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Rune Magic [Arcane Affinity]

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shinzo_husky
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PostPosted: Mon Feb 13, 2017 5:24 pm


Rune magic which is used mostly by scholars is a magic that uses the magical alphabet known as runes to perform spells. Runes are letters which when placed in a specific formula/equation within a circle style format to create a rune circle. The more complex the rune equation and more layers, the more powerful the spell. This is the most complicated magic to use as every rune circle must be accurate otherwise it could backfire or just flat out not work. Though not a fully combative type of magic, rune magic users have been known to cast powerful magic and can hold their own in a battle if trained correctly though most scholars do not learn to fight as it goes against their code. It is worth mentioning that the higher the intellect of the caster, the more potent the magic. Physical traits of a caster does not affect rune magic whatsoever and in fact some of the greatest users of this magic have been deemed weak or were disabled/crippled.

Rune magic can allows a caster to build constructs like barriers, plasma bolts and weapons. It can also enchant the caster's/target's body or objects giving them additional durability or even resistance to magic. The most common use of rune magic however is the ability to seal objects and living beings, either trapping them in pocket dimensions or restricting all movements and stopping them from using magic. Rune magic is the most versatile magic though it takes decades to master. Runes can be drawn on the ground or in the air using a wand, finger (with an enchanted ring worn on it) or a gem rod. It is not un-common within legend that powerful creatures had been sealed away using rune magic.  
PostPosted: Mon Feb 13, 2017 5:25 pm


≼E Rank≽

Eyes of the Scholar: The caster's eyes can be imbued with arcane energy to allow them to read runes two times faster than average for 4 posts with a 2 post cooldown.

Rune Circle of Simple Binding: The caster can place a small rune circle on the floor which can hold a target's foot/hand in place. Those with at least 2 stats in strength can break free easily. Of they will have to wait for 2 posts with a 3 post cooldown.

Rune of Protection: The caster makes the hand seal of protection which forms a weak barrier which covers the caster's body. This barrier can withstand a single D rank spell before shattering and can last upto 4 posts with a 2 post cooldown.

Rune Dagger: The caster makes the hand seal of the squire which allows them to conjure a dagger made of arcane steel. This dagger has the same sharpness and durability of a regular dagger and will last for 3 posts with a 2 post cooldown.

Rune of Heightened Step: The caster plants a rune on their feet which enhances the height in their jump up to 8 meters for 4 posts with a post cooldown.

Sol: The caster makes the sol hand seal which produces a small ball of light in their palms which can light up the surrounding area. The caster can alter the brightness of the light and for each post this rune is active, the caster uses up 2 mana points.

Rune of Polarity: The caster etches a rune on any surface which attracts all in-animate objects (objects no bigger than chair) within an 8 meter radius for 3 posts.

Rune circle of transmutation: The caster draws a basic rune circle on a flat surface and can place any broken inanimate object (except enchanted) inside. Once the caster activates the rune circle, light will cover the object and repair it. If the object is badly broken then extra materials will be needed to repair it.

Rune of Holding (1 layer): The caster draws a single layered rune circle of holding on the floor. A single object no bigger than 1 meter X 1 meter X 1 Meter can be placed in the circle and through the use of the circle can be stored in a pocket dimension. The caster uses the hand seal of invocation to activate the circle and to release the object from the pocket dimension. The object once released has to return to the same circle. The caster must use this spell a second time to release the object and can only hold one object at a time.  

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PostPosted: Sun Mar 19, 2017 4:45 pm


≼D Rank≽

Rune of Extinguishing: The caster plants a rune on a target or their own body which emits a weak red light that covers the body which protects the wearer from D rank fire based spells for 4 posts with a 2 post cooldown

Rune of Stone: The caster plants a rune on a target or their own body which emits a green light that covers the body and has the same durability as stone which protects the wearer for 3 posts with a 3 post cooldown

Swallowing Gourd: The caster makes the hand seal of the pot which projects a basic rune circle of light in front of the caster which can absorb a single C rank projectile spell with a cooldown of 3 posts. The circle can not fire the spell back at the target it just protects the caster.

Rune of Trajectory: The caster plants a rune on a projectile like an arrow or throwing dagger which alters the trajectory of that object once launched upto 90 degrees. The caster makes the hand seal of invocation which is used to remotely activate certain runes.

Rune of Haste: The caster plants a rune on a target or their own body which covers the body in a grey light that enhances the body's speed. The target can run at speeds up to 40 mph for 4 posts with a 2 post cooldown.

Rune of Thunder: The caster makes the hand seal of Thuris which channels arcane energy into the caster's hands from which sparks of electricity emits from. The caster can deliver up to two punches (from each fist) which can stun a target for a single post with a cooldown of 2 posts.

Sensory Rune Array: The caster first draws a two layered sensory rune circle on the floor. They then sit inside of the circle and activate it by making the hand seal of invocation. The circle amplifies the casters awareness and allows them to sense movement of any object or living creature within a 10 meter radius for 8 posts with a cooldown of 2 posts.

Rune of Negation (1 layer): The caster forms the hand seal of negation which engulfs the caster's hand in a dark grey energy. The caster can use this imbued hand to cancel out contract based spells like creature summoning and weapon summoning. The caster must make physical contact with the target summoner in order to sever the connection. This rune will only cancel out contracts up to gæta rank with a 5 post cooldown.

Rune Weapon: The caster makes the hand seal of the warrior which allows the caster to conjure a weapon made of arcane steel that has the same properties and sharpness as a regular steel weapon that will last for 5 posts with a cooldown of 3 posts. The weapon has intricate runes etched into it and is used by many royal guards. Those with less than 3 stats in magic (power) will feel slightly fatigued after using this spell.

Rune Bolt: The caster forms the Thuris and warrior hand seals which channels arcane energy into the caster's dominant hand and allows them to fire a single bolt of arcane energy which can give a target first degree burns and will send them flying off their feet with a range of 10 meters and a cooldown of 3 posts.

Restricting Seal of Binding (1 layer): The caster must first draw a single layered binding rune circle on the floor. Once activated by the caster using the hand seal of invocation. The circle will trap a target and engulf them in a blue light that stops them from moving for 4 posts with a 4 post cooldown. Those with at least 3 stats in strength can break free easily.  
PostPosted: Sun Mar 19, 2017 5:55 pm


≼C Rank≽

Rune of Holding (2 Layered): The caster draws a single layered rune circle of holding on the floor. Two objects no bigger than 2 meter X 2 meter X 2 Meter can be placed in the circle and through the use of the circle can be stored in a pocket dimension. The caster uses the hand seal of invocation to activate the circle and to release the object from the pocket dimension. The object once released has to return to the same circle. The caster must use this spell a second time to release the object and can only hold two objects at a time.

Rune of Steel: The caster makes the hand seal of protection which covers their body or an ally's body (within a 10 meter range) in a green light that has the same durability as steel and can protect the caster from 3 D rank arcane spells or 2 C rank arcane spells or 1 B rank arcane spell which will last for 5 posts with a 3 post cooldown.

Elemental Barrier: The caster makes the hand seal of protection and kaen which covers their body or an ally's body (within a 10 meter range) in a red light that can protect the caster from 3 D rank elemental spells or 2 C rank elemental spells or 1 B rank elemental spell which will last for 5 posts with a 3 post cooldown.

Arcane Barrage: The caster forms the Thuris and warrior hand seals which channels arcane energy into the caster's dominant hand and allows them to fire a barrage of 20 arcane bolts which can give a target first degree burns and will send them flying off their feet with a range of 20 meters and a cooldown of 4 posts.

Rune of Swift Step: The caster plants a rune on a target or their own body which covers the body in a grey light that enhances the body's speed. The target can run at speeds up to 60 mph for 5 posts with a 3 post cooldown.

Healing Array: The caster etches a healing array circle on a floor which can be situated underneath a bed if needed. The caster activates the circle by using the hand seal of invocation and must keep the hand seal together for the circle to keep active. The circle emits a green light that heals anyone inside of the circle. Small cuts and bruises can be healed inside this circle. This circle can also enhance healing magic, making it heal faster by 1 post. This rune array will last for 6 posts with a 3 post cooldown.

Restricting Seal of Binding (2 Layered): The caster must first draw a double layered binding rune circle on the floor. Once activated by the caster using the hand seal of invocation, the circle will trap a target and engulf them in a blue light that stops them from moving and emitting mana for 6 posts with a 5 post cooldown. Those with at least 4 stats in either strength or magic (power) can break free easily.

Rune of Transportation: The caster etches a rune of transportation on a surface. The caster uses the hand seal of invocation to activate the rune which transports the caster to the rune instantaneously with a range of 20 meters and a cooldown of 6 posts.

Shield Barrier (3 Layered): Four casters must stand in a square formation 20 meters in length and make the protection, Úr and Madr hand seals. They do this while channeling arcane energy to form a dome barrier around them and the area within their formation. This dome can withstand upto 8 C rank spells or 4 B rank spells or 1 A rank spell and can last up to 10 posts with an 8 post cooldown

Arcane Chain Array: The caster etches a rune circle array on the floor . Once activated by the caster using the hand seal of invocation. The circle will trap up to three targets, conjuring silver glowing chains which violently lash out and wrap around the targets and holding them down onto the floor. These chains stop the flow of mana within the targets and will bind them for 8 posts with a cooldown of 6 posts. Those with at least 4 stats in magic (power) AND strength can break free within 2 posts.

Runes Of Elevation: The caster first plants runes on their feet which allow them to step into the air. The caster will usually leap into the air and the runes will create rune circles under the feet to create footholds with each step and will disappear as the foot moves off the circle. The caster can create up to 16 rune circles and can reach a maximum height of 8 meters (or length when crossing a huge gap) with a cooldown of 4 posts.  

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PostPosted: Mon Mar 20, 2017 7:47 pm


≼B Rank≽

Rune of Negation (3 Layered): The caster forms the hand seal of negation which engulfs the caster's hand in a dark grey energy. The caster can use this imbued hand to cancel out contract based spells like creature summoning and weapon summoning. The caster must make physical contact with the target summoner in order to sever the connection. This rune will only cancel out contracts up to seggr rank with a 10 post cooldown.

Mirror Array: The caster makes the hand seal of the pot which projects a basic rune circle of light in front of the caster which can absorb a single B rank projectile spell which they can re-direct back at the caster. The array has the ability to slightly mess with the power and speed pressure of the spell to trick the target when they try to dodge the spell. The Array has a 30 meter range with a cooldown of 5 posts.

Rune of Holding (3 Layered): The caster draws a triple layered rune circle of holding on the floor. Five objects no bigger than 2 meter X 2 meter X 2 Meter can be placed in the circle and through the use of the circle can be stored in a pocket dimension. The caster uses the hand seal of invocation to activate the circle and to release the object from the pocket dimension. The object once released has to return to the same circle. The caster must use this spell a second time to release the object and can only hold five objects at a time.

Astral Rune Weapon: The caster makes the hand seal of the warrior and the Aether which allows the caster to conjure an enhanced rune weapon known as an astral weapon made of arcane steel that has the same properties and density as a regular steel weapon but it is able to slice through stone like a hot knife through butter that will last for 8 posts with a cooldown of 5 posts. Those with less than 4 stats in magic (power) will feel slightly fatigued after using this spell.

Astral Rune Armour The caster must first channel their mana throughout their body while making the handseals of the protector, the warrior and the Aether which allows them to mould their arcane energy into a set of armour which they can wear. This armour can be destroyed by 5 B Rank spells or 3 A rank spells or 1 S rank spell. This armour will last for 8 posts with a 5 post cooldown.

Arcane Missile: The caster forms the Thuris and warrior hand seals which channels colossal amounts of arcane energy into the caster's dominant hand and allows them to fire a single missile of condense arcane energy which can blast apart giant boulders and give a target third degree burns and will send them flying off their feet with a range of 10 meters and a cooldown of 3 posts.

Sensory Array (4 Layered): The caster first draws a four layered sensory rune circle on the floor. They then sit inside of the circle and activate it by making the hand seal of invocation. The circle amplifies the caster's awareness and atunes their senses to surrounding magical energy allowing them to sense movement of any object or living creature aswell as sensing the ranks of targets within a 30 meter radius for 12 posts with a cooldown of 4 posts.  
PostPosted: Mon Mar 20, 2017 8:23 pm


≼A Rank≽

Rune of Holding (4 Layered): The caster draws a quadrupled layered rune circle of holding on the floor. Ten objects no bigger than 2 meter X 2 meter X 2 Meter can be placed in the circle and through the use of the circle can be stored in a pocket dimension. The caster uses the hand seal of invocation to activate the circle and to release the object from the pocket dimension. The object once released has to return to the same circle. The caster must use this spell a second time to release the object and can only hold Ten objects at a time.

Aether Dragon Chains: The caster draws several runes in the air made of a lavender coloured light. The the runes once drawn will spin rapidly in the air and fly back into the dominant palm of the caster. After this happens upto 10 (0.1 meter thick, 40 meter long) bladed chains with the heads of dragons will launch at high speeds at the targets. The chains will quickly wrap around the target and mouths of the dragons will open and clamp onto the target's body. Once clamped down the chains will begin to drain the target of mana (10 mana per post) and restrict all movement. Those with atleast 5 stats in magic (power) AND Strength can break free after a post. The chains will last for 10 posts and can be pulled in by the caster who must stay connected to the chains via their open palm with a 6 post cooldown.

Holy Sealing Lances: The caster throws their dominant hand straight into the air as a glowing white rune circle appears under their feet. The caster's index finger will glow white as they draw several rune in the air. On the fifth rune, five white lances will fire from the rune circle into the air at high speeds and will fly towards the target with a range of 40 meters. Those with a strong defensive spell, armour or ability can block these easily or these lances can be dodged with a spell that allows a caster to move upto 70 mph. Once hit by all five lances, they will expand and form a cage around the target trapping them inside. Those with 5 stats in magic (power) and strength can break free within a single post. This seal will last for 8 posts with a 6 post cooldown.

Airborne Sealing Sparrows: The caster's finger tips will glow yellow as they draw several runes in the air. Once they complete the final rune, the runes will form into bird shape constructs which can fly up to 90 mph and can fly at least 40 meters away from the caster. The sparrows will fly around the target at high speeds and meld into a single light that hardens and becomes a semi-transparent spherical barrier that traps the target inside. Those who are at least seggr rank and rune magic users can draw several of their own runes inside the barrier to break free. This barrier will last for 6 posts with a cooldown of 5 posts.

Temple Barrier: The caster will draw a small three layered rune circle on the floor that acts as a mana transmitter. The caster will then place their dominant hand on the circle and channel huge amounts of mana into the circle making glow gold. The circle will emit and shape the mana to form a barrier in the shape of a temple. The barrier can take up to 8 A rank spells or 1 S rank spell from the inside. If the caster adds a second layer it can take 16 A rank spells and 2 S rank spells.And if a third layer is added then it can withstand 24 A rank spells and 3 S rank spells. With each added layer the caster must spend an additional 150 mana points. The barrier will last for 8 posts with a single layer, 12 posts with a second layer and 20 posts with a third layer and is mainly used for training as the caster has to be within the barrier to build it and then must be physically touching it on the outside to keep it structurally stable. The caster can clasp their hands together to open a section of the barrier to allow others to enter and exit. with a cooldown of 8 posts.  

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PostPosted: Tue Mar 21, 2017 9:58 am


≼S Rank≽

Tetragram Seal of Bjór: Tales tell of a legendary seal wielded by a young scholar that was used to seal away a powerful beast that was close to annihilating an entire kingdom. No one knows when this seal was created exactly but scholars do know the creator was a Sage called Bjór. The target must first be planted with a Tetragram seal tag in some shape or form (can be used on a projectile weapon or piece of parchment). The caster makes the hand seals of the protector, the binder, the Aether, the warrior, the destroyer and of invocation. As they do this a 20 meter radius quadrupled rune circle will appear beneath the target. The caster clasps their hands together as they channel huge amounts of arcane energy through to the circle. As they do this 4 giant chains made of arcane steel will sprout upwards from the circle and violently latch onto the target. Once latched the chains will begin to slowly pull the target down into the circle which acts as a doorway to a pocket dimension. If the spell is successful the target will become trapped in a pocket dimension for 20 posts. To escape from this fate the target must have at least broken stats in magic (force) and be Nýráðr rank. They must also have no sever injuries in order to break free of the chains. This seal has a cooldown of 20 posts and takes 3 posts to cast. The target must be subdued and notable to move for this spell to work properly. Any interruption will cancel the spell casting and the caster must wait for 20 posts to try again.

Prism Shell: The Prism shell is known as the ultimate barrier as nothing can break the barrier. The caster first forms the hand seals of the protector, the Aether and Thuris. As they do this streams of light while shoot from their body and begin to form a web. After 2 posts the web will meld together and form a complete barrier. If one was to look closely at the glowing purple 55 X 55 meter (maximum size, can be smaller if needed) the barrier would be etched by literally millions of super small runes.
The only ways the barrier can be taken down is by the caster releasing the spell, the caster being killed or the spell duration running out. The barrier will last for 20 posts with a 15 post cooldown.

Rune of Holding (5 Layered): The caster draws a quintupled layered rune circle of holding on the floor. Twenty objects no bigger than 2 meter X 2 meter X 2 Meter can be placed in the circle and through the use of the circle can be stored in a pocket dimension. The caster uses the hand seal of invocation to activate the circle and to release the object from the pocket dimension. The object once released has to return to the same circle. The caster must use this spell a second time to release the object and can only hold Twenty objects at a time.

Rune of Lykill: Not much is known about this spell except it is not so much a rune circle but just an equation or formula that makes a key to unlocking powerful seals. The caster must first have a scroll prepared with the formula etched onto the parchment. The caster will open the scroll and lay it on the floor. The caster will them form the hand seal of invocation as well as several unknown hand seals. The runes on the parchment will light up and float off the scroll and snake around the hands of the caster. The caster will splay their palms out towards the seal and the runes will fly around the seal and form the key that will unlock the seal. This spell takes 4 posts to cast with no cooldown. The limit of this spell is not known and the rank of the seals it can break open are also unknown. (Requires Lykill scroll. This spell is not available yet)  
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Book Of Spells

 
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