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rdfs:label
  • Rune Magic
  • Rune magic
rdfs:comment
  • A rune is an arcane symbol inscribed on a creature, surface, or object. Runes exist in groups called families, which are composed of ten runes. No runes ever require a verbal component. Inscribing a rune requires physical contact with the target.
  • Rune Magic is a faction skill in Might & Magic: Heroes VII. This skill is available only to the Engraver, Firebrander, Jarl, Runelord, Thane and Warlord classes.
  • The magic of the Gods * Also called Divine Magic or Theism * The Gods are worshipped to experience mythological events of the Gods Age. * Initiates may worship a pantheon or devote themselves to a single god (or even a single aspect of that god). * In exchange for worship, initiates wield a portion of the god’s Runic power Source: Guide to Glorantha
  • Rune magic is a form of magic that is not cast directly by a person, but is drawn onto an object. The magic is then generated by the pattern. Rune magic requires that the pattern be drawn in certain substances with the magical qualities.
  • Rune Magic is the strongest form of Norse magic. Users of this form of magic can either carve the runes into objects (such as Hearthstone's "runestone" tablets) or chant/sing the names and sounds of the runes (galdr) to cast spells. To be able to perform it one must go through great suffering: Odin hung from Yggdrasil for nine days with a spear in his side; Hearthstone was resented by his family, who blamed his deafness for causing his brother's death, and was treated as less than a slave. Rune magic is taxing for novices, as Hearth became faint whenever he would use a rune stone in battle.
  • The early empire was not founded by the runelords who later grew to dominate it, but rather by the First King Xin, who was honored in the names of the empire’s seven capital cities. More than 11,000 years ago, Xin established lawful orders of knighthood and wizardry, endowed monastic traditions, and devoted donations of the kingdom’s wealth to charity and the end of hunger. Yet, more than a benevolent ruler, Xin was a visionary. In seeking to create a paradise of civilization within the span of his own lifetime, he called out to beings from beyond reality and bargained with ancient dragons. These mysterious accords granted Xin an understanding of rune magic—said by some to be the written language of creation—and brought the worship of the mysterious goddess Lissala to Thassilon. Inscribing
  • Rune Magic is a unique form of magic-manipulation used almost exclusively by Dwarf Runesmiths. While it is a well-known fact that Dwarfs are resistant to magic, few denizens of the Old World understand Grungni’s folk are fundamentally incapable of using magic as wizards do. While Elves and humans can perceive and use the Winds of Magic, Dwarfs cannot. They cannot develop any witchsight, they cannot learn to channel magic, and they cannot cast spells in the traditional way. However, this does not mean Dwarfs are bereft of magic like the Halflings. Rather, Dwarf magic takes on a completely different form known simply as Rune Magic.
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abstract
  • Rune Magic is a unique form of magic-manipulation used almost exclusively by Dwarf Runesmiths. While it is a well-known fact that Dwarfs are resistant to magic, few denizens of the Old World understand Grungni’s folk are fundamentally incapable of using magic as wizards do. While Elves and humans can perceive and use the Winds of Magic, Dwarfs cannot. They cannot develop any witchsight, they cannot learn to channel magic, and they cannot cast spells in the traditional way. However, this does not mean Dwarfs are bereft of magic like the Halflings. Rather, Dwarf magic takes on a completely different form known simply as Rune Magic. For thousands of years, an ancient guild of craftsmen known as the Runesmiths has jealously guarded the secrets of this form of magic. Mastery of the runes has made the Dwarfs the pre-eminent creators of magical items in the Old World. Many famous human weapons, like the Runefangs or Sigmar’s hammer Ghal Maraz, were crafted by Runesmiths. It is no wonder then that the Runesmiths do not share the power of the runes, and only guild members are allowed to practice the art. Rune magic takes a fundamentally different approach than the art of wizardry. While Imperial Magisters use the Winds of Magic like fuel, Runesmiths are more careful. They believe wizardry is inherently unsafe, and Tzeentch’s Curse proves them right over and over again. They do not ignite the fuel of the Winds of Magic. Instead, they trap it inside a rune to bind it and hold it. When so confined, the magic can be used safely. Runesmiths treat magic like any other Dwarf craft. Mastery takes patience, hard work, and dedication.
  • A rune is an arcane symbol inscribed on a creature, surface, or object. Runes exist in groups called families, which are composed of ten runes. No runes ever require a verbal component. Inscribing a rune requires physical contact with the target.
  • Rune Magic is the strongest form of Norse magic. Users of this form of magic can either carve the runes into objects (such as Hearthstone's "runestone" tablets) or chant/sing the names and sounds of the runes (galdr) to cast spells. In addition to being a phonetic alphabet, each rune has it own name and a variety of esoteric meanings that represent the metaphysical concepts ("the genetic code") of the universe; to cast a spell, the user must understand the meanings of the runes and how they apply to their intended spell. For example, Raidho ("r") literally translates as "Ride" and is associated with travel ("the Journey"), motion, evolution, and rhythms; Hearthstone can use this rune to bend the fabric of space to create an "endless" loop to slow down Gunilla and the Valkyries. Thurisaz ("th") is "Jötunn" and represents the giants, chaotic forces, aggression, destruction, and the thunder god Thor (who is of giant stock); when searching for Andvari's ring, Hearthstone used this rune to temporarily evaporate a river thirty feet deep. Perthro ("p") is "the Unknown" and represents fate, luck, mystery, occult powers, and an emptiness waiting to be filled; Hearthstone once used this rune to place himself and his friends in the hands of fate. Blitzen, on one occasion, used Perthro and a combination of other runes to create a size-shifting carpet bag containing seemingly-limitless space. To be able to perform it one must go through great suffering: Odin hung from Yggdrasil for nine days with a spear in his side; Hearthstone was resented by his family, who blamed his deafness for causing his brother's death, and was treated as less than a slave. Rune magic is taxing for novices, as Hearth became faint whenever he would use a rune stone in battle.
  • Rune Magic is a faction skill in Might & Magic: Heroes VII. This skill is available only to the Engraver, Firebrander, Jarl, Runelord, Thane and Warlord classes.
  • The magic of the Gods * Also called Divine Magic or Theism * The Gods are worshipped to experience mythological events of the Gods Age. * Initiates may worship a pantheon or devote themselves to a single god (or even a single aspect of that god). * In exchange for worship, initiates wield a portion of the god’s Runic power Source: Guide to Glorantha
  • Rune magic is a form of magic that is not cast directly by a person, but is drawn onto an object. The magic is then generated by the pattern. Rune magic requires that the pattern be drawn in certain substances with the magical qualities.
  • The early empire was not founded by the runelords who later grew to dominate it, but rather by the First King Xin, who was honored in the names of the empire’s seven capital cities. More than 11,000 years ago, Xin established lawful orders of knighthood and wizardry, endowed monastic traditions, and devoted donations of the kingdom’s wealth to charity and the end of hunger. Yet, more than a benevolent ruler, Xin was a visionary. In seeking to create a paradise of civilization within the span of his own lifetime, he called out to beings from beyond reality and bargained with ancient dragons. These mysterious accords granted Xin an understanding of rune magic—said by some to be the written language of creation—and brought the worship of the mysterious goddess Lissala to Thassilon. Inscribing his orders, contracts, and writs with these symbols of power, he regulated trade, established justice, and arranged his ever-growing lands into seven great domains with an efficiency inspired by magical aid and compulsion. Xin’s just, magic-suffused decrees became known as the Rune Law, and brought about incredible works, empowered the servants of the domain, and compelled the creation of wonders, all of which motivated Thassilon’s swift ascendance in power and influence. This was called the Celestial Age of the Empire. Each runelord was a master of a school of magic, a specialist wizard of the deadliest caliber. In Thassilon, there were only seven recognized schools of magic (their wizards lumped divination magic into the universal school), and each school was associated with one of the seven virtues of rule. Envy: The art of suppressing magic other than your own. Related School: abjuration. Prohibited Schools: evocation and necromancy. Sloth: Calling agents and minions to perform your deeds for you, or creating what you needed as you need it. Related School: conjuration. Prohibited Schools: evocation and illusion. Lust: Magically controlling and dominating others to satisfy your desires, and controlling other creatures’ minds, emotions, and wills. Related School: enchantment. Prohibited Schools: necromancy and transmutation. Wrath: Mastery of the raw destructive powers of magic, and channeling those destructive forces. Related School: evocation. Prohibited Schools: abjuration and conjuration. Pride: Perfecting your own appearance and your domain through trickery and illusions. Related School: illusion. Prohibited Schools: transmutation and conjuration. Gluttony: Magic that manipulates the physical body to provide an unending thirst for life. Related School: necromancy. Prohibited Schools: enchantment and abjuration. Greed: Magically transforming things into objects of greater value or use, and enhancing the physical self. Related School: transmutation. Prohibited Schools: enchantment and illusion.