Rune Magic

According to the Tristine Chronicles and other ancient writings, Runes and Rune Magic were created and crafted by the dread Old Ones, who in turn, taught the art to a few of their servant races, including the Dwarves. During the Time of Chaos this greatest of all magics, the secrets of Rune Magic were thought to be forever lost to all but a few, and even those who still known it's secrets hold but a small fragment of the puzzle that is Rune Magic.

According to most historians, the Dwarves were the last Rune Masters, and even they held only the coveted knowledge of making the fabled rune items. This however is not the entire truth as two other races also posessed knowledge of rune magic, the Elves and the Dragons, each with Versions of the runes of their own as well as secrets of how to use them for magical purpose.

However, by the end of the Elf-Dwarf War, some ten thousand years ago, most of the secrets of rune magic were lost, although their legends persist, and over the millennia, the few remaining secrets of rune magic that have not been systematically destroyed are still believed to be lost forever, or so those who hold them proclaims. This is largely the result of the efforts of the dwarves, who spent decades purging the world of all "dark" magics. They believed rune magic to be detrimental to all life, so not only were its secrets destroyed and its practitioners eliminated, but tens of thousands of the ancient weapons were destroyed, hidden, buried and magically transported to desolate places on other worlds. It is believed that only the rune alphabet and a few rune symbols have survived into the present age of man.

Although it is true that most of the the magic secrets behind the runes are forever lost, Some discoveries have been made as well as some of the remaining secrets kept.

The Secrets of Runes

True Rune magic is an art which combines concepts of conventional rune magic (the secrets that are known have been discovered, or rather rediscovered by Diabolist), tattoo magic, and spell casting.
  • Conventional rune magic while powerful, is rather simple. It consists of creating ultra-powerful items by trapping and binding a life essence into the item.
  • Tattoo Magic while not actually a part of Rune Magic holds a similar employment. In order to cast magic, you need to have some kind of channel that allows you to transfer your spirit and energy into magic energy, The runes are carved, or branded into the skin much like tattoos and serve as that channel.
  • Spell Casting with runes is not dissimilar to what Wizards do to cast spells save that the runes are used to spell out the spells and each rune has a specific quality or aspect that it brings to the rune spell.
It is fairly common knowledge that Diabolists hold some of the secrets of conventional rune magic, however what is not known to them, is that some amoungst the Elves hold many more secrets. The powers of runes are varied, ranging from physical augmentation to effects similar to conventional spells. There are two different classes of Rune Magic. The first is body runes while the other is rune spells/abilities. Body runes are runes that are carved, branded, drawn or tattooed onto the body of the rune caster. The body runes then augment the body in some way, either by increasing physical attributes including S.D.C., or by affecting the body like a spell effect (invisibility, flight, metamorphosis, etc.). Most rune spells/abilities are similar to conventional spellcasting, but they are cast differently. Other rune spells/abilities include object augmentation (rune weapon creation is done like this), and effects similar to wards and circles.

It is known to Diabolists and most practitioners of magic that even the simple act of writing runes invokes some sort of magic. Like power words, the rune letters and symbols appear to be things of magic in and of themselves. All runes, whether written or carved in any substance, possess a magic aura. Consequently, any runic writings will radiate with weak magic energy. Even words scratched in the dirt will radiate of magic until they are wiped away. One of the greatest discoveries has been that writing runes in pure silver on parchment paper will make the runes and the parchment they are written on completely indestructible! Not blade, fire or force can destroy parchment written in silver runes. Books written thus are impervious to the ravages of time. Yet, writing silver runes on any other substance, object or person does not make it invulnerable, only parchment. They believe the Runes are of a common Dwarven Runic Alphabet that has survives from ages past, that along with a few Rune Symbols form what most Diabolists and some of the magical practioners use as a secret language. This is not actually the case. The Elves have knowledge of 6 Runic set, one which is the commonly known runic alphabet. of these 6 Rune Sets 4 are considered Greater Runes and 2 Lesser Runes. The Lesser Runes, both the Dwarven Lesser and the Elven Lesser are used in the Elven art of Certar`Biesera, while as stated in the essay covering that art, Greater Runes can not be used for such. However all 6 runesets can be used in True Rune Magic.

The six Rune Sets follow:

Common Runes

Dragon Runes

Greater Dwarven Runes

Lesser Dwarven Runes

Greater Elven Runes

Lesser Elven Runes

Rune magic uses the living, to empower lifeless, inorganic constructions like the legendary soul drinking rune swords. It melds the living, or at least the life essence of the living, with the non-living. Rune magic steals a creature's life essence and soul, sometimes the physical body as well, and imprisons it in a dimensional vortex within the enchanted object/weapon. The life force empowers the object like a living battery. Ironically, it is that very life force which makes the item indestructable and provides it with much of it's power. Within this dimensional prison the life force requires no means of nourishment or water. Thankfully, time is greatly distorted. A thousand years may seem like only a few days.

The key ingredients required to transform an ordinary inanimate object into a powerful rune items are intelligence, elements of the supernatural, magic and life. Thus, supernatural beings of all kinds are typical beings used to breath life into rune items.

Body Runes

Body runes cover almost all of the body, and all are connected. While all of the symbols may not cause an effect, they are all magical and connect all of the runes in a network of magic. When adding a new rune, the connection symbols are modified in the creation process in order for the rune to fit into the lattice of symbols. Only some of the body runes require P.P.E. to activate, as many are permanently active. All runes are activated by thought, except those which are specified in their description. When carved or branded into the skin, the runes take on a mystical hue and are permanent. When drawn or tattooed, the body runes are drawn in an azure blue colour.

  • The Heart: This symbol is the first rune any rune caster receives. It is a symbol drawn over the heart of the being that receives it, and all other runes are connected to it. The heart rune is required to cast any rune spells. In addition to forming the basis or heart of the rune system, this rune adds 5D6 S.D.C. to the person receiving it.
    P.P.E.: None.
  • Healer: The healer rune must be drawn on the back of the hand. In order to activate this rune, it must be touched to the heart rune. Touching does not necessarily mean flesh contact, it will work through clothing and MAGIC armour. This rune simply heals damage to the body, healing 3D6 S.D.C. per application.
    P.P.E.: 10.
  • Basic Protection: This is actually a series of six runes, with one being placed in each location of each leg, each arm, the chest, and the back. If the being has more than two arms, then they only need the runes on two of them. The basic protection rune system adds 1D6x10 S.D.C. to the wearer.
    P.P.E.: None
  • Advanced Protection: This is a modification to the basic protection runes and requires the basic system first before these runes are added. This system adds an additional 2d4x10 S.D.C. in addition to the protection provided by the basic protection runes.
    P.P.E.: None
  • Strength: This rune may be drawn anywhere on the body. This rune increases the wearers strength by six points and makes it supernatural, minimum P.S. of 16. Duration is 2 minutes per level of experience. This strength increase allows the user to inflict extra damage in their attacks. Damage varies based on strength as follows:
    • P.S. 16-20: 1D6 S.D.C.
    • P.S. 21-25: 2D6 S.D.C.
    • P.S. 26-30: 3D6 S.D.C.
    • P.S. 31-35: 4D6 S.D.C.
    • P.S. 36-40: 5D6 S.D.C.
    • P.S. 41-50: 6D6 S.D.C.
    The maximum strength for a humanoid character is a 50.
    P.P.E.: 15.
  • Speed: This rune must be drawn anywhere on the legs. The wearer of the rune has his speed increased to 44, or ten points added to his speed if he already has a 44 or higher speed attribute. Also, the wearer gains a +4 to dodge while the magic is active. Duration is one minute plus one minute per level of experience.
    P.P.E.: 10.
  • Flight: This rune may be drawn anywhere on the body. The rune allows the wearer to fly at 60 mph + 10 mph per level of experience. Maximum height is 4000 feet and duration is 15 minutes per level of experience.
    P.P.E.: 15.
  • Defence: The defence rune creates a magic shield around the wearer. The S.D.C. of the shield is 200 S.D.C. per level of experience. The duration is 10 minutes per level of experience or until destroyed. This rune may be drawn anywhere but is usually drawn on the chest or arms because it must be touched by the fingertips to be activated.
    P.P.E.: 20.
  • Super Healer: (Eternity added to the Birth) This is an enhancement on the healer rune and must be drawn on the forehead of the user (the person usually has runes running up the sides of the face). The healer rune must be possessed before this rune can be created, and it is activated by touching the healer rune to it. Flesh contact must be made (the two become one). The rune instantly heals 100 S.D.C. points and doubles the normal healing rate of the user.
    P.P.E.: 100.
  • Enhanced Healing: This rune must be drawn near the heart rune. It increases the normal healing ability of the body allowing the user to heal 1D6X100 S.D.C. per hour. The healer rune must also be possessed for this rune to work.
    P.P.E.: None.
  • Body Weaponry: This is another rune set, consisting of four or more runes. The runes are drawn on the top of each of the feet, and on the back of the hands or on the wrists. These runes energize the wearer allowing him to perform high damage attacks. The runes can be used in one of two ways. The first is to enhance the users hand to hand strikes. When used in this way, the users inflicts 2d4x10 S.D.C. for a punch or kick. A power punch or jump kick does 3D6x10 S.D.C. If used with the strength rune, or if the being naturally causes supernatural damage in their attacks, this power give them a +20 S.D.C. to their damage.
    Duration in this form is 2 melee rounds per level of experience. The other form allows the user to release the energy in one long range blast.
    Range of the attack is 1000 feet and causes 2D6x20+1D6 S.D.C. for every level of experience.
    P.P.E.: 10 or 15 for a blast.
  • Invisibility: The rune of invisibility is a very rare rune. It may be drawn anywhere on the body. The rune grants the user invisibility, similar to that of the invisibility: superior spell. The user can not be detected by any means including infrared, ultraviolet, heat, motion detection, and smell. The user leaves no foot prints and makes little sound (prowl 80%). Like other invisibility powers, the user becomes visible when they take a hostile action. Otherwise the power last for 5 minutes per level of experience, or until it is disengaged by the user.
    P.P.E.: 20.
  • Energy Resistance: This power reduces the damage of energy attacks to 75%. The rune must be drawn on the torso.
    P.P.E.: None.
  • Metamorphosis: This is one of the rarest runes in existence. It must be drawn on the spine of the user. It allows the user to shape change into any animal or humanoid. The user can also change into inanimate objects, but it requires double the P.P.E.
    While the user is in the other form, they retain all of their normal attributes and abilities, but gain none of the form they change into. The only thing they gain from the transformation is the appearance and means of locomotion (flight for birds, swim for fish, etc.).
    Maximum size is three times as tall for humanoids, or the size of an elephant/melech for animals. Even monsters can be imitated including things ranging from centaurs to gryphons to melech (about the biggest) to gargoyles. Inanimate objects have a maximum size of 100 cubic feet (5x5x4 box). Duration is 10 minutes per level of experience for creatures, 5 minutes per level for inanimate objects.
    P.P.E: 50/100.
  • Psionic Defence: This rune, which must be drawn on the head or neck (usually the top of the neck/base of the skull or forehead), makes the user impervious to mind control, possession, and mind reading/probes. It also grants a +5 to save vs. other psionic attacks. Duration is one minute per level of experience.
    P.P.E.: 20.
  • Breathe Without Air: The breath without air rune must be drawn on either the chest or the neck. It allows the user to breathe while under water or in a vacuum. It also allows the user to breathe in atmospheres that are poisonous and while in poisonous gases clouds. An additional effect is that if the user has a protection rune set, they may operate in outer space without an environmental suit.
    Duration is 5 minutes per level of experience.
    P.P.E.: 8.
  • Hiding: Hiding runes are common for those people that must go amongst beings that may recognize the runes as such. When activated, the hiding rune masks the runes on the body of the user. It is a simple magic that just makes the runes less obvious and makes people think that they can't see it. Chance for noticing runes by casual observation -- 5%. Chance of noticing the runes under close examination is only 50%.
    Duration is one day per level of experience. This rune may be drawn anywhere on the body.
    P.P.E.: 20.
  • Warning: A simple rune drawn connected to the heart rune, this rune warns the wearer when they are in danger. When anything hostile to the wearer is within one mile, all of the runes on the body begin to glow. The brightness depends on the closeness and degree of danger. An extremely powerful demon lord standing near the wearer will cause the runes to glow so bright that they can light up a room through his clothing! The warning system can be turned off with a thought, so that the wearer is not so obvious. This rune is always active.
    P.P.E.: None.

Note: Other body runes exist but are very rare and are not usually available. Also, rune casters can develop their own runes/effects through research and experiments.

Rune Spells/Abilities:

Rune spells are like conventional spells but are cast by drawing runes either on an object or in the air. Special spells/abilities are used for such things as augmenting objects.

Augmentations Note: In all rune sequences with temporary and permanent forms, temporary runes may be drawn with anything, and in anything. Permanent runes must be drawn in a more permanent material, hence the runes must be carved or engraved into the object and also fill the runes with silver, gold or platinum (if not there is a 5% chance that the runes do not hold, and the enchantment will only last for five years per level).

  • Create Magic Weapon: This spell/ability allows the rune caster to change a normal weapon into a magical weapon. There are two forms of this power. The first one only grants the power temporarily. The second form makes the weapon permanently magical. Whether permanent or not, the weapon now inflict increased damage (an additional 3D6). The rune caster must have something with which to draw the runes with (anything will do, the magic makes it stick; in desperate times rune casters have been known to draw with their fingers in blood). The weapon, like true rune weapons, becomes indestructible while the runes are in effect. Creatures that are vulnerable to rune weapons are affected in the same way with these weapons. Duration for a temporary enchantment is 30 minutes per level of experience. It takes 2 minutes to do a temporary enchantment or 30 minutes for a permanent enchantment.
    P.P.E.: 10 for temporary, 100 for permanent.
  • Supernatural Slayer: This is similar to the create magic weapon ability, only it does normal S.D.C. damage to most creatures, but does quadruple damage to creatures of magic and the supernatural including dragons, demons, etc. (a weapon that does 1D6 S.D.C. does 4D6). Those creatures that are vulnerable to rune weapons are affected in the same way with these weapons. These weapons can be temporary or permanent, the same as with the previous power. Duration for a temporary weapon is 30 minutes per level of experience. It takes 3 minutes to create a temporary weapon, 35 minutes for a permanent.
    P.P.E.: 15 for temporary, 120 for permanent.
  • Flying Weapon: When a weapon is inscribed by these runes, it can be thrown, or if a bow fired, three times as far as normal. Also, the weapon or arrow automatically returns to the user whether it strikes or misses. This enchantment can be used in combination with either the create magic weapon or supernatural slayer powers, but in the case of bows, each arrow must be enchanted, not the bow. These weapons, unlike other rune weapons, are NOT indestructible unless they are combined with one of the previous powers. This power can be temporary or permanent, similar to the create magic weapon power. If this is combined with one of the previous powers, the P.P.E. cost is cumulative. Duration is 30 minutes per level of experience for temporary weapons. Note: When combining with other enchantment forms, you must use the proper form; i.e. temporary with temporary, permanent with permanent. You may not mix. Enchantments take 1 minute for a temporary, 15 minutes for permanent.
    P.P.E.: 5 for temporary, 50 for permanent.
  • Imbue Weapon with Spell Ability: By using these rune enchantments, the rune caster can grant weapons with spell abilities. This power like all of the other abilities has two forms, but this one must be inscribed in conjunction with either create magic weapon or supernatural slayer. In the temporary form, this power allows the user to use the ability once. The user of the weapon has until the other enchantment ends (either create magic weapon or supernatural slayer) to use the imbued power, or it is lost. In the permanent version, the power can be used a certain number of times per day, depending on the power. The number of uses may be doubled, but at triple the P.P.E. cost. Powers, the P.P.E. costs, and the number of times per day they may be used, is as follows:
    • Blinding Flash; 2/20; 5/day.
    • Circle of Flame; 12/60; 3/day.
    • Energy Bolt; 7/50; 3/day.
    • Fire Ball; 12/80; 3/day.
    • Fly as the Eagle; 30/80; 2/day.
    • Globe of Daylight; 4/40; 3/day.
    • Invisibility: Superior; 25/75; 2/day.
    • Levitation; 7/40; 3/day.
    • Superhuman Strength; 12/70; 3/day.
    • Superhuman Speed; 12/70; 3/day.
    • Teleport: Lesser; 20/100; 3/day.
    • Other powers may be available but are rare.
    The temporary version of this power can be used with either the temporary or permanent form of the base enchantment (create magic weapon or supernatural slayer). The permanent form can only be used with the permanent version of the base enchantment. All enchantments require 3 minutes for temporary runes, 40 minutes for permanent runes. A maximum of three powers may be added to a weapon, and they all must be drawn during the same enchantment. i.e. You must draw the runes for create magic weapon, fire ball, and levitation must be drawn in one sitting. You may not add another power at a later time. (Unless it is temporary in which case you simply start again from scratch).
    Note: An increase in the number of uses counts as a second enchantment.
  • Enchanted Armour: These runes, when drawn onto armour, either change S.D.C. armour into mega-damage, or increases the S.D.C. of mega-damage armours. Like most object augmentation runes, this series has both temporary and permanent versions. When making an S.D.C. suit of armour into mega-damage the base S.D.C. is 80. It costs 25 P.P.E. for a temporary enchantment, 150 for permanent enchantments. The S.D.C. can be increased for 2 P.P.E. per S.D.C. point for a temporary enchantment, or 5 P.P.E. per S.D.C. for permanent enchantments. If a suit of armour is already mega-damage, then it costs ten points to begin a temporary enchantment, and then 2 P.P.E. per S.D.C. point. For a permanent increase, it costs 50 P.P.E. to start and 5 P.P.E. for each S.D.C. point added. Maximum S.D.C. for S.D.C. armours is 200. Maximum additional S.D.C. for mega-damage armour is 200 or plus 100, which ever is more. Temporary enchantments last for twenty minutes per level of experience. It takes 10 minutes to draw temporary runes and one hour for a permanent enchantment. Add 1 minute for each S.D.C. point added in a temporary rune structure, 5 minutes per point in a permanent. This counts for both S.D.C. conversions and S.D.C. increases. The legendary rune armour is created using the process. It is a natural mega-damage alloy chain and plate armour, with 100-200 S.D.C. and often has special features as per the next enchantment. Imbue Armour with Special Ability: This enchantment requires the enchanted armour rune sequence as a base. After the runes are drawn for the enchanted armour series, these runes may be added to increase the power of the armour. (Note: Powers do not have to be added all at once, but each time a power is added, the enchanted armour runes must be redrawn in order to allow the armour to accept the magic.) Each power is described below. All powers may be permanent or temporary. Temporary powers may be activated once.
    • Armour Increase: Adds a temporary increase to the S.D.C. of the armour. Add 10 S.D.C. per level of experience. Duration is one minute per level of experience or until depleted. May be used five times per day. Requires 5 minutes to draw the temporary version or 30 minutes to inscribe the permanent form.
      P.P.E.: 12/80.
    • Breathe Without Air: Allows the wearer to breathe while under water, in a vacuum, or in a hostile environment. Duration is 5 minutes per level of experience. For 200 P.P.E. the effect can be made to be constantly in effect. This power may be used five times per day. Requires 2 minutes to create the runes for a temporary spell or 25 minutes for either of the permanent versions.
      P.P.E.: 6/45/200.
    • Chameleon: This rune sequence causes the effects of the spell of the same name. The effect can be made to be constantly in effect for 200 P.P.E., otherwise it lasts 5 minutes per level of experience. This power may be used four times per day. It requires 4 minutes to draw the temporary runes or 30 minutes for either permanent forms.
      P.P.E.: 8/65/200.
    • Spider Climb: This power allows the armour wearer to climb up any surface, even across ceilings. Speed is equal to half of the characters speed attribute. For 200 P.P.E. this can be made into a constant power. Duration is 5 minutes per level of experience, and it may be used five times per day. The runes require 2 minutes to draw the temporary or 25 minutes for the permanent form.
      P.P.E: 5/60/200.
    • Energy Shield: The energy shield created by this rune sequence forms an energy field around the wearer of the armour with 100 S.D.C. plus 10 S.D.C. per level of experience. The shield also takes only half damage from all energy attacks including electricity, fire, lasers, particle beams, etc. Full damage from physical attacks. May be used 3 times per day. Duration is 3 melees per level of experience, or until destroyed. The temporary runes require 5 minutes to draw or 40 minutes for permanent runes.
      P.P.E.: 20/95.
    • Fly: This rune series allows the user to fly at 100 mph plus 5 mph per level of experience. Maximum height is 4000 feet and the duration is 2 minutes per level of experience. This power may be used three times per day. Temporary runes require 4 minutes to draw and permanent runes require 30 minutes.
      P.P.E.: 25/100.
    • Silence: This power simply makes the armour completely silent. It does not rattle and does not clang when struck. Lasts for 30 minutes for the temporary version or is always active in the permanent form. This rune series requires 2 minutes for temporary runes or 15 minutes for permanent runes.
      P.P.E.: 10/50.
    • Impervious to Energy: This rune sequence makes the armour impervious to all energy attacks including fire, heat, electricity, lasers, etc. Physical attacks still do normal damage. This power may be used twice per day and lasts for 2 minutes per level of experience. This power can be made constant for 350 P.P.E... It requires 8 minutes to inscribe the temporary version and one hour to draw either permanent form.
      P.P.E.: 30/120/350. -
    • Shadow Meld: These runes work identical to the spell of the same name. Duration is the same as the spell (2 minutes per level) and the power may be used 5 times per day. The power can also be made limitless for 250 P.P.E. points. It takes 4 minutes to inscribe temporary runes and 30 minutes for either permanent form.
      P.P.E.: 15/75/250.
    • Other powers do exist but are rare. These are the most common abilities. (GMs and players may use these powers as a basis for developing more powers.
  • Enchant an Object: This power allows the rune caster to grant magic to normal objects. This power only has a permanent form. Any of the powers from enchanted armour, imbue weapon with spell ability, and imbue armour with special ability are available. Note: For objects larger than 8 feet increase P.P.E. costs and time by 50% (i.e. 100 P.P.E. and 30 minutes becomes 150 P.P.E. and 45 minutes). Special objects are as follows:
  • P.P.E. Battery I: This object usually takes the form of an amulet or charm. The object can hold up to 300 P.P.E. at a time, for an indefinite period of time. In order to add 1 P.P.E. point to the battery the user must expend 2 P.P.E. points. On ley lines the battery automatically charges at a rate of one point of P.P.E. every five minutes, or at nexus points at a rate of one point every two minutes. This item takes three hours to enchant. P.P.E.: 250.
  • P.P.E. Battery II: This battery is similar to the type one battery only it is not charged by the practitioner of magic, it charges itself. These batteries have a much smaller amount of P.P.E. available. This item has a maximum of 80 P.P.E. points and it recharges itself at the rate of 2 points per hour. At a ley line the battery recharges at a rate of 10 per hour or at a nexus point they recharge at a rate of 20 points per hour! It takes a rune caster 5 hour to create this item. P.P.E.: 350. Using this enchantment, the mightiest of rune casters have created rune ships! Rune ships typically appear like normal sailing ships, but they are covered by runes. They typically are mega-damage, possess the power of flight, and may have other powers of attack and defence built in.

Rune Spells

Note: These spells are identical to the spells of the same name presented in the assorted rifts books, except where noted. P.P.E. costs may differ (some spells are easier to cast with runes, others are more difficult. Costs are listed beside each spell.

Rune spells are cast by drawing the runes in the air and by speaking runes at the higher levels (8+). Those spells that may/must be cast by using rituals are cast by inscribing and carving the runes into the ground and or objects. Two spells may be learned for each slot available.
Note: The runes are actually drawn in the air. Glowing azure blue lines follow the casters finger forming the symbols. When the spell is complete the rune either vanishes or flies out changing into the spell effect.

  • Animate/Control Dead (15): Drawn on the dead bodies, 2 minutes per body
  • Amulet (250)
  • Apparition (20)
  • Armor of Ithan (14)
  • Banishment (60)
  • Befuddle (3)
  • Blind (4)
  • Blinding Flash (1)
  • Breathe Without Air (7)
  • Call Lightning (15)
  • Calling (10)
  • Calm Storms (200)
  • Carpet of Adhesion (12)
  • Chameleon (8)
  • Circle of Flame (10)
  • Climb (3)
  • Close Rift (300): This spell costs more, but doesn't permanently anything.
  • Cloud of Smoke (3)
  • Commune with Spirits (30)
  • Compulsion (25)
  • Constrain Being (20)
  • Control/Enslave Entity (85)
  • Create Zombie (225)
  • Create Mummy (145)
  • Create Golem (650 or 900)
  • Create Magic Scroll (90)
  • Cure Illness (25)
  • Curse: Phobia (45)
  • Dimensional Portal (950)
  • Invulnerability (25)
  • Levitation (5)
  • Magic Net (8)
  • Mask of Deceit (20)
  • Metamorphosis: Mist (200)
  • Metamorphosis: Human (35)
  • Metamorphosis: Insect (50)
  • Metamorphosis: Superior (90)
  • Metamorphosis: Animal (20)
  • Multiple Image (10)
  • Mystic Portal (55)
  • Mystic Alarm (4)
  • Negate Poisons/Toxins (10)
  • Negate Magic (30)
  • Paralysis: Lesser (5)
  • Protection Circle: Superior (275)
  • Protection Circle: Simple (40): Both circles consist of a circle of power runes (hence less magic for same strength).
  • Reduce: Self (20)
  • Remove Curse (150)
  • Repel Animals (8)
  • Resist Fire (8)
  • Sanctum (360): All of the walls in the sanctum are covered with runes. Takes one hour to complete the casting.
  • Seal (6)
  • See Aura (6)
  • Sense Evil (1)
  • Sense Magic (3)
  • Shadow Meld (10)
  • Dispel Magic Barrier (20)
  • Energy Field (14)
  • Energy Bolt (6)
  • Energy Disruption (14)
  • Exorcism (26)
  • Familiar Link (85): This spell does not summon a creature but is cast subconsciously when the caster is with an appropriate animal (GM's choice when this happens, will usually link with a pet). In addition to the normal benefits the animals I.Q. is raised to 7 (high animal) and the range for telepathic communication is unlimited, though not across dimensions. The animal can also teleport to the casters location at will, even across dimensions! The caster CANNOT consciously cast this spell.
  • Fingers of Wind (6)
  • Fire Ball (10)
  • Fire Bolt (7)
  • Float in Air (5)
  • Fly (12)
  • Fly as the Eagle (30)
  • Globe of Daylight (2)
  • Globe of Silence (??)
  • Heal Wounds (12)
  • Id Barrier (600)
  • Impenetrable Wall of Force (575)
  • Impervious to Fire (5)
  • Impervious to Energy (20)
  • Invisibility: Simple (6)
  • Invisibility: Superior (20)
  • Sleep (8)
  • Speed of the Snail (50)
  • Stone to Flesh (30): This spell requires runes to be drawn all over the surface to be transformed. Requires five minutes per 50 pounds of stone to draw the runes.
  • Summon Shadow Beast (140): This spell costs only 120 P.P.E. when cast in ritual/inscribed form.
  • Summon and Control Canine (40)
  • Summon and Control Rodents (60)
  • Summon and Control Rain (185)
  • Summon and Control Lesser Being (400)
  • Summon and Control Storm (285)
  • Summon and Control Entity (230)
  • Summon and Control Animals (115)
  • Superhuman Speed (12)
  • Superhuman Strength (12)
  • Swim as a Fish (8)
  • Swim as a Fish: Superior (15)
  • Talisman (460)
  • Telekinesis (10)
  • Teleport: Lesser (20)
  • Teleport: Superior (625)
  • Thunderclap (5)
  • Time Hole (225)
  • Time Slip (25)
  • Tongues (15)
  • Turn Dead (5)
  • Wards (75)
  • Wind Rush (25)

All elemental spells are available, but they cost 50% more P.P.E. to activate.
Note: Like all other rune magic, there are spells not listed hear.
Other spells are rare and are usually researched by the owner. Some of the more powerful rune casters even have rune spells for temporal magic, but this is rare, and nobody has all of the temporal spells converted (the most common is dimensional envelopes and pockets).