Not sure if this is going to be much use to folk, but its how I'm handling runes to give a bit more Gloranthy feel/flavour till the Gloranthan Magic/Cult books hit the shops - it may be useful it may not.
Notes:
Child Runes
The parent receives half the bonus granted by child runes if applicable,
May cast spells associated to child rune at parent rune casting% / 2
Effects are not Cumulative
Opposed Runes
These runes may not be integrated if this rune is a rune opposed to it is integrated (However certain conitional Runes allow this integration).
Subjugated Rune
Any spells that targets a creature associated to the subjugated Rune suffers a –15% penalty on attempts to resist or counter spell them.
Modified Rues
Elemental Runes
Darkness
Subjugated Rune: Water
Child Rune: Shadow, Taker, And Cold
Water
Subjugated Rune: Earth
Child Rune: Ice
Earth
Subjugated Rune: Air
Fire
Child Rune: Heat, Light
Subjugated Rune: Darkness, Shadow, Taker, Cold
Air
Subjugated Rune: Fire, Light, Heat
Moon
Power: Allows the integration of opposing runes. The rune casting of the opposed runes is limited/caped by the characters Moon Rune Casting.
Also considered a coditional rune.
Conditional Runes
Chaos
Power: Removes restriction form the integration of opposing runes without limit on casting %.
POWx 1% chance of gaining a chaotic feature.
Restrictions: Tainted by chaos
Each 10% learnt in Rune casting of Chaos gives a +1% of being detected as chaotic.
Power
(Upward pointing arrow)
Power: Any spells cast by the Rune Touched with a instant
trait inflict a –30% penalty on attempts to resist or counter spell them.
Sacrifice
(an X)
Power: Once each day the Rune touched may draw 1d3 magic points from a target.
Allows the integration of opposing runes. The rune casting of the opposed runes is limited/caped by the characters sacrifice Rune Casting/2.
All form runes
plant, Man, Beast, Dragon, Dragonnewt, Undeath runes
General: Any spells that target a creature associated to the Form Rune inflicts a –30% penalty on attempts to resist or counter spell them.
Opposing Runes
(Opposed pairs may not be integrated together without a suitable conditional rune being integrated first)
Luck- Fate
Illusion - Truth
Fertility-Death (both opposed to undeath)
Communication-Silence
Stasis - Movement
Harmony- Disorder
Trade - Taker
Light - Shadow
Heat - Cold
Other Options
Runes once integrated, the Rune is permently integrated, at the heroes death the Rune remains integrated, going with the Hero the appropiriate afterlife.
Each rune has a Runecasting -90% that the site of death will spawn that Rune.
Rune so spawned are born by the site every 10-50 years dependant on the nature of the hero.
Typically such places become places of worship and enshrined.
Hope its useful to someone
Notes:
Child Runes
The parent receives half the bonus granted by child runes if applicable,
May cast spells associated to child rune at parent rune casting% / 2
Effects are not Cumulative
Opposed Runes
These runes may not be integrated if this rune is a rune opposed to it is integrated (However certain conitional Runes allow this integration).
Subjugated Rune
Any spells that targets a creature associated to the subjugated Rune suffers a –15% penalty on attempts to resist or counter spell them.
Modified Rues
Elemental Runes
Darkness
Subjugated Rune: Water
Child Rune: Shadow, Taker, And Cold
Water
Subjugated Rune: Earth
Child Rune: Ice
Earth
Subjugated Rune: Air
Fire
Child Rune: Heat, Light
Subjugated Rune: Darkness, Shadow, Taker, Cold
Air
Subjugated Rune: Fire, Light, Heat
Moon
Power: Allows the integration of opposing runes. The rune casting of the opposed runes is limited/caped by the characters Moon Rune Casting.
Also considered a coditional rune.
Conditional Runes
Chaos
Power: Removes restriction form the integration of opposing runes without limit on casting %.
POWx 1% chance of gaining a chaotic feature.
Restrictions: Tainted by chaos
Each 10% learnt in Rune casting of Chaos gives a +1% of being detected as chaotic.
Power
(Upward pointing arrow)
Power: Any spells cast by the Rune Touched with a instant
trait inflict a –30% penalty on attempts to resist or counter spell them.
Sacrifice
(an X)
Power: Once each day the Rune touched may draw 1d3 magic points from a target.
Allows the integration of opposing runes. The rune casting of the opposed runes is limited/caped by the characters sacrifice Rune Casting/2.
All form runes
plant, Man, Beast, Dragon, Dragonnewt, Undeath runes
General: Any spells that target a creature associated to the Form Rune inflicts a –30% penalty on attempts to resist or counter spell them.
Opposing Runes
(Opposed pairs may not be integrated together without a suitable conditional rune being integrated first)
Luck- Fate
Illusion - Truth
Fertility-Death (both opposed to undeath)
Communication-Silence
Stasis - Movement
Harmony- Disorder
Trade - Taker
Light - Shadow
Heat - Cold
Other Options
Runes once integrated, the Rune is permently integrated, at the heroes death the Rune remains integrated, going with the Hero the appropiriate afterlife.
Each rune has a Runecasting -90% that the site of death will spawn that Rune.
Rune so spawned are born by the site every 10-50 years dependant on the nature of the hero.
Typically such places become places of worship and enshrined.
Hope its useful to someone