scenarios. Properly understands cause & effect enough to find workarounds. They can follow multi-step tasks/instructions and prioritize as needed. Recognizes patterns such as behavior of intruders, missing items, broken rules, etc. Possession Chance: 5%. Influence Chance: 10%.
- 8-9: Golems can resolve unexpected problems using predefined values and goals, prioritizing commands based on perceived urgency or danger. They can learn from repeated success or failure, and recognize minor subtleties in tone, emotional states and the like such as facial recognition, object similarity, etc. Possession Chance: 10%. Influence Chance: 20%.
Constancy
Description: This Prime Rune is the essence of consistency, lingering, enduring, everlasting. It is the concept of something lasting longer than it was originally capable of, and it is the only rune which has the capability of causing runes of power to last potentially indefinitely. The greater runes of recycling and permanence make this possible.
Isolated Effect: By itself the rune causes the durations of all runes on the object to be extended by an additional 50%, and doubles the effects of extension runes.
Duration: The recycle rune lasts until all runes have lost all their grades of power. The permanence rune lasts indefinitely.
Recycle
Tier: 3
Description: This greater rune causes any prime rune attached to it to last far longer. Essentially, when the rune reaches the end of it's duration, charges, etc., instead of vanishing and never being used again, it recycles it's old power so that it can be activated again. The downside to this rune is that with every recycle, the rune or runes will lose a full Grade of Power until they reach 0 power. When all runes tied to the recycle rune are powerless, it too will lose power.
Grades of Power:
- 1-3: Affects Tier 1 Runes
- 4-5: Affects Tier 1-2 Runes
- 6-7: Affects Tier 1-3 Runes
- 8-9: Affects Tier 1-4 Runes
- 10: Affects Tier 1-5 Runes
Permanence
Tier: 4
Description: This greater rune causes any prime runes attached to this to become linked to the energies flowing and weaving through the realms, allowing it to always recharge and repower itself so long as there is in fact power. By itself, the grades of power of all runes it's linked to might drop after their initial duration ends depending on if there is enough energy in the vicinity. If the recycle rune is placed alongside permanence however, then they will not lose their grade of power. If any rune has charges, permanence merely makes it possible to 'recharge' them with a second activation.
Grades of Power:
- 1-3: Affects Tier 1 Runes
- 4-5: Affects Tier 1-2 Runes
- 6-7: Affects Tier 1-3 Runes
- 8-9: Affects Tier 1-4 Runes
- 10: Affects Tier 1-5 Runes
Curse
Description: This Prime Rune is the essence of ill intent, ill will, misfortune, omens, doom and the like. It is the very idea and concept of a curse bestowed upon by the gods, or by some powerful force. The curse's effects can vary widely depending on what the object and it's purpose is, or if it's a creature, as well as whether it is to be a minor curse, lesser curse or greater curse. Below are examples of curses that could bestow upon objects or creatures based on whether it is minor, lesser or greater.
| Curse Grade | Object Examples | Creature Examples |
|---|---|---|
| Minor Curses | Object slowly gathers dust, tarnish and rust Color steadily dulls and fades Joints, clasps, seams etc. loosen slowly over time | Skin occasionally itches or becomes irritated for no reason Suddenly stumble over their words or forget simple terms Falling asleep becomes more difficult They gain an undesirable odor more frequently |
| Lesser Curses | Object always seems to crack or split in the same area Object becomes stuck/closed fast | Bad Luck Always feeling cold even if it's very hot Tripping and stubbed toes happen often You often say/do the worst thing in social context Your food is often spoiled, contaminated or hexed |
| Greater Curses | Object begins to decompose rapidly No one can ever recall the information written on the object | Widespread disasters (famine, drought, plague) One attribute reduced to some degree Blindness/deafness/paralyzation/etc. Immediate weakness (3 in Str/Dex/Con) when stepping on holy/unholy land, undead soil, under moon, under sun, etc. |
Duration: It takes a runic curse 2d4 Hours per level of curse to start affecting the object after the rune's been activating, and lasts for double that period of time after it takes effect. For creatures it takes 4d4 Hours per level of curse to affect them, and lasts just as long.
Grades of Power:
- 1-5: Minor Curse
- 6-8: Lesser Curse
- 9-10: Greater Curse
Explosion
Description: This Prime Rune is the essence of detonations, explosions, combustions, and overall the release of potential and even stored energies. By default the rune causes the object itself to explode, with chips, pieces and chunks flying everywhere. If the object fails it's save vs. magical power it is completely destroyed with all parts flying everywhere. If it succeeds then only some pieces and shards come flying off, but shrapnel. is a given regardless.
If given the enchantment rune, it can release a concussive force outwards instead of destroying the object in which objects nearby must roll a saving throw vs. a crushing blow or else be damaged or destroyed, and creatures must roll a saving throw vs. magical power or else be stunned for 1+ segments. The exception to this rule is if the rune and enchantment is carved onto a gemstone or other such substance storing some form of energy (positive, negative, elemental, etc.) in which it releases that stored energy outwards.
The radius of both versions of explosion is a 5' diameter blast, but the radius rune can extend this range by 1' diameter per radius rune.
Duration: Instantaneous.
Grades of Power:
- 1-2: Shrapnel Dmg: 1 Dmg. Object Save: Trivial Difficulty. Creature Save: Trivial Difficulty.
- 3-4: Shrapnel Dmg: 1-2 Dmg. Object Save: Easy Difficulty. Creature Save: Trivial Difficulty.
- 5-6: Shrapnel Dmg: 1-3 Dmg. Object Save: Standard Difficulty. Creature Save: Easy Difficulty.
- 7-8: Shrapnel Dmg: 1d4 Dmg. Object Save: Hard Difficulty. Creature Save: Standard Difficulty.
- 9: Shrapnel Dmg: 1d4+1 Dmg. Object Save: Very Hard Difficulty. Creature Save: Hard Difficulty.
- 10: Shrapnel Dmg: 1d4+2 Dmg. Object Save: Trying Difficulty. Creature Save: Very Hard Difficulty.
Harm
Description: This Prime Rune is the essence of rapid, and direct damage to someone or something. The idea of inflicting harm upon another. The greater runes of wither and wound can apply this damage over a period of time, or apply it instantaneously.
Isolated Effect: By itself the rune causes 2 instant structure damage (or 1 creature damage), and 1 point of structure damage per hour (or 1 point per 6 hours for creatures) for the remaining 24 hours.
Duration: For wither it lasts for 3 Days per Grade of Power. For wound the effect is instantaneous.
Wither
Tier: 3
Description: This greater rune causes the object or creature carved into to gradually receive damage over time. This damage can come in the form of chipping, cracking, tearing, eroding, etc. This damage can be repaired at any time, but until the duration of the rune ends, the damage will still occur to the object over time. Against creatures it often comes across as bruises, random small wounds, and so forth. Once again, they can be healed at any time, but will continue to be damaged until the duration ends.
Grades of Power:
- 1-2: Structure: 1 Dmg per 48 Hours. Creature: N/A.
- 3-4: Structure: 1 Dmg per 24 Hours. Creature: 1 per 48 Hours.
- 5-6: Structure: 1 Dmg per 12 Hours. Creature: 1 per 24 Hours.
- 7-8: Structure: 1 Dmg per 8 Hours. Creature: 1 per 12 Hours.
- 9: Structure: 1 Dmg per 4 Hours. Creature: 1 per 8 Hours.
- 10: Structure: 1 Dmg per 2 Hours. Creature: 1 per 4 Hours.
Wound
Tier: 4
Description: This greater rune causes the object or creature carved into to be inflicted with damage instantaneously. This damage can come in the form of chipping, cracking, tearing, eroding, etc. Against creatures it causes bruises, random wounds, and so forth. Note! Using another wound rune on an object or creature within the same 12 hour period reduces it's damage dealt by -2 per repeated rune for objects, or -1 per repeated rune for creatures.
Grades of Power:
- 1-2: Structure: 1d4 Dmg. Creature: 1 Dmg.
- 3-4: Structure: 1d6 Dmg. Creature: 1-2 Dmg.
- 5-6: Structure: 2d6 Dmg. Creature: 1-3 Dmg.
- 7-8: Structure: 3d6 Dmg. Creature: 1d4 Dmg.
- 9: Structure: 4d6 Dmg. Creature: 1d4+1 Dmg.
- 10: Structure: 5d6 Dmg. Creature: 1d4+2 Dmg.
Heal
Description: This Prime Rune is the essence of rapid, and direct restoration to someone or something. The idea of relieving and undoing harm upon another. The greater runes of regenerate and cure can apply this over a period of time, or apply it instantly.
Isolated Effect: By itself the rune cures 2 structure damage instantly (or 1 creature damage), and 1 point of structure damage per hour (or 1 point per 6 hours for creatures) for the remaining 24 hours.
Duration: For regenerate it lasts for 3 Days per Grade of Power. For cure the effect is instantaneous.
Regenerate
Tier: 3
Description: This greater rune causes the object or creature carved into to gradually restore itself from damage over time. This can restore chipping, cracks, tears, erosion, splits, etc. This restoration can of course be undone by further damage, but until the duration of the rune ends, it shall continue to be regenerated until the duration of the rune ends. On creatures it will heal bruises, scrapes, small wounds, large wounds, scabs, etc. Once again, they can be damaged still but it will continue to heal until the duration ends.
Grades of Power:
- 1-2: Structure: 1 Dmg per 48 Hours. Creature: N/A.
- 3-4: Structure: 1 Dmg per 24 Hours. Creature: 1 per 48 Hours.
- 5-6: Structure: 1 Dmg per 12 Hours. Creature: 1 per 24 Hours.
- 7-8: Structure: 1 Dmg per 8 Hours. Creature: 1 per 12 Hours.
- 9: Structure: 1 Dmg per 4 Hours. Creature: 1 per 8 Hours.
- 10: Structure: 1 Dmg per 2 Hours. Creature: 1 per 4 Hours.
Cure
Tier: 4
Description: This greater rune causes the object or creature carved into to be restored and healed of damage instantaneously. It can restore and cure chipping, cracks, tears, erosion, splits, etc. On creatures it can heal and cure bruises, scrapes, wounds, etc. Note! Using another cure rune on an object or creature within the same 12 hour period reduces the damage cured by -2 per repeated rune for objects, or -1 per repeated rune for creatures.
Grades of Power:
- 1-2: Structure: 1d4 Dmg. Creature: 1 Dmg.
- 3-4: Structure: 1d6 Dmg. Creature: 1-2 Dmg.
- 5-6: Structure: 2d6 Dmg. Creature: 1-3 Dmg.
- 7-8: Structure: 3d6 Dmg. Creature: 1d4 Dmg.
- 9: Structure: 4d6 Dmg. Creature: 1d4+1 Dmg.
- 10: Structure: 5d6 Dmg. Creature: 1d4+2 Dmg.
Impair
Description: This Prime Rune is the essence of impairment, dimness, confusion, unpleasantness, and so forth. It is the very concept of losing clarity, wisdom and one's presence. The greater runes of fool, obtuse and horrid can cause an object to become more simple, out of tune, or undesirable.
Isolated Effect: By itself it causes an object to become 10% less complex, as well as invert it's original purpose.
Duration: Each of the greater runes lasts 1 Turn per Grade of Power.
Fool
Tier: 3
Description: This greater rune causes an object to lose it's complexity, as well as (if applicable) any storage, or memory capacity. Examples for lost complexity include any mechanism (such as locks, traps, secret doors, siegeworks, gnomeworks, etc.) to become less complex and thus easier to lockpick, disarm, manipulate, etc. It does not actually change the inner mechanisms, but it loses it's ability to act so complex (complex locks take longer to lock, traps are longer to prime, siege weapons are longer to load/trigger, etc.). On non-mechanisms it affects other aspects. Books for example becomes a lower reading grade, skips some words and is more simple. Paintings and garments lose patterns and style as they become more simple and straight forward. Note that if placed upon very simple objects, it likely won't have any effect.
In regards to any object with the capacity for memory, or otherwise stored information (like books and scrolls, calendars, etc.), or objects given some mental capacity due to runes or magic (like objects paired with the mind rune or the autonomy rune, or intelligent items, or reincarnated items), it can cause the object impaired memory and knowledge capacity, and reduce their intelligence stat. When placed on a creature, it only reduces their intelligence score.
Grades of Power:
- 1: Reduced Grade: N/A. Bonuses to Investigation/Undo: +1 / 5%. Reduced Memory: -5% Less Space. Creatures: N/A.
- 2: Reduced Grade: N/A. Bonuses to Investigation/Undo: +1 / 5%. Reduced Memory: -5% Less Space. Creatures: N/A.
- 3: Reduced Grade: -1. Bonuses to Investigation/Undo: +1 / 5%. Reduced Memory: -10% Less Space. Creatures: -1 Intelligence.
- 4: Reduced Grade: -1. Bonuses to Investigation/Undo: +2 / 10%. Reduced Memory: -15% Less Space. Creatures: -1 Intelligence.
- 5: Reduced Grade: -1. Bonuses to Investigation/Undo: +2 / 10%. Reduced Memory: -20% Less Space. Creatures: -1 Intelligence.
- 6: Reduced Grade: -2. Bonuses to Investigation/Undo: +2 / 10%. Reduced Memory: -25% Less Space. Creatures: -2 Intelligence.
- 7: Reduced Grade: -2. Bonuses to Investigation/Undo: +3 / 15%. Reduced Memory: -30% Less Space. Creatures: -3 Intelligence.
- 8: Reduced Grade: -3. Bonuses to Investigation/Undo: +4 / 20%. Reduced Memory: -35% Less Space. Creatures: -4 Intelligence.
- 9: Reduced Grade: -4. Bonuses to Investigation/Undo: +5 / 25%. Reduced Memory: -40% Less Space. Creatures: -5 Intelligence.
- 10: Reduced Grade: -5. Bonuses to Investigation/Undo: +6 / 30%. Reduced Memory: -50% Less Space. Creatures: -6 Intelligence.
Obtuse
Tier: 3
Description: This greater rune causes an object to lose it's sense of orientation, accuracy, and logical function. Mechanisms and tools influenced by it become erratic, confused, or misdirected, often performing their purpose incorrectly, at the wrong time, or toward the wrong target. Examples of this can include a compass often pointing in the wrong direction or spinning uncontrollably. Torches grow and shrink erratically and can randomly go out. Locks might mistaken one key (right or wrong) for another one, and vice versa. Launched missiles and swung weapons (like a whip or flail) might mix up or change trajectory. Mechanisms might randomly be delayed in triggering, or might even miss the trigger entirely, and so forth. Objects with the capability of memory (like books, scrolls calendars, etc.) might mix certain pieces of information. When placed on a creature, intelligent object or reincarnated creature, it reduces their wisdom score.
Grades of Power:
- 1: Confusion Chance: 5%. Falter Chance: 3%. Miss Chance: 2%. Creatures: N/A.
- 2: Confusion Chance: 10%. Falter Chance: 6%. Miss Chance: 4%. Creatures: N/A.
- 3: Confusion Chance: 15%. Falter Chance: 9%. Miss Chance: 6%. Creatures: -1 Wisdom.
- 4: Confusion Chance: 25%. Falter Chance: 12%. Miss Chance: 8%. Creatures: -1 Wisdom.
- 5: Confusion Chance: 30%. Falter Chance: 15%. Miss Chance: 10%. Creatures: -1 Wisdom.
- 6: Confusion Chance: 35%. Falter Chance: 18%. Miss Chance: 12%. Creatures: -2 Wisdom.
- 7: Confusion Chance: 40%. Falter Chance: 21%. Miss Chance: 14%. Creatures: -3 Wisdom.
- 8: Confusion Chance: 55%. Falter Chance: 24%. Miss Chance: 16%. Creatures: -4 Wisdom.
- 9: Confusion Chance: 70%. Falter Chance: 27%. Miss Chance: 18%. Creatures: -5 Wisdom.
- 10: Confusion Chance: 80%. Falter Chance: 30%. Miss Chance: 20%. Creatures: -6 Wisdom.
Horrid
Tier: 3
Description:
Grades of Power: This greater rune causes an object to become undesirable, repelling, or horrific in nature that it's easier for onlookers to be disgusted by it, horrified by it, or otherwise merely disinterested in it entirely. Examples of this are a sword looking more dull, blunt, tarnished and a bit rusted and scratched. Gemstones will appear a bit impure, tarnished, dull, even cracked. Pots will appear tarnished, dull in color and pattern, cracked and the like. Mechanisms appear like an overly complicated mess, or far more simplistic than they are, or even appear unstable or nonfunctional. A room might appear to be smaller, unstable or abandoned. An instrument might look worn, beaten and sound out of tune, and so forth. Alternatively if they're made to look more horrifying, they instead gain traits that naturally instill terror. This can include a warped and twisted shape, fiendish symbols, artwork and styles, darker and more unsettling colors, more eerie sounds, and so forth. When placed on a creature, it reduces their charisma score.
- 1: Overlooked Chance: 10%. Fear Chance: 5%. Creatures: N/A.
- 2: Overlooked Chance: 15%. Fear Chance: 5%. Creatures: N/A.
- 3: Overlooked Chance: 20%. Fear Chance: 10%. Creatures: -1 Charisma.
- 4: Overlooked Chance: 25%. Fear Chance: 10%. Creatures: -1 Charisma.
- 5: Overlooked Chance: 30%. Fear Chance: 15%. Creatures: -1 Charisma.
- 6: Overlooked Chance: 40%. Fear Chance: 20%. Creatures: -2 Charisma.
- 7: Overlooked Chance: 50%. Fear Chance: 25%. Creatures: -3 Charisma.
- 8: Overlooked Chance: 60%. Fear Chance: 30%. Creatures: -4 Charisma.
- 9: Overlooked Chance: 70%. Fear Chance: 35%. Creatures: -5 Charisma.
- 10: Overlooked Chance: 80%. Fear Chance: 40%. Creatures: -6 Charisma.
Stun
Description: This Prime Rune is the essence of shock, astonishment, disbelief, dizziness, etc. It is the very concept of an object becoming disconnected, whether that be physically or metaphorically. For physical examples, parts within a mechanism such as a lock, trap, siegeworks or gnomeworks might become disconnected or broken (typically an important part) if it fails it's save (hard difficulty). An instrument's parts might become undone or stuck, such as broken strings, clogged trumpets, etc. Illustrations become fuzzy, jagged and disproportionate, or even lose one of their colors. Objects that do not have parts like these have a different reaction. Armor will suddenly get very stiff in a certain region (with the exception being multi-pieced armor like field and full plate, wherein 1d4 parts of the armor suddenly become excessively stiff, break or fall off), increasing it's encumbrance effect by one grade. Tools and weapons become very loose and weak in the worst areas, reducing their saving throws, and lose half their impact force when swung/thrust/used. On creatures this rune merely stuns them for a time.
Duration: Permanent when used on mechanisms, paintings, segmented armors. 1 Turn per Grade of Power for tools and weapons. Special for Creatures.
Grades of Power:
- 1-2: Disconnect Save: +3 to Saves. Tool/Weapon Saves: N/A. Creatures: 1 Instant Stunned.
- 3-4: Disconnect Save: +2 to Saves. Tool/Weapon Saves: N/A. Creatures: 2 Instants Stunned.
- 5-6: Disconnect Save: +1 to Saves. Tool/Weapon Saves: -1 to Saves. Creatures: 1 Segment Stunned.
- 7-8: Disconnect Save: No Modifier. Tool/Weapon Saves: -2 to Saves. Creatures: 2 Segments Stunned.
- 9: Disconnect Save: -1 to Saves. Tool/Weapon Saves: -3 to Saves. Creatures: 3 Segments Stunned.
- 10: Disconnect Save: -2 to Saves. Tool/Weapon Saves: -4 to Saves. Creatures: 4 Segments Stunned.
Summon
Description: This Prime Rune is the essence of calling forth, or bringing forth, someone or something from one point in space to another one. This particular Rune of Power does not require a Mark rune to summon an object or creature, however using the Mark Rune can reduce the target's saving throw, greatly reduce it if the Mark is the runesmith's personal mark, or guarantee the summon if the runesmith carved their personal Mark on themselves. Every form of this Prime Rune requires a runic circle to be carved. Note that the surface MUST be perfectly flat!
Isolated Effect: By itself, so long as the object bears a mark rune (and number) that's matched by a mark and number on a creature, every hour so long as it's within a base radius of 1" the object will activate and be 'summoned' to that person's side (or closest person if more than two people share the same mark and number).
Duration: Instantaneous.
Object
Tier: 3
Description: This greater rune's circle requires no less than 2 Prime Runes and 2 Greater Runes. This runic circle will summon a type of object determined by written mundane runes. It cannot be objects at random and must have a 'family' to pull from (i.e. hammer, shovel, pickaxe instead of tool). Note that the runesmith can add more specifications to the mundane runes to increase chances of getting what they desire (i.e. tool's size and/or exact measurements, material, racial design, etc.). Note though that the more rare and powerful the specified material, design, etc. the harder it will be to summon. If the object is already owned by someone the save is made with favor, uses their owner's roll (or object's, whichever is the easier roll) and cannot be attempted again after a failed attempt. The object MUST be on the same plane of existence as the runesmith.
Grades of Power:
- 1-2: Default: +2 to Saves. With Mark: +2 to Saves. With Personal Mark: +1 to Saves.
- 3-4: Default: +1 to Saves. With Mark: +1 to Saves. With Personal Mark: No Modifiers.
- 5-6: Default: No Modifiers. With Mark: -1 to Saves. With Personal Mark: -2 to Saves.
- 7-8: Default: -1 to Saves. With Mark: -2 to Saves. With Personal Mark: -3 to Saves.
- 9: Default: -2 to Saves. With Mark: -3 to Saves. With Personal Mark: -4 to Saves.
- 10: Default: -3 to Saves. With Mark: -4 to Saves. With Personal Mark: -5 to Saves.
Creature
Tier: 3
Description: This greater rune's circle requires no less than 3 Prime Runes and 3 Greater Runes. This runic circle will summon a type of creature determined by written mundane runes. It cannot be any creature at random and must have a 'family' to pull from (i.e. goblin, har'kuun, orc instead of demi-human). Note that the runesmith can never summon a creature with this runic circle if the creature does not bear the mark matching the one in the runic circle. The runesmith can add more specifications to the mundane runes to increase chances of getting the creature they desire (i.e. the creature's overall body type, strength, intellect, height, a specific name, etc.) though generally the more powerful types of creature will be harder to summon due to their higher saves, and 'ranked' creatures can never be summoned unless they allow it (i.e. officers, leaders, etc.). The creature MUST be on the same plane of existence as the runesmith. NOTE! Creatures summoned are not automatically forced to listen to, nor serve, nor abstain from harming the runesmith!
Grades of Power:
- 1-2: With Mark: +4 to Saves. With Personal Mark: +3 to Saves.
- 3-4: With Mark: +3 to Saves. With Personal Mark: +2 to Saves.
- 5-6: With Mark: +2 to Saves. With Personal Mark: +1 to Saves.
- 7-8: With Mark: +1 to Saves. With Personal Mark: No Modifiers.
- 9: With Mark: No Modifiers. With Personal Mark: -1 to Saves.
- 10: With Mark: -1 to Saves. With Personal Mark: -2 to Saves.
Ethereal
Tier: 4
Description: This greater rune's circle requires no less than 3 Prime Runes and 6 Greater Runes. This runic circle will summon a type of ethereal being from one of the various domains in the ethereal plane of existence (i.e. the elemental planes, the faewilds, the plane of time, the plane of shadows, the planes of ascended, and the plane of the titans). It cannot be any ethereal being at random and must have a 'family' to pull from (i.e. sprite, djinni, shadow instead of elemental, fae, undead, etc.). The runesmith can add more specifications to the mundane runes to increase chances of getting the ethereal being they desire (i.e. the being's overall body type, strength, intellect, height, a specific name, etc.) though generally the more powerful types of beings will be harder to summon due to their higher saves, and 'ranked' beings can never be summoned unless they allow it (i.e. officers, leaders, etc.). The ethereal being gains a +4 to their roll for every plane of existence between the summoner and it (i.e. if the runesmith is on the material plane and is summoning a creature directly from the ethereal plane, +4. If the summoned is instead in the elemental planes, +8). NOTE! Beings summoned are not automatically forced to listen to, nor serve, nor abstain from harming the runesmith!
Grades of Power:
- 1-2: Default: +4 to Saves. With Mark: +3 to Saves. With Personal Mark: +2 to Saves.
- 3-4: Default: +3 to Saves. With Mark: +2 to Saves. With Personal Mark: +1 to Saves.
- 5-6: Default: +2 to Saves. With Mark: +1 to Saves. With Personal Mark: No Modifiers.
- 7-8: Default: +1 to Saves. With Mark: No Modifiers. With Personal Mark: -1 to Saves.
- 9: Default: No Modifiers. With Mark: -1 to Saves. With Personal Mark: -2 to Saves.
- 10: Default: -1 to Saves. With Mark: -2 to Saves. With Personal Mark: -3 to Saves.
Astral
Tier: 5
Description: This greater rune's circle requires no less than 4 Prime Runes and 8 Greater Runes. This runic circle will summon a type of astral being from one of the various domains in the ethereal or astral planes of existence (i.e. the astral fields or the domains of the higher beings). It cannot be any astral being at random and must have a 'family' to pull from (i.e. imp, phoenix, etc. instead of fiend, vaelen, deva). 'Ranked' higher beings can never be summoned unless they allow it (i.e. officers, leaders, positions of power, etc.). The astral being gains a +4 to their roll for every plane of existence between the summoner and it (i.e. if the runesmith is on the material plane and is summoning a creature directly from the astral plane, +8. If the summoned is instead in the higher planes, +12). The astral being does however, lose -2 to it's roll for every matched alignment between it and the runesmith summoner, which is doubled if the runesmith is also an aligned class (i.e. a fiendish warlock or evil cleric if fiend. A good cleric (and paladin if lawful) if deva a druid if Vaelen). NOTE! Beings summoned are not automatically forced to listen to, nor serve, nor abstain from harming the runesmith!
Grades of Power:
1-2: Default: +4 to Saves. With Mark: +3 to Saves.
- 3-4: Default: +3 to Saves. With Mark: +2 to Saves.
- 5-6: Default: +2 to Saves. With Mark: +1 to Saves.
- 7-8: Default: +1 to Saves. With Mark: No Modifiers.
- 9: Default: No Modifiers. With Mark: -1 to Saves.
- 10: Default: -1 to Saves. With Mark: -2 to Saves.
Undeath
Description: This Prime Rune is the very essence of undeath, tethers to the plane of negative energy, severance from the afterlife, and so forth. It is the ability to animate the corpses of the dead with negative energies, creating zombies or skeletons to the runesmith's decision. The process is in two parts. First the runesmith must make a runic circle of 3 Prime Runes with a Mark Rune in the center of the circle. The size of the runic circle is 1" diameter, but this size can be extended by an additional 5' diameter for every Prime Rune added after the first 3. Note that if the radius rune is added to the runic circle, it can extend the reach of the runic circle's radius without adding more Prime Runes. The runesmith can carve an instruction for the animated dead to follow up to 8 simple words (and not a complex instruction) into the runic circle. Second the runesmith must carve the prime rune, as well as the same Mark rune plus a number, onto the undead they wish to animate (typically the forehead, but the torso, hands and feet also work). Once this is done, the runic circle will animate any undead within the circle (or within it's radius) once it's activated.
Duration: 1 Day/Grade of Power.
Grades of Power: N/A