Runes Profile

The following profile defines the use of the Runes Origin in accordance with the ARIA Reality system.
Origin Template
Omnessence Fundamental
Paradigm Elements
Incidentals
Omnis

Origin Template

Nature Runes are based upon the use of both Mana (in the form of Alchemical Potential Omnessence) and Spiritism (in the form of Rune spirits).  As such it is both non-sentient and partially sentient.
Form Mana in material form (Alchemical Potential Omnessence) / Spirit entities
Genesis Created.  Alchemical Potential Omnessence and Rune Spirits are an expression of Geozan existence.
Connections Related.  Rune Magic is related to both Mana and Spirit, as well as Alchemy.
Orientation Balanced.  Although PO is not sentient, and therefore has no orientation, Rune spirits are partially sentient, and somewhat interested in / oriented towards the material world (hence their usefulness)
Relations Rune spirits have varying relations with other spirits.
Origin Notes Those who can work magic only through Runes are known as Rune adepts or Rune-workers.  Although both Mystics and Spiritists can use Runes, neither are generally known as Rune-workers.
Back to Top

Omnessence Fundamental

Conventions
Primary Trait Charisma (Willpower)
Affinity (see Resistance)
Inanimate affinity varies by material
Province
The Omnessence Province of Runes, like that of Spiritism, is fairly flexible overall.  Runes are closely related to both Mana and Spiritism, and is usable by both Magicians and Spiritists as well as Rune adepts. The ratings listed below are not characteristic of any one Rune spirit, but like the profile for Spiritism, reflect the composite capabilities of the Runes Origin.   Few groups of Runic adepts possess sufficient development in Runic magicology to be able to fully utilize the Runes Origin, however.
Archetypes Dominions
Conjuration 9 Flux 9
Creation 9 Organic 9
Destruction 9 Matter 9
Divination 9 Reality 9
Manipulation 9 Spirit 9
Transformation 9 Will 9
Province Aspects Potential Omnessence.
Province Notes
Back to Top
Availability
Category Limited
Manifestations Alchemical materials possessing Conjuration/Spirit Potential Omnessence.
Availability Varies according to specific material and region.  Availability Level equals PO capacity of the materials used.
Back to Top
Amount
Category Finite
Aspects Recyclable.  As alchemical materials are used, more are created by Geoza.  Such replenishment is neither purposeful nor predictable.  Example:  the herb that has produced high-quality alchemical ingredients for two decades could just stop producing such ingredients - the plant still grows, and the herb is still the same naturally, but the PO content is so much lower as to be of no use to the mage.
Amount Levels 5 (Alchemical materials are not super-abundant, but neither are most truly rare)
Access
Category Freely Accessible
Aspects Gathered
The adept must possess some knowledge of Alchemy, or must purchase/acquire the materials from one who does.
Method Physical
Ease of Access 1 (Completely Accessible)
Access Time varies greatly, as do actual methods of gathering, buying, mining, etc., according to the specific material.
Access Facility 0 (Potential Omnessence cannot be directly accessed - it is only usable through Runes or Alchemical techniques.)
Notes
Back to Top
Storage
Category Inherently Stored
Capacity According to the specific PO of the material used.
Aspects Potential Omnessence, by its very nature, is a stored commodity.  Runes merely adapts the stored PO for the intended purpose.
Back to Top
Omnessence Nature
Category Dynamic (Unique)
Limitation Aspects All Runes Effects are Natural: fire can be doused, material created  will wear out, etc.
Notes Unlike its cousins Mana and Spiritism, Runes are a fairly predictable and reliable form of magic.  If the Runes are correctly made, the effect will be as expected.  If not, the effect may simply fail, or it may be different from what was intended.
Back to Top

Paradigm Elements

Preparation
Category Preparation
Aspects Symbol (Neutral, Required) The scribing or other creation of a Runic symbol is central to the Runes Origin.
Materials (Neutral or Enhancer, Required) The materials used to create the Runic symbol must contain sufficient Conjuration / Spirit P. Certain materials are superior to others, and may grant increased amounts of PO  Additionally, some combinations of materials may add a bonus for certain Runes or Runes effects.
Time varies according to method of making the Runes
Variation Facility 8 - preparation can be rushed, but only with difficulty, and at an increase in the difficulty of the Effects Trial.  Similarly, if great care is taken, the difficulty of the Effects Trial will be reduced somewhat.
Preparation Trial According to the method used.  Methods of making Runes include Calligraphy, Engraving, Carving, Sculpting, Etching, Embroidering, Weaving, etc.
Interruption Allowed.  Significant or continued interruptions may affect the quality or accuracy of the work, and thus may increase the difficulty of either the Preparation or Effects Trials.
Notes
Back to Top
Effects
Paradigm Method Release / Channel - the Runes adept concentrates briefly and activates the Rune.  This allows the Rune spirit to Channel its own power through the Rune into the material world.  The spirit is Channeling, but the adept is simply Releasing.
Casting Time 1 OP
Fatigue None
Distance
Base Range Personal
Range can be expanded to Sight (Moderate Scope)
Base Area Radius (Slight Scope)
Area Increment PO dedicated to Scope-Area.
Duration
Base Interval One Action Interval
Base Duration can be expanded to One Narrative Interval (Moderate to Epic Scope).
Effects Cost
Scope standard
Potency standard
Intricacy standard
Resistance
Passive Base = Aura (Affinity)
Rank = Charisma (Willpower)
   (or by Affinity of material)

Difficulty = Effect Might
Active Alter - can only be attempted through Runes or Spiritism.  If using Runes, the altering adept must have Rune Lore at least equal to the Effect Might of the paradigm, or suffers a penalty equal to the difference.
Counter - can be attempted through any Origin.  If adept attempting to counter a Runes effect does not possess Sensitivity or Rune Lore, increase difficulty by one.
Participation Collective (Unlimited) - Access and Preparation can include any number of individuals, some of whom may not have any Magical Talent at all.  Activation of a Rune normally requires Rune Lore and Magical Talent (some Mechanisms allow activation by non-adepts or others unskilled in Runes).
Temper Aspects
Build Limitations include physical space to make Runes on an object/material, and amounts of materials available to make the Runes.
Delay Delay costs one point of Omnessence per Duration Interval.
Extend Duration Variation Facility 1.
Imbed Runes are essentially a specialized form of Imbedded Spiritism.  The cost is included within the Province of Runes.
Mechanism Omnessence cost increases with complexity.   Divination effects may be necessary for some Mechanisms.
Permanence Runes may be made Permanent if the Mystical form of the Alchemical substances are used (see Alchemy). This may allow the creation of a permanent constant or permanent re-usable effect.  If combined with Mechanism, this allows the creation of a permanent item usable by a non-adept.
Removed Cost is standard.   Range must have been extended to Sight.
Target A Targeting Trial is required for Removed Effects, as well as for missiles, etc.  No cost.  Base = Aura (Empathy), Rank = Intellect (Perception).  Base Difficulty = 2.
Widen Variation Facility 3.   Scope must include Area (Slight Scope)
Back to Top
Back to Top

Incidentals

Waste There is no Waste in Runes.
Side Effects Attention:  use of Runes can attract the attention of spirits other than Rune spirits.  Such attention may or may not cause problems or have significant consequences, depending on the situation.
Back to Top

Omnis

Geoza has very few Omnis which are dedicated solely to Runes.  Runes adepts may be found in many Omnis which are associated with either Mana or Spiritism.  A few which are most prominent:
Academy of Ascendent Sagacity A Karatasan association of both Mystics and Sorcerers which exists as a counterpart to the Priestesses of Kirsu and is sponsored by the Imperial Karatasan government.
Artificier's Guild An independent association of artificiers (Mana users who enchant or otherwise craft using Mana).  Mainly limited to the nations of Merochas and Jyvelik.  Some Runes adepts, Alchemists, and Spiritists also belong to this association.
Dwarven Artificiers An independent fellowship of Dwarven artificiers.  Some limited contact occurs between this fellowship and the predominantly human Artificier's Guild.
Guild of Magical Practitioners An independent fellowship of various adepts of all types in Zur.  This organization is loosely defined at best, and varies in its ability to enforce a unified policy of any kind on its members.
Magesmith's Guild An independent association of Magesmiths (another term for Artificiers) among the adepts of Knur and Laabor.   Extensive contacts and contracts exist between this association and the Artificier's Guild to the south.
Royal Arcane Society This association of adepts of all types is sponsored by the King of Belaquin.  They have extensive contacts with both the Artificier's Guild and Magesmith's Guild, although neither of those organizations is allowed to practice openly within the Kingdom of Belaquin.
Szarvas Council A loose confederation of previously independent adepts in Pelos.
Back to Top