| Runes are one of two Origins that are closely related to the Mana Origin - the other being Alchemy, to which Runes are also related. But unlike Alchemy, Runes are also closely related to Spiritism. In some ways, Runes are Spiritism, as will be explained. Both Spiritists and Mystics are known to use Runes to aid them in their magic, but an adept doesn't have to be a Magician or Spiritist to use Runes. Adepts can use Runes to achieve effects even if they lack the ability to access Mana or Spiritism Omnessence. | ||
| Runes, like Alchemy, make use of the innate magical qualities of certain materials. These innate magical qualities are based on something known as "Potential Omnessence." Potential Omnessence differs from other sources of Omnessence in that it is oriented toward, and can only be used for, specific Configurations of Archetypes and Dominions (or in rare cases, any use of a specific Archetype or Dominion). | ||
| Note: whenever Alchemical substances are discussed in Runes, it is assumed that the Alchemical form of the substance is indicated. The Natural form of the substance is almost never useful for Runes. The Mystical form is only necessary in the creation of permanent Runes. | ||
| Unlike Alchemy, however, only one configuration of Archetype and Dominion is useful for Runes: Conjuration / Spirit. Runes function as a very specialized form of Spiritism. The scribing of a true runic symbol by an adept, when combined with sufficient Potential Omnessence of Conjuration / Spirit, actually manifests a minor spirit. This spirit is a symbolic spirit of the Rune / effect which the adept has scribed, and has very limited, specific abilities. Such a Rune Spirit has ratings in only one Archetype, and only one Dominion, and in general can only create one type of effect. | ||
| Thus, the materials useful for Runes must possess Potential Omnessence for Conjuration, or Spirit, or a combination of the two. Usually, these materials consist of powders or liquids which are used as ingredients in inks or paints. Other uses are possible, however, including materials used for quills, brushes, or styli, or vellum made of certain rare skins, or paper which includes certain magical plant fibers. | ||
| Runes really consist of two distinct effects: the first is the Conjuration of the Rune spirit, which is accomplished by the adept using Potential Omnessence. The second effect is the effect which the Rune spirit accomplishes - according to the purpose and nature of the Rune drawn or inscribed. This is essentially a Spiritism effect, similar to a normal spirit paradigm. There is one significant difference. A Spiritist acts as a medium to enable a spirit to affect the material world, thus achieving a magical effect. With Runes, the adept does not act as the medium directly. Rather, the Rune itself is the medium through which the Rune spirit affects the material world. If the Rune is correctly scribed, the effect will be as the adept intends. If the Rune is incorrectly scribed, the effect achieved will to some degree vary from what the adept intended - with possibly harmful consequences. | ||
| Likewise, using materials which do not possess sufficient Potential Omnessence to conjure a spirit powerful enough to achieve the desired effect will prevent the adept from completely succeeding. If a less potent effect would still be possible/useful, then the adept may gain some value from the Rune. If not, the Rune spirit will be incapable of achieving the desired effect, and the Rune will fail. | ||
| Many of the materials commonly used for Runes are relatively easy to acquire. They are either found naturally in the area, or are common enough that an adept can acquire them cheaply. Such materials are generally fairly low in Potential Omnessence, however. Materials with higher amounts of Potential Omnessence, especially those suitable for Spirit effects, are seldom found in populated areas, and are sometimes rare materials to begin with. Such materials are either expensive to acquire, or require large amounts of time and effort to find. Additionally, if the adept does not possess the Alchemical ability to process the materials into their Alchemical form, he will have to purchase or trade for them with an Alchemist who can do so. | ||
| Runes adepts require two skills, in addition to their Omnessence skills (Archetypes and Dominions). Rune Lore functions as an Arcane Lore, limiting the adept's effective Configuration Expertise, and serving as a general measure of Runes ability. Additionally, however, Runes adepts must use some Artisan or Art skill in creating the Runes. This represents the adept's aptitude with performing the various physical actions necessary to properly form the Runes. | ||
| Several styles of Runes exist. Many similar effects can be achieved using different styles of Runes, but some effects seem to be limited to a specific Rune style. Runic styles are generally traced to three various originating traditions: Dwarven, Aezjarean, and Haseni. Although there have been significant exchanges of knowledge between Dwarven and Haseni adepts over the years, the styles remain distinctly different. Dwarven Runes are typically circular, using connected arc segments to define their effect and interrelationships. Haseni Runes are mostly angular and rigid by comparison, although some curved lines are used. Aezjarean Runes are wavy and irregular in comparison to either of the other two traditions, and interrelationships between Runes are more integral to the internal shape of the Runes themselves. Similarly, Haseni Rune transitions tend to be sequential, while Dwarven transitions and interrelationships are defined more spatially than sequentially. In the Dwarven style, the size of the Rune can help define its interrelationship with surrounding Runes. Haseni or Aezjarean Rune styles can vary more in size without affecting the Rune's meaning. | ||
| Significant conceptual contributions to Geozan Rune Magic were made by Mike Goldsby and Greg Johnson. | ||