Runes
Like Scrolls, Runes have been apart of an Etherial's collection for millennia! Much sturdier than a lousy Scroll, Runes have a far superior shelf-life and can even hold complicated or magically-intensive spells on their surface!
Similarly to a Scroll, Runes are consumed upon use; however, Runes, unlike Scrolls, can be used to set traps or activate on certain conditions such as: being broken, touched, stepped on, a spell hits it, or the user wills its activation from afar. This allows for Spells to be used in very creative and unique ways, depending on the user & the spells they have access to.
All one must do is see an Etherial who knows Rune Creation, and one can obtain a Scroll of any spell that Etherial (or anyone else in the room) has access to!
When browsing Runes, ensure that you are searching for the the right Tier of Rune!
Starter Spell Rune: Contains a spell that is a starting spell for a given class (Classes).
Tier 1 Spell Rune: Contains a spell that costs one (1) var:spell-castings-yviira to cast normally.
Tier 2 Spell Rune: Contains a spell that costs two (2) var:spell-castings-yviira to cast normally.
Tier 3 Spell Rune: Contains a spell that costs three (3) or more var:spell-castings-yviira to cast normally.
Note: If you wish to obtain a Rune that is using an up-casted cost, then seek that Rune in the appropriate Tier. If the spell normally costs one (1) var:spell-castings-yviira, but you're seeking the up-casted cost of three or more (3+) var:spell-castings-yviira, then seek a Tier 3 Spell Rune instead.
You may also, depending on your GM, inscribe multiple spells onto a singular Rune; though this can lead to instabilities and unforeseen... consequences... So consider the combination & their uses wisely!
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