Runes Guide |
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There are a number of runes used to cast spells and changing the combinations of runes will have different results. Runes are found on stones and once found can be scribed in text for use later or signed by hand accompanied by a chant. There are two kinds of runes effect and target. The following is a list of available runes. Corrupted runes will be listed to the right of their original. Different effect runes have different requirements for maintaining a spell cast through it. These are Instantaneous, which occur and are complete upon casting, Concentration, which require the caster's attention to maintain the spell, and Enduring, which will remain in effect until dispelled. The rune listing will feature the letter I,C, or E respectively to indicate which type the rune is. |
Effect Runes
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Remember that these runes control the basic spell but depending on the runes the sigil used will also alter a spell sometimes to a minor degree sometimes drasticly. Below is the complete listing of spells available via witchcraft. |
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Destrok (attack)
Sentak (area) - Magical Blast An all directional shockwave of magical force. Not as long ranged as magical bolt though. Morpho (creature)-magical bolt. A ball of magical energy that flies into an enemy and damages them. Long ranged and more powerful than Magical blast but only hits one enemy unless it has a spreading effect. This is easilly one of the most versetile spells out there. Shots can be guided, spread, concentrated, shrunk, enlarged, split, and shaped with the force of the caster's will. Merro (self) - Destructive touch. The most potent form of attack magic even stronger than Magical charge. An attack channeled directly through the hands of the caster. Unfortunately it requires making direct contact with the intended target after casting in order to be successful. Once contact is made an explosive magical force will erupt between the caster and target channeling its force into the target. The spell has a short period in which it is effective and will fade out if not used soon after casting. Unviru (object) - magical charge. Familliar with the marvel character Gambit? Yeah basicly this is the same thing. Charges up an object with destructive energy. Since it's a solid object it can contain more energy than a magical bolt. However you have to be touching the object, and throw it on your own. Thus shorter ranged and less accurate than magical bolt, but more powerful, however still not as potent as Destructive touch. Nixer (dispel) Sentak-area - Dispel magical auras, wards, shields and various other spells that effect an area. Morpho-creature - dispels any magic placed on a creature such as enchantments and animations Merro-self - dispels any magic on yourself Unviru-object - dispels magic placed on an inanimate object. Nichser (counterspell) Sentak-area - Spelltrap, When cast the immediately visible area from the caster will create a sort of magic free zone. Any spells cast that are not of dominant alignment or superior tier will be undone before complete and the caster will suffer a counterflow of magical energy which can be extremely painful. The caster of the spelltrap however is not protected from the counterspell either. Morpho-creature Anti-spell shield, when a spell is cast upon a creature covered by this spell it will be undone and the magical energy will flow back on the caster. Merro-self Same as above but on yourself. Unviru-object Magic Mirror, unlike most counterspells this particular spell does not undo the spell cast but actually reflects it back entirely. This defends not only against spells cast on that object, but the object its self can be used to defend other targets as well. Endorok (enchant) Sentak-area - Magical Ward. creates a ward that bars all but a matching alignment from entering the area unless the caster specificly allows the individual to enter. Morpho-creature Enchant creature. obviously gives magical power to the target creature. This mainly changes alignment but also ups physical abillities a little on non monster creatures. Merro-self - Enchant Self. same as enchant creature but on yourself. Unviru-object - enchant object. Increases the durabillity and efficiency of objects and gives them an alignment. with weapons it can give a little magical punch to attacks as well. Endoroch (curse) Sentak-Area - Forbidden. A spell which creates a sort of forbidden zone simillar to a ward. However unlike a ward which one of the wrong alignment, simply can't enter, a forbidden zone can be entered but will quickly suck the life away from the unfortuante victim, poison, them or cause misfortune depending on how the caster envokes the spell. Very useful for setting up traps. Morpho-Creature - Infection. This is the spell can be used to create lycanthropes, but most often it's used to cause life draining curses, horrible luck, or other such general curses. Curses however, require placing magical energy into a creature, thus humans or monsters with magical energy at work within them will resist curses. This spell if combined with a part of an animal or in some cases inanimate object can transpose some of the properties of that object into an idividual. At the first tier some properties of the object can be placed into a human or monster, such as making someone's skin hard as stone, or giving them animal like claws. This spell is temporary and will wear off when the caster loses concentration. At the second tier a person can be transformed into a lycanthrope by combining them with a piece or whole animal, thus bonding them to the spirit of the animal. At the third tier even beings with magical resistance can be cursed and transformed. Merro-Self - Metamorphosis. This is very simillar to infection but influences the caster. Given an animal part they can transform into a were beast themselves for a short time. This however taxes the caster's sanity and may cause them to fly into a berserker state. When used without raw materials this can place a curse around the caster causing generally unfortunate things to happen to those who come in contact, including misfortune, poisioning, bad luck or a host of other ailments. Unviru-Object - Cursed Thing. This is a simple spell, that makes an object cursed. One might curse a ring which sucks the life from the wearer. or other such obvious uses for curses. With a drop of blood on the object it will become malevolent, and attempt to kill its owner, epseically deadly if used on a sword. Unluume (visibillity) this one is unique as it will change drasticly depending on alignment. Illusions cast with this rune will increase in their realism with tier. It fools sight at tier 1, smell and hearing at tier 2, and even touch at tier 3. Sentak-area Red, Green, blue - Illusion. Creates illusions of various things found in nature including geologic formations. At higher tiers these illusions can fool more senses than just sight. Silver- Reveal. Undoes invisibillity and illusions in the area. Black - Darkness elliminates all light within an area White - Strobe. A flash of bright white light that can blind all but the caster. Morpho-creature Red, Green, Blue- Illusion. create a false illusion of a creature of matching alignment which you can control. Can not travel outside your field of vision, at tier 1, temporarilly remains in place after the caster has left at teir 2, and becomes permanant until the caster removes it at tier 3. Silver - neutralize aura, disguises the magical alignment of a creature to magic users. Black - Invisibillity. Makes the target creature invisible white - Doppleganger. Create an illusiary double of yourself. You can control this double but it will eventually fade away. Create two and three at higher tiers. Merro-self Red, Green, Blue- Disguise, creates a disguise for yourself of a creature of the apropriate alignment. Silver - neutralize aura, disguises your magical alignment to magic users. Black - invisiblillity, makes yourself invisible White - holy aura. Makes the caster glow with sunlight. Bad for stealth but useful against vampires and in dark places. Unviru- object Red, Green, Blue - disguise object. Simillar to illusion or disguise only on an inanimate object. Good for leaving a single stationary illusion such as a decoy. Silver- See through. Makes objects semi translucent allowing things within or behind them to be seen. However clarity is not great. Black - cloak object makes an object invisible. White - Glowstone. Makes an object glow white. With concentration patterns can even be inscribed even writing. Vitale (healing) In the case of healing alignment is often inverse to what is desirable when attacking. The submissive alignment will do better at healing someone or thing of dominant alingment than the alignment dominating or matching that individual. In the case of white and black Matching alignment is better than oposing. Sentak-area Aura. Slowly energizes individuals within an area. Morpho-creature Healing. heals some wounds on a creature. effectiveness depends on alignment but inverse to attack dominance. Thus the submissive alignment would heal better than a dominant one. With white and black, the matching alignment heals better than oposing.Tier 1 can cover flesh wounds, teir 2 can heal broken bones, and tier 3 can even regenerate a lost body part. However regeneration is an incredible strain on the caster. It seems to take some of the caster's life force to create raw materials for regeneration. As a result the caster instantly becomes very tired and hungry after casting. Merro-self Healing. same as above but on yourself. Unviru-object - repair. broken objects can be temporarilly glued back together with magical energy. Tier 2 can physicly repair the object though like any repair job it will be clear it was once broken and still not quite as good as a true craftsman's work. At tier 3 the object is returned to the state immediately before it was broken. Vee'Tha'Lhea (Transpose) Sentak-area: Absorption, The life energy of the area as well as any living things will be darined and used to heal and strengthen the caster. This is useful since it draws a minimal amount over a wide area thus isn't noticable to anyone who can't see the magic circle. Morpho-creature: Leech, Heals one's self by stealing the health of the target creature. Beware of casting this on the undead, as it can actually cause the spell to backfire. At the first tier it will heal most flesh wounds, even very deep ones, though cause the target fatigue, at the second tier broken bones and even severed limbs could be restored, though would cause injuries to the target. At the highest tie the caster can be brought back from the brink of death at the expense of the target's life. Beware of casting against a counterspell. Merro-self: Sacrifice, The direct inverse of leech. At the highest tier the dead can be revived though at the cost of the caster's life. Unviru-object: Erosion, the most conveniant method of using this rune, is to suck the latent energy out of an inanimate object. As objects posess no life of their own, the effects are far less than when the spell is cast with other runes, but any object, even rocks can be used. This spell is however more potent when used on plants as they posess life energy. The target after casting will appear to have suffered years or even centuries of age and deterioration. Certain items, particularly legendary items seem to be immune to this spell, and objects can be protected with a coutnerspell. Defkon (protect) Sentak-area - Barrier. Creates a dome shaped barrier which will physically stop anything from coming in or going out. Size varies depending upon the size of spell circle. At tier 2 dome size is doulbe that of the circle and at tier 3 it is quadruple. However the barrier only lasts for one minute (though size can be traded off for time) and can be broken by repeated attacks. Morpho-creature Shield , creates a shield around a creature which can follow them around. Consisting of small swirling magical balls they immediately fly in front of an attack to absorb it. these dissipate as they absorb damage. 2 at tier 1, 4 at tier 2 and 6 at tier 3 Merro-self Shield, same as above but for yourself Unviru-object - Duramatter Gives an object extreme durabillity. Thin ropes, stronger than chains, nearly unbreakable shields, clothes like armor, and such. Devk'ahn (reject) Sentak-area - Nonagression, creates a barrier which rejects everything within the area, briefly freezing time for all except the caster. Duration of time freeze lasts 1 minute and increases to 2 at tier 2 and 4 at tier 3 Morpho-creature - Creates a barrier within a target which rejects both sides and tries to split the mind from body, sending the target into a brief coma if it posesses a weak primitive mind, or briefly removing the source of its power if it is magical in nature. To effect this spell on a human requires at least tier 2. Tier 3 is effective against most anything except the most ancient of beings. Against soulless creatures such as undead and innanimate, this spell will physically cut the target in half. The lower a monster's self awareness, the more effective this spell will be. Meaning a behemoth could be felled more easilly than a small child. Merro-self - Denial, creates a barrier that rejects everything outside, which defends the caster with a solid wall of magic on one side. Nothing except a dominating magic can break the shield, and it does not weaken with time or number of hits absorbed making it more powerful than a normal magical shield, but it only protects on one side. The caster can leave it in place or move around holding it in front. Unviru-object - Refusal, Creates a barrier around an object that will reject anything other than the caster. As a result the barrier will cause damage to any creature who tries to touch said object. Tier (summon) Sentak- area - Planar Shift, The area (Size depends on tier) is altered fitting the environment of the alignment used. This doesn't just create a secondary effect but temporarilly shifts space and time altering the lay of the land. This of course also alters the magical alignment of the area. Morpho-creature - Summoning. Summoning varies depending upon the tier and sigil used to cast. Any creature you wish to summon, you must first defeat and bind by inscribing your summon rune upon it, sending it to another plane. Some creatures will consent to being bound, but most you'll have to fight. Tier 1: Summon Familliar. You may summon a small monster, one smaller than a human to follow you around and use its abillities to assist you to the best of its abillity. You may also summon your sigil spirit. Tier 2: Attack Summon. At tier 2 larger boss level monsters can be summoned, but can only perform a brief action before vanishing. Give a verbal order and the QM will decide that summoned creature's action. You can NOT summon a tier 2 sigil spirit. They are much too powerful for a human to maintain at this level. You can however envoke that spirit and be sent a servant of a lower order in its place. Tier 3: Summon Legend. The same as tier 2 but you can now summon legendary creatures of immense power. You can not summon an ancient, but if you envoke your tier 3 sigil you can now summon the most closely connected tier 2 sigil spirit. There are limitations to summoning. No caster can maintain more than one summon at once. No summoned creature will respond to a summon more than once per day. Merro-self - Telleport, by slipping through the dimensional void the caster can relocate himself. Distance depends upon sigil strength. Tier 1 can only telleport to a place visible, Tier 2 can telleport anywhere within a mile as long as it is not within solid matter however this is a blind telleport as you won't know what is in your chosen point of arrival until you materialize. Tier 3 allows temporary intangibillity. However once intangible you are still vulnerable to attack on the magical plane. It is recomended to telleport with your eyes closed and your fingers in your ears. the things witnessed when traveling across the void are known to tax one's sanity. Unviru-object - Parlor trick, magicians and card sharks alike have been exploiting this one for centuries. A small pocket is created in the dimensional void where an object can be stored and later retrieved at will. the size of the object varries depending upon tier. tier 1 can only store a single object of moderate size. Tier 2 can store an entire travel pack's worth of goods, tier 3 could easilly store as much as a pack mule. Living things can not be stored. Tehr (Materialize) Unlike the summon rune which calls something from another place, its dark equivilent materializes things from nothing. Except something never comes from nothing. The life force of the caster will be used as a trade. Sentak- area - Creationism, Create an area around yourself that bends to your will. It's your chance to play God with a very limited space. Change nature, and the laws of physics with but a whim. however the space is extremely limited. The size of the spell circle determines the area and doubles at tier 2, triple at tier 3. The spell continually weakens you until nullified. But it may be worth it to attain godhood in your own miniature universe. Be warned though that should something of dominant alignment pass through, your world will come crashing down. Morpho-creature - Genesis. The majority of monsters from the monster list can be created with this spell. The higher the tier, the larger and more powerful the monster. Unlike a sumoned monster there will be no need to bind it since you just created it. However your will is far from infinite and once you lose concentration the creature will turn to dust. Also be warned that some individuals might not like you making copies of their minions. Merro-self - True Doppleganger. Create a material replica of yourself and command it with your will. See through its eyes as if they were your own and return it to dust when you're done with it. However it has no soul and thus will share yours. Spliting your concentration in two directions was something man's mind is not prepared for. Two can be created at tier 2 and 3 at the third tier. Unviru-object - Materialization. The most obvious use of the materialize rune. Make something from nothing. All those years of blacksmitthing school were useless after all, craftsmen will hate you, aristocrats will envy your wealth. But wait. Blink and it turns to dust. The size of the object varies with the tier. Envigure (animate) Sentak-area - Chaos. The area is placed at the will of the being envoked. Good or bad things might happen. Effects will change depending on sigil and even the particular situation. QM decides. The bizzare nature of this spell can erode the sanity of the caster if overused. Morpho-creature - Bind. given you have either a dominant alignment or superior tier over a creature you can take control over it with this spell and manipulate it with your will. Be warned there are psycholigical side effects of splitting your vision between yourself and another individual and even worse if you should take control of an undead creature. To see throught he eyes of the dead is to invite insanity. Merro-self - flight, Can be used to hover slightly over the ground for a short time, greater hight and range are available at tier 2, and true long distance flight at tier 3. Unviru-object - levitation, Lift and control an object from a distance. size of objects liftable depends on tier. At the first tier one can levitate small objects that could be lifted by hand such as swords. At tier 2 heavier objects up to 50 lbs. could be levitated or up to three smaller objects. At tier 3, even very heavy objects like large boulders weighing up to 150 lbs. could be moved, or a very large number of smaller objects. There are some limitations. A living thing can not be moved, nor can an object that has a will acting upon it. This includes a weapon in someone's hand, an object already being moved by another caster or mentalist, and objects being worn. Ein'V'guer (Dominion) Sentak-Area - Influence, This spell offers a means of altering the thoughts of every person and creature within the area. It is a weaker form of control that plants a suggestion in the mind of individuals whom pass through. Though stronger minds are more resistant. At teir 1 it creates a vauge afterthought, at tier 2 it can create a more immediate thought. At the third tier it can cause mad hallucinations. Although the caster can only leave the influence in a static state. It can not be conciously altered beyond the state of its creation, making it still less potent than a true telepathic assault from a skilled mentalist. Area of influence is determined by the size of the spell circle, so writing the spell on the ground is recomended. Morhpo-creature - Subjugation, Unlike its purer form "bind" the spell of subjugation grants a far greater degree of control. Unlike bind which simply supresses the will of the creature to be bound, and grants the caster control of its body, Subjegation dominates the mind of the target creature, granting full control of that creature's psyche. This is useful since it can bind more powerful creatures with less force, so long as the creature is weak minded, and it permits you to give simpler orders to a willing slave, which that creature will then use all of its own will and cunning to perform. Unfortunately for the caster this means establishing a mental link with the target creature, and in the case of creatures with a stronger will, that spell feeding back and influencing the personality of the caster. Merro-Self - disposession, by casting a spell of dominion over one's self, the caster can remove his or her own soul from the body. Once disposessed the caster's ghost can wander about freely, through walls, traps, and any other obstacle imaginable, unseen, and unheard. It's the ultimate reconosance. Furthermore, messengers from the afterlife can not pursue the caster since the caster, in spite of being out of body, is still technicly among the living. No need to fear, for those who know too well the consequences of their earthly deeds. There is no limit to how far the soul can travel, however leaving the body unatended for too long is not recomended as the caster is totally vulnerable to attack. At the second tier it's possible to enter the body of a sleeping, or receptive individual and posess them temporarilly. At the third tier it's possible to completely abandon one's body in favor of a new vessel, that doesn't already posess (or has recently been disposessed of its own) soul. Unviru-object - Machination, Unlike levitation, Machination allows one to create monsters of the inanimate class, such as bloody swords, Hellknights, and even Golems. The tier will determine the level of intelligence the machination posesses. At the first, only a simple creation which must be controlled through concentration, can be made. At the second tier a creature can be created whom will follow orders and decide how best to carry them out. At the third tier a being capable of making its own descisions can be made. Almost dangerously intelligent, if it weren't bound absolutely to carry out its mission. |
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