Tier 5 Runes

Death

Description: This Prime Rune is the very essence of death, doom, withering, demise, the end of life, ceasing, etc. It is the very idea of anything that once breathed, moved, and lived stopping immediately. Of crumbling and succumbing to their wretched fate. The greater runes of perish and doom both loom death over the bearer of the mark.

Isolated Effect: By itself it merely inflicts 1d6 points of damage for every Grade of Power of the rune onto objects or creatures that fail their saving throw.

Duration:


Perish

Tier: 5

Description: This greater rune causes the object to sustain immediate damage to itself, with the risk of immediate destruction. The object is forced to roll a saving throw vs. it's weakest damaging force or else be destroyed and unrepairable. If it succeeds it's saving throw, it receives structure point damage instead. Any enchanted or warded object or structure receives favor to it's roll with double bonuses, and successful saves do not cause any damage to them. On creatures a successful save means they only get 1d4 damage per Grade of Power, but a failed save means a full percentage of their health is automatically taken away, or instantly die in case of Grade 10. Note that repeated use of this rune on the same object or creature (irregardless of how long ago the rune was put on them) causes the effects of this rune to be halved.

Grades of Power:

  • 1: Penalty to Saves: N/A. Hp Damage: 10% Max Hp.
  • 2: Penalty to Saves: N/A. Hp Damage: 20% Max Hp.
  • 3: Penalty to Saves: N/A. Hp Damage: 30% Max Hp.
  • 4: Penalty to Saves: N/A. Hp Damage: 40% Max Hp.
  • 5: Penalty to Saves: -1. Hp Damage: 50% Max Hp.
  • 6: Penalty to Saves: -1. Hp Damage: 60% Max Hp.
  • 7: Penalty to Saves: -2. Hp Damage: 70% Max Hp.
  • 8: Penalty to Saves: -2. Hp Damage: 80% Max Hp.
  • 9: Penalty to Saves: -3. Hp Damage: 90% Max Hp.
  • 10: Penalty to Saves: -3. Hp Damage: 10% Max Hp.


Doom

Tier: 5

Description: This greater rune doesn't deal direct damage to the object or creature, but rather marks them for impending doom. The object/creature run into dangerous monsters and encounters often. When used, transported, or moving through areas of risk or danger, any lethal accident can occur around or on top of the object/creature. When weather phenomena occur, it often ends up severe and deadly especially around the object/creature. Natural disasters like earthquakes, landslides and the like are more likely to occur. Plagues and diseases are much more likely to infect organics. Flying missiles and swung weapons have greater chances of hitting the object/creature and dealing twice as much damage. There are many other examples, but this is the general idea. Furthermore, any runes of power or spells already on the object/creature which act as a debuff, or cause some ill effect upon the object/creature is increased in it's potency (for example, slow, curse, etc.).

Anytime something bad is about to happen, the object/creature must roll a saving throw against it happening.

Grades of Power:

  • 1: Ill Force Intensity: +10%. Saving Throw: +2 to Saves.
  • 2: Ill Force Intensity: +20%. Saving Throw: +1 to Saves.
  • 3: Ill Force Intensity: +30%. Saving Throw: No Modifiers.
  • 4: Ill Force Intensity: +40%. Saving Throw: No Modifiers.
  • 5: Ill Force Intensity: +50%. Saving Throw: No Modifiers.
  • 6: Ill Force Intensity: +60%. Saving Throw: -1 to Saves.
  • 7: Ill Force Intensity: +70%. Saving Throw: -1 to Saves.
  • 8: Ill Force Intensity: +80%. Saving Throw: -2 to Saves.
  • 9: Ill Force Intensity: +90%. Saving Throw: -3 to Saves.
  • 10: Ill Force Intensity: +100%. Saving Throw: .-4 to Saves


Imprison

Description: This Prime Rune is the essence of containing, imprisonment, binding, restraining, subduing, etc. It is the very concept for sealing something away somewhere. This can be a physical creature, some form of power, or even ethereal or astral beings. Before the runes are carved in, the prison in which the creature to be sealed MUST be prepared ahead of time. The object or structure must be large enough to house them, or if combined with 'trap the soul' spell, it can be small if capable of storing energy (such as gemstones and crystals), but it must be a massive one capable of fitting a 5' diameter circle. Note that the more durable, reinforced, warded, restrained and defended the structure or object to be used as the vessel of sealing, the better. The object must be 100% entirely sealed without any crack or crevice. Once it's been prepared, the runesmith can carve a runic circle around the structure. It requires a runic circle to function, and requires no less than five Prime Runes with at minimum, one Ward Rune and Repel between each of those.

Note that this can be used on creatures as well to seal away their ability to cast any sort of power (clerical, magical or runic), seal a minor soul within their body, seal away some evil force, power or energy attempting to manifest in someone, etc. To successfully do this, the runesmith must place the runes upon five locations on their person, typically in points of power (the head, the chest, the shoulders, the hips are best examples).

Without the Constancy, Permanence rune, the seals will weaken, falter and become breakable at some point in the future, allowing an increasing percent chance for the sealed creature/power to break out every year. It starts at a base 1% by default, growing by 2% up to 5% the first four years, then by 5% every year after that. With the permanence rune however the rune will have a base 1% chance. Every 5 years the object/structure the runes rest on roll a saving throw. Failure means the chance of escape increases by 1%. If the imprison rune is applied in addition to the imprison spell, the effects of the spell are increased by a percentage determined below.

If the object/structure is in any way damaged, this can increase the chances of escape, and if one of the runic points are destroyed the percent chance of escape will skyrocket accordingly based on how many runes in the circle there are: 1 in 5 = 20%. 1 in 6 = 16%. 1 in 7 = 14%. 1 in 8 = 12%. 1 in 9 = 11%. 1 in 10 = 10%, etc.

Duration: Special (see above)

Grades of Power:

  • 1: Saving Throws: -4 to Saves. Spell Effectiveness: +10% Potency.
  • 2: Saving Throws: -3 to Saves. Spell Effectiveness: +20% Potency.
  • 3: Saving Throws: -2 to Saves. Spell Effectiveness: +30% Potency.
  • 4: Saving Throws: -1 to Saves. Spell Effectiveness: +40% Potency.
  • 5: Saving Throws: No Modifiers. Spell Effectiveness: +50% Potency.
  • 6: Saving Throws: No Modifiers. Spell Effectiveness: +60% Potency.
  • 7: Saving Throws: +1 to Saves. Spell Effectiveness: +70% Potency.
  • 8: Saving Throws: +2 to Saves. Spell Effectiveness: +80% Potency.
  • 9: Saving Throws: +3 to Saves. Spell Effectiveness: +90% Potency.
  • 10: Saving Throws: +4 to Saves. Spell Effectiveness: +100% Potency.


Order

Description: This Prime Rune is the essence of natural order, established rule, strict form, and so forth. When carved onto objects, structures, or placed onto creatures, it repels unnatural energies, beings and the like. As such, it can protect one from a single instance of life draining, undo the energies of lesser undead or ward off greater undead, destroy curses, banish ethereal or astral beings, and so forth.

Duration: 1 Turn per Grade of Power.

Grades of Power:

  • 1-2: Undead Saves: +3 to Saves. Curses Saves: +4 to Saves. Ethereal Banishment Saves: +3 to Saves. Astral Banishment Saves: +4 to Saves.
  • 3-4: Undead Saves: +2 to Saves. Curses Saves: +3 to Saves. Ethereal Banishment Saves: +2 to Saves. Astral Banishment Saves: +3 to Saves.
  • 5-6: Undead Saves: +1 to Saves. Curses Saves: +2 to Saves. Ethereal Banishment Saves: +1 to Saves. Astral Banishment Saves: +2 to Saves.
  • 7-8: Undead Saves: No Modifiers. Curses Saves: +1 to Saves. Ethereal Banishment Saves: No Modifiers. Astral Banishment Saves: +1 to Saves.
  • 9: Undead Saves: -1 to Saves. Curses Saves: No Modifiers. Ethereal Banishment Saves: -1 to Saves. Astral Banishment Saves: No Modifiers.
  • 10: Undead Saves: -2 to Saves. Curses Saves: -1 to Saves. Ethereal Banishment Saves: -2 to Saves. Astral Banishment Saves: No Modifiers.


Reality

Description: This Prime Rune is the essence of reality, perception, dreams, madness, the void, and other more fearsome powers. This rune's effects are completely and totally unpredictable, with no way to properly control it. If used in magical rituals, it can grant them greater power over the laws of reality, and even fill in certain gaps where science, logic and reasoning fail them. However the downfall to this is a chance for chaos magic to warp the spell and magics, or something much darker to take hold of the ritual and twist it to their own purposes. On it's own the effects can be more mundane, but still unpredictable.

Examples of this include shifting all text on a book into some form of alien language with no connection, comparison or relation to any known language in the universe. A sword might suddenly become flimsy and floppy while still truly being metal. A robe could suddenly come to life and grow appendages of it's own hungry for flesh. A floor might become loose yet stable like hovering quicksand. And so forth. Unlike other runes of power, this rune has proven to resist damage, resulting in any attempt to break, erase or damage the rune using any means resulting in a saving throw rolled with favor based on the material the rune rests upon.

Some people wonder if Aberrations first originated from this rune of power.

Duration: Anywhere from 1 Turn per Grade of Power to Permanent.


Revival

Description: This Prime Rune is the essence of revival, resurrection, the raising of the dead, and so forth. It is when a willing soul of the deceased is called upon and is allowed to return to the land of the living. There are three means of using this rune. The first one is to place it upon the body of someone whose ethereal or astral form has been untethered from their body via the means of spells, psionic power, magic item/relic, or other such powers. The second is to carve a runic circle of no less than five Prime runes around the corpse in an attempt to call back their soul shortly after death (note that this must be done within a set time period or else it will not work). The third is to carve a runic circle of no less than three Prime runes around the corpse before casting resurrection upon them, in which case the process of the spell is made far easier, interruption becomes harder, and the corpses shock survival is increased for this specific resurrection. No matter the means, the soul must be willing to resurrect or the effects of the rune is a moot point.

Duration: Instantaneous.

Grades of Power:

  • 1: Returning Save: -4 to Saves. Raising Dead Save: -4 to Saves. Resurrection Bonus: No Modifiers. Shock Survival: +5%.
  • 2: Returning Save: -3 to Saves. Raising Dead Save: -4 to Saves. Resurrection Bonus: No Modifiers. Shock Survival: +10%.
  • 3: Returning Save: -2 to Saves. Raising Dead Save: -3 to Saves. Resurrection Bonus: No Modifiers. Shock Survival: +15%.
  • 4: Returning Save: -1 to Saves. Raising Dead Save: -3 to Saves. Resurrection Bonus: No Modifiers. Shock Survival: +20%.
  • 5: Returning Save: No Modifiers. Raising Dead Save: -2 to Saves. Resurrection Bonus: +1. Shock Survival: +25%.
  • 6: Returning Save: No Modifiers. Raising Dead Save: -2 to Saves. Resurrection Bonus: +1. Shock Survival: +30%.
  • 7: Returning Save: +1 to Saves. Raising Dead Save: -1 to Saves. Resurrection Bonus: +2. Shock Survival: +35%.
  • 8: Returning Save: +1 to Saves. Raising Dead Save: -1 to Saves. Resurrection Bonus: +2. Shock Survival: +40%.
  • 9: Returning Save: +2 to Saves. Raising Dead Save: No Modifiers. Resurrection Bonus: +2. Shock Survival: +45%.
  • 10: Returning Save: +3 to Saves. Raising Dead Save: No Modifiers. Resurrection Bonus: +3. Shock Survival: +50%.