Runic Sorcery {25 points}

This is an alternate system to casting spells than regular Sorcery. It does not use lynchpins and microspells at all. Rather, the Runic sorcerer inscribes Runes of Power. Runes are a unique alphabet of characters, combined into triplets, or codons, to achieve effects. These codons, combined with operator Runes, together define the Runic Magic Spell Language in a way analogous to microspells and lynchpins define standard Sorcery.

Note: The first five points, just as with standard Sorcery, and the Magical Powers, goes to Mage Sight. Someone using Mage Sight CAN detect that Runes are empowered, although other factors, such as magical dampening, can make this more difficult.

The first thing for a Runic Sorcerer to consider is where the Runes are to be created. They cannot be simply written down on a scrap of paper haphazardly, just as drawing on a piece of paper by a Trump artist does not automatically make a Trump sketch. Runes can be inscribed on a wall, on a piece of metal like a sword or shield, or even embroidered into a painting. Writing them on a scroll or into a spell book is a useful way to have the spell ready to cast by simply reading them, if the runic spell is designed to activate in such a manner.

Types of Runes

Elemental Paradigm

The most basic runes are L and D, light and Dark, corresponding to a high or low energy state. All the codons from physical effects have one of these in the codon. For example, a codon of Light and two Water Runes produces liquid water, while Dark and 2 Water Runes produces Ice.

L=Light and D= Dark, of course

F=Fire, E=Earth, A=Air, W=Water

A sample list of codons for elemental effects:
LEF: Crystal/Glass DEF: Stone Hardness 3 and Below
LAE: SandDAE: Dust
LWE: Loam DWE: Mud/QuickSand
LFE: Lava DEE: Metal
LWW: Water DWW: Ice
LAW: Foam DAW: Erosion
LEW: Glue DEW: Liquid (poison)
LFW: Steam DFW: Oil
LFF: Fire DFF: Shadow Fire (cold)
LAF: Plasma DAF: Ash
LEE: Stone Hardness 4 and Above DEF: Alkali
LWF: Electricity DWF: Acid
LAA: Air/Wind DAA: Shadow/Darkness
LWA: Ambient Light DWA: Fog/Cloud/Mist
LEA: Illusion DEA: Gas (poison)
LFA: Radiant Light DFA: Smoke
A list of Operator Runes:

Here is an example of a complete Runic Spell (actually a 2 parter) as it would appear:
{Create}
 DFF
 {lineto} pre defined, 
 drawn from runes
{wait}
{when} 
 Crossed by living animal
 {do} 
 {scale} DFF {fill}
{resume}
What the spell does:

It is a ward. The shadow fire extends on a line (the line is drawn beforehand). When the line is crossed by a living animal, however, the fire fills a 2d space from the line. In other words, a sheet of cold fire! The spell then resets, so that a cheap trick like throwing a frog across it won't end the spell permanently. Also note that the sorceress can be shadows away, and her rooms will still be safe, something difficult to achieve with standard sorcery.

Further Notes on Runic Sorcery

The example given above is only one possible paradigm for Runic Sorcery. A Runic system based on alternative magical paradigms are certainly possible. Runic Conjuration, below, of course uses its own system for creating conjured items and creatures. And while spells of conjuration are certainly feasible irregardless of the type of runic sorcery combined with the conjuration, intermixing two runic sorcery systems, of course, simply would not work.

Runic Conjuration {20 points}

Runic Conjuration is a parallel to regular conjuration, although it is along the lines of runic based magic rather than the methods of standard sorcery. While a list of runes is not given here, a prospective GM is encouraged to create her or his own system, if such detail is required (I would point out that we aren't given really any details on normal conjuration in the ADRPG as far as mechanics, either).