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Dintin

BQ - Runic Library

Sep 14th, 2015
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  1. Base Runes:
  2. -Fire: This rune is primarily useful as a base rune, on which an enchantment is built. Its uses are manifold, and almost entirely dependent on which runes are modifying and affecting it. It could be used to create a bomb triggered by the pressure of someone's foot, or to cause a weapon to burst into flames. With the right runes it may also be used to prevent fire from entering an area.
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  4. -Stone: This rune is primarily useful as a base rune, on which an enchantment is built. The uses of this rune are primarily in combination with the Transmute rune. It can be used to turn mud-brick walls into imposing stone structure to whether any siege, or to kill by turning flesh to rock. It can also be used to set up traps or otherwise reinforce an object.
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  6. -Mud: This rune is primarily useful as a base rune, on which an enchantment is built. This rune is useful primarily in concert with the Transmute rune. It can be used to bypass a wall, turn a man to muck, destroy an obstacle, or for any number of other uses. It can also be used in the making of traps or to simply weaken an object.
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  8. -Iron: This rune is primarily useful as a base rune, on which an enchantment is built. This rune has a wide variety of uses. It can be used with Reinforce to create an unbreakable sword, or with Transmute to create iron in large quantities. It's also useful with both Repel and Attract.
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  10. -Water: This rune is primarily useful as a base rune, on which an enchantment is built. It can be used with Transmute to destroy an obstacle or sustain one's self in the desert. It can be used offensively as well, to set traps. When used with reinforce, it will create ice instead of liquid water.
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  12. -Air: This rune is primarily useful as a base rune, on which an enchantment is built. It is primarily useful when used in conjunction with the Transmute rune, turning various things into air. However, it has other uses as well. Repel Air can be used to create a true vacuum and Attract Air can be used to create an area of high pressure. In conjunction with Transmute and Blood, it can have powerful offensive capabilities.
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  14. -Blood: This rune is primarily useful as a base rune, on which an enchantment is built. This rune is primarily used in enchanting weapons and primarily in conjunction with the transmute rune. However, it's also very popular as a trigger rune. That is to say, many enchantments will only activate after blood has been spilled within the runic circle.
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  16. -Vys: This rune is primarily useful as a base rune, on which an enchantment is built. Enchantments built around this rune will affect vys. Vys sees widespread use in all manner of enchantments, but it's also one of the few runes that can lead to an enchantment backfiring on the creator. Vys cannot be created, and attempting to destroy vys often has dire consequences.
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  18. -Mind: This rune is primarily useful as a base rune, on which an enchantment is built. Enchantments built up around the Mind rune will effect the displacement one's soul, or the soul of another, has on the world around them on a metaphysical level. The Mind is difficult to manipulate without catastrophic results, but a talented enchanter can use enchantments built around the Mind rune to reduce their opponent to a vegetative state, remotely view an area through the eyes of another, repair a wounded psyche, or easily communicate over vast distances.
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  20. -Soul: This rune is primarily useful as a base rune, on which an enchantment is built. Enchantments built upon the Soul rune will effect the shard of divinity at the core of one's being, the defining characteristic that separates living creatures from inanimate objects. The souls is exceptionally fragile, and thus manipulating it is difficult to do safely. However, in the hands of a skilled enchanter this rune can be used to implant false memories in another, kill someone while leaving their body unharmed,
  21. Modifiers:
  22. -Small: This rune is primarily useful when it's modifying another rune. When overlapping another rune, it decreases the effects of that rune by a factor of ten. Where an unmodified Fire rune might cause a sword to light up like a torch, when modified with the Small rune it would only be sheathed in a thin film of flame.
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  24. -Large: This rune is primarily useful when it's modifying another rune. Large is essentially the inverse of Small. Instead of decreasing the effects of a rune it increases them by a factor of ten. Instead of an enchanted sword lighting up like a torch, it would instead produce a towering column of flame.
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  26. Slow- This rune is primarily useful when it's modifying another rune. When layered over an Affecting rune, it will slow its effects. Slow is not particularly useful modifying a base rune but with certain runes it's been known to reduce them to a lower state of activity (i.e. water becomes ice). It can also be used as a base rune to create a field in which all things progress slower than they would naturally.
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  28. Fast- This rune is primarily useful when it's modifying another rune. When layered over an affecting rune, it will accelerate the effects of that rune. Fast is not particularly useful modifying a base rune but with certain runes it's been known to raise them to an elevated state of activity (i.e. water becomes steam). It can also be used as a base rune to create a field in which all things progress faster than they would naturally.
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  30. -Remote: This rune is primarily useful when it's modifying another rune. It allows an enchantment to affect a target not in direct contact with the enchanted object. For instance, a Remote Create Fire enchantment would create fire in an area predetermined by a Mark rune.
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  32. -Touch: This rune is primarily useful when it's modifying another rune. Enchantments modified by this rune will be activated whenever something touches the enchanted object. Alternatively, it may be used to create an enchantment which only affects those who touch it.
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  34. -Invert: This rune is primarily useful when it's modifying another rune. The Invert rune, true to its namesake, inverts the effects of an Affecting rune it's layered on top of (i.e leech to inject, reinforce to weaken, contain to exclude, et cetera). This rune is primarily useful when one has an idea for an enchantment but lacks the prerequisite knowledge of runes to compose an array.
  35. Affecting Runes:
  36. -Create: This rune is primarily useful when it's affecting another rune. As the name suggest, it creates whatever the rune it's affecting represents. For instance, when combined with the Fire rune it creates fire. When combined with the Water rune it creates water. So on and so forth.
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  38. -Destroy: This rune is primarily useful when affecting another rune. As the name suggest, it destroys whatever the rune it's affecting represents. For instance, when combined with the the Water rune it destroys any liquid which touches the rune. So on and so forth.
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  40. -Leech: This rune is primarily useful when it's affecting another rune. Unlike the spell of the same name, it does not default to leeching vys from a target. It could be used to leech heat, fire, water, blood, or any number of other things. It may also simply be used to leech vys, but not without the Vys rune.
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  42. -Reinforce: This rune is primarily useful when it's affecting another rune. As the name would suggest, it will strengthen whatever it affects. For instance, if an enchantment is drawn on a sword blade with the central rune of metal being affected by reinforce, the enchanter would create a nigh-unbreakable blade immune to the trials of age and the environment.
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  44. -Contain: This rune is primarily useful when it's affecting another rune. This rune either prevents a substance from leaving once it has entered the area which the rune affects, or allows an object to absorb a substance and safely contain it without breaking apart or otherwise being adversely affected. For example, a runic array built around ((Sustain+Create)+(Large Fire)+Contain) would create a pillar of flame which last for several hours.
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  46. -Repel: This rune is primarily useful when it's affecting another rune. This rune forces whatever substance it's linked to out of an area. The force with which an item is propelled away depends on the item's proximity to the rune. For instance, if a metal disk with Repel Water was tossed towards the ocean, it would simply hover about the surface of the water. However, if the enchantment was cast while already underneath the water, it would create a bubble around it.
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  48. -Attract: This rune is primarily useful when it's affecting another rune. The direct opposite of Repel, this draws whatever substance it's linked to towards the rune, within an initially small area. With additional modifying runes this area can be expanded to several miles. The attraction is stronger the further an object is from the rune, and Attract Blood could reasonably pull someone off their feet and drag them across the ground until they made contact with the plate.
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  50. -Sustain: This rune is primarily useful when it's affecting another rune. This vital rune means that the enchanted object will not need to be first charged with vys to function. It will last for as long as the Sustain rune remains in good condition. However, unless altered by the Permanency spell the Sustain rune only last a set amount of time; two hours for every one vys channeled into the rune during finalization.
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  52. -Transmute: This rune is primarily useful when it's affecting another rune. This rune turns the enchanted object into the substance of the base rune. Using the example of a flaming sword, instead of a metal sword wreathed in flame it would instead create a sword composed solely of flame. Alternatively, with the right combination of runes it can be used to turn anything which touches an enchantment into the substance of the base rune.
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  54. -Mark: This rune does not easily fit into any one category but can affect other runes. It's really primarily useful as a standalone rune marking an area to be affected by a Remote enchantment. Any number of Mark runes can be linked to a Remote enchantment. It can also be used in conjunction with certain other runes to mark individual targets of a remote rune, rather than a location.
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  56. -Revert: This rune is primarily useful when it's affecting another rune. Revert reduces whatever it modifies into a simpler form. For instance, Revert+Water would reduce Water into its component parts. Revert+Mind would reduce the mind of another to a simpler state, stripping away memories starting with the most recent. It can be used as a base rune to quickly disassemble something into its component parts.
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  58. -Conceal: This rune is primarily useful when it's affecting another rune. Conceal will render something imperceptible by mundane means. Even the extrasensory perception afforded to someone by Nature Magic are often insufficient to detect something concealed by an enchantment. However, 'Conceal' is countered by the rune 'Reveal'. Conceal is somewhat unique in that, when added to a runic array, it need not affect any other runes to function properly. When used as a base rune, Conceal affects whatever it is carved upon.
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  60. -Reveal: This rune is primarily useful when it's affecting another rune. Reveal has a number of economic uses in that when paired with the appropriate base runes it can detect ores, sources of fresh water, and even magical artifacts. It's also useful for detecting runic arrays or objects hidden via the 'Conceal' rune. Its effects when used as a base rune vary depending upon the level of reality one resides in. In Base Reality, it parts the veil between the mortal realm and the realm of spirits.
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  62. -Transfer/Move?: Experimentation required to achieve complete understanding.
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