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Runes

Magic works based on a language system, a practice known as Rune-Weaving. Rather than singular spells, magic users focusing on learning the language of runes, combining them into phrases or using them by themselves to cast spells with various effects. The more proficient in magic, or the more you concentrate on your spell, the more powerful it will become. Novices in magic can cast spells far past veterans with enough sacrifice and emotion. While veterans can conjure phrases longer than a dialogue with hyper-specific effects. (Ex: Fire - Projectile = Firebolt, or an arrow made of fire. Lightning - Grab = Shocking Grasp)

Runes work off of intent, meaning their effects can be bent and changed with enough intent. This also means those with a stronger will or intent can shake off certain effects better than others. Runes are not all powerful though, as the consciousness of Gelbhrune is always monitoring and balancing their use.

Mechanics:

Runes can be gained passively through levels or actively through tablets. you gain a Common rune for every level, an Uncommon rune for every 3rd level, and a Rare rune every 5th level.

Runes get stronger the higher level, and the higher rarity they are (E.X: Mythic rune at lvl. 1 = Common rune at lvl. 10). Common runes gain more power at levels 7, 11, 13, 15, 17, 19, and 20. Same with Uncommons and Rares, Mythics gain power every 5 levels. Eating crystals that are made of a rune you already know increases their power as well. Learning a rune again can also increase its power (E.X: Gaining a tablet with the Fire rune on it and consuming it while already knowing the Fire rune). In regards to runes that affect others, like Mind - Control, contested Arcana is used. Arcana represents a user's magical will, higher Arcana also means more ability to manipulate one's runes. For contested spells, the wider the gap in the contested Arcana rolls, the more dramatic the effect (Assuming the aggressor rolled over the defender). A character can also choose to roll Arcana to try and strengthen their own spell, but be warned, roll 10 or lower and the effect gets weakened.

Some runes are much more common than others, while some are almost unheard of or even hidden by the Coalition. Runes can also be written, hidden on a tablet to be spoken and cause destruction or various effects while the tablet crumbles under the magic, woven into intricate ink designs to be used repeatedly, or its most often use; being inscribed on things like vials or syringes to be used as single-use magic items.

The known list of runes are (WIP):

Common:

-Fire -Water -Air -Ice -Lightning -Metal -Bend -Multiply -Hand -Burst -Projectile -Wall -Magic -Strength -Courage -Destroy -Shield(1R) -Weapon -Wood -Nature -Stone -Ground -Command -Create -Eye -Bird -Rat -Mark -Smite -Energy -Bug -Drain -Repair -Cone -Food

Uncommon:

-Flesh -Float -Mind -Paper -Song -Automate -Grow -Shrink -Thread -Enchant -Fuse -Poison -Hardlight -Ritual -Divine -Gas -Explode -Spirit -Beast -Inspire -Trick -Grab -Kinesis -Construct -Pain -Field -Inflict -Haste(1BA) -Lock -Open -Alcohol -Limb -Cube -Bone -Release -Chain -Self -Color -Demon -Sphere -Entry -Alert -Slow -Gravity

Rare:

-Body -Fold -Project -Counter(1R) -Cover -Rain -Shadow -Silence -Dragon -Rot -Blood -Ink -Undo (Un) -Crow -Change

Mythic:

-Death -Void -Star -Person -Time -Space -Atom -Reality -Reflect(1R)

???:

-Rune -Rely -Abomination


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