As a basics of all magic, every caster is taught the basics in terms of written language. Each written language can be thought of as the fundamentals of each schools of magic and each practitioners can make use of these spells to enhance other spells or can fully realize concepts of the respected school of magic. When learning the runes, all caster can only use the basic levels of the runes, advanced level runes are unlocked when the caster reaches 6th level and expert is unlocked on 12th level. In order to invoke, the caster must be in the same plane of existence as the rune made and must have a specific key phrase or word in order for it to trigger. Once an advanced rune can be used, the caster can additionally add another basic rune in a layer and the caster can specify in what order will the runes activate. Expert runes can have 1 advanced rune or 2 basic runes. If a rune affects a creature, the caster can target a creature, if specified, as long as they are 5 ft. from the rune being invoked.
The amount of runes you can make can be made up to the caster's spellcasting modifier, and overlayed runes are considered as 1 rune for this instances.
Abjuration
- Basic: When written on a creature or an object worn by the creature, creates a Temporary Shield equal to the casters spell casting modifier when the rune is invoked.
- Advanced: Invoking causes a field to appear in a 10 ft. radius of the rune, and any creature in the zone gains advantage on saving throws against area attacks.
- Expert: In a zone of 10 ft. radius, all creatures friendly to the caster, gain resistance of a chosen element declared by the caster when invoked.
Conjuration
- Basic: Invoking the rune will summon a tiny beast creature specified by the caster.
- Advanced: While invoking the rune and there are objects or creature standing on the rune will swap places with each other, to a maximum range of 60ft.
- Expert: Summon a marked object, that is no greater than 5 ft. cube, and any other object or creature that interacts with the marked object, to your position 5 ft. of you. Note any objects or creature interacting must be in the 5 ft. cube when they're transported.
Divination
- Basic: Invoking it on an object or creature reveal to the caster their true name.
- Advanced: When invoked, caster gains the location of any living creatures within 100 ft. radius of the caster.
- Expert: When invoked on an object, gain small insights of the history of the object. On creature, the creature makes a Intelligent saving throw, on failure, you learn about their activities dating back to a month ago.
Enchantment
- Basic: When a the rune is invoked while the creature is interacting with it, the affected creature becomes friendlier to the caster for a minute.
- Advanced: In a 5 ft. radius of the rune when invoked, the affected creatures make a Wisdom Saving throw and suffer disadvantage on skill checks for a minute on failure.
- Expert: Can cast Hex when invoked if the creature is near or is applied onto. If Hex is casted on to the target creature with the rune nearby or touching, your hits against it will be with advantage.
Evocation
- Basic: A single ball of light shedding bright light 30 ft. from it and additional 60 ft. of dim light away from the source. Lasts for five minutes.
- Advanced: When invoked, any creature 10 ft. from the rune must make a Strength saving throw and be pushed 10 ft. into a direction specified by the caster.
- Expert: Can't be invoked unless another Evocation spell is casted, then the rune reacts and gives a +2 bonus in the damage roll of that spell.
Illusion
- Basic: Any object or creature in a 5 ft. cube space become invisible.
- Advanced: Create a singular static humanoid image lasting for 5 minutes. Wisdom saving throw to discern the illusion.
- Expert: Create a fake weather effect in a 40 ft. area when invoked, and any creature trying to discern this weather must make an Intelligent saving throw.
Necromancy
- Basic: When invoked and a creature is nearby of the affected rune, the targeted creature makes an Intelligent saving throw or suffer disadvantage to a skill check, saving throw, or an attack.
- Advanced: Invoking will cause the terrain 20 ft. from the rune to become difficult terrain.
- Expert: Invoking the rune while a targeted creature is nearby the rune will impose a Charisma saving throw or become blinded for a minute.
Transmutation
- Basic: Any simple object on the rune when invoked can be converted to an equivalent material in size specified by the caster.
- Advanced: When a friendly creature were to be near this rune when invoked, their body begins to bolster up and gain a +2 bonus to their AC.
- Expert: Creates a structure specified by the caster in a 10 ft. area, given that the structure has adequate access to materials of equal value depending on the structure.
Graviturgy (Optional)
- Basic: Invoking the rune will cause an object or creature to change their overall weight or density by a factor of two either increasing or decreasing for 1 minute.
- Advanced: When the rune is invoked, any creature 15 ft. from the rune must make a Strength saving throw or be pulled 5 ft. towards the rune. A creature must make subsequent saving throws in order to break out of the pull, however once saved, the Creature can freely move away from the source.
- Expert: Invoking will cause a rift to open that the caster or creature can go through with a range of 200 ft.
Chronourgy (Optional)
- Basic: When invoked and a nearby creature is involved, the targeted creature makes a Intelligent saving throw or be held in place, rendering the creature to have 0 ft. of movement, and are forced to skip their turn.
- Advanced: When invoked and a creature is nearby, the target reverts to their previous statuses and conditions 1 min. ago.
- Expert: When invoked, a temporary clone of the caster appears and can perform one action specified by the caster and the clone remains stationary.
* - (Magic Chalk)
Previous Versions
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8/12/2020 2:47:46 AM
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