Their are two main types of runes in Harath: Action Runes, and Object Runic. Action Runes are Runes of power, runes of action. The runes of action are the following:

  • Break
  • Create
  • Contro
  • Heal
  • Merge
  • Project
  • Protect
  • Sense
  • Strengthen
  • Summon
  • Transform
  • Weaken
  • Ward

Casting Time

Spells take a number of action rounds to cast equal to the number of mana put into the spell. If you were to cast a spell with 5 intensity, 3 range, and 3 radius, the spell would take 11 action rounds to complete.

Noun Runes

There are many runic objects, each split up into four categories: Meta, Category, Instance, and Sub-Parts.

Meta Runes

Meta runes are runes that covers several categories, e.g. animals, minerals, or vegetables.

Category Runes

Category runes are those that fit under a Meta rune, but are classified as the same group, e.g. mammals, gemstones, or trees. Instance runes are instances of a category, e.g. humans, emerald, or oak trees.

Sub-part Runes

Sub-part runes are difficult runes to use, because the mind has a hard time thinking of these sub-systems as a whole. For instance, Mana is hard for the caster to conceptualize.

Please note, that these categories depend entirely upon the mage in question. A mage that is a swordsman may think of “sword” as a category and “Long Sword” as an Instance of the category, while a mage that who is not really interested in swords will think of “Sword” as an instance of a weapon. Using a sub-rune costs 2 penalty points.

Spell Temporality

Runes can either be permanent or temporal.

Permanent runes, notated with a [P], make a permanent change and, therefore, “holding” a spell cannot be done. Examples of this type of rune are Break and Heal.

Temporal spells must be held to be of use. Examples of these runes are Hold and Strengthen. Holding a spell takes lot of concentration. The caster will lose one point of MF for a period of time equal to 120 minutes divided by the total amount of drain plus 1.
In addition, holding a spell takes concentration. Each 5 points of spell being held adds a penalty die to any skill rolls. If hit, the caster needs to make a Will roll with the number of Ss equal to the damage done divided by 4.
  • A spell which took no drain would cause a caster to lose 1 MF every two hours: 240/(0+1) = 240/1 = 240 minutes
  • A spell which took 4 drain would cause a caster to lose 1 MF every two hours: 240/(4+1) = 240/5 = 48 minutes
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Break Rune

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The break rune works much as the heal rune, but in reverse. Break causes 1 hit point of damage/1 power. On non-living things 20 points of damage will destroy 1 AP. Victim’s will resist this spell with either their Will in the case of Mind attacks, or Con in the case of physical attacks. Break has a permanent effect, so duration is of no consequence.

Lyan has a Will of 6, and a Break Broo spell of 5. He casts Break Broo with a range of 2m (1 Spell Point), with no area of effect, and 10 intensities. The Broo has a Con of 8. His target number will be 6 [11 MF-5 Lvl+0 K]. He gains 4 successes and so has 7 drain [11 MF – 4 Ss]. He has now cast a spell with a power of 66. The broo resists 43, and takes 23 points of damage.

Control Rune

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This rune allows you to control the physical manifestations of creatures or objects like a puppet. Sentient victims of the Control rune use double their Will as their resistance. They will also know that they have been controlled. The victim can try and break this control by rolling a Will roll with a target number of 5. Each success reduces the power of the spell by 1. Also, every ten minutes the power of the spell will drop by 1. If the creature gets no successes, then it’s will is completely broken and will not try to break out of the spell. Note: when a willful creature is controlled, it’s memories are intact. All the controller can do is force the controlled’s body to do something. If a weapon is used in combat with the Control rune, then use the caster’s weapon skill -2  or the caster’s expertise in the Move rune whichever is less for the skill with the weapon. Extra damage done is calculated based on the power of the spell.

Will-less creatures and objects resist with their weight, using the following table.

KG Resistance KG Resistance KG Resistance KG Resistance
50 1 1050 6 2550 11 4050 16
150 2 1400 7 3150 12 4900 17
300 3 1800 8 3800 13 5800 18
500 4 2250 9 4500 14 6750 19
750 5 2750 10 5250 15 7750 20

The power in the spell is used to determine control level. A common use of Control is to use a staff as weapon or cause vines to bind around someone’s legs. The dexterity of the object controlled is equal to Power divided by 10. For example, if a caster has a power 42 Control Staff spell, the staff’s dexterity will be 5 [42/10 = 4.2. Rounded in the player’s favor up to 5]. For fighting purposes, use the caster’s Quickness and their staff skill.

Controlling a Person Example

Diomed has Control Creature at level 8, a will of 8, and Mana of 8. She is trying to force a guard to let her pass and not raise a cry. Not knowing the guard’s Will, she decides to use an power of 10 and a range of 4 m. This spell has 12 potential drain. She gains 2 successes, so takes 10 drain, and the spell has a power of 80. The guard has a Will of 8 and so resists with 16. The GM rolls for the guard and achieves 3 Success so the guard now resist with 48 power. Diomed has control of him. In 320 minutes, the spell will break whether or not the guard has been successful in breaking the spell. However, Diomed cannot hold the spell that long. She is down to -2 MF after casting the spell and will lose 1 MF every 22 minutes (240/11 = 22). In a little more than an hour, she will be down to -8 and will pass out.

Create Rune

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Create is a very powerful rune that actually creates mass by using energy. It is also very inefficient, and will radiate magic. Armor created will have 1 AP for every 5 power. 1 Attribute can be created for every five power. Power liters of a non-living object can be created with this rune. For example, 10 power of this rune would create 10 Liters of an object. 1 Liter is about 1 serving of food. Runes can also be created this way. Creating a rune is expensive and dangerous. To create a verbal rune (Move/Hold, Transform) costs 200 power; an instance object rune 50 power, a category rune costs 75 power, and a meta rune 100 power. If a caster creates a rune, they are not skilled in it’s use.

One common use of Create is a Create Fireball spell. This spell attempts to create ball of fire in a relatively small area. Instead of simply creating fire and using the above rules, the caster typically wants a flash fire that is intensely hot. The temperate of a fire that a caster creates equates to 20 degrees Celcius for every Power in the spell. For more informaation on fire damage see Fire Damage in the rule set.

A good rule of thumb is each 50 degree C causes 1 HP of damage per minute divided by the percent of the body covered (You won’t die by immersing your hand in boiling water …). Each 100 Degrees Celcius over 50 Degrees causes 1 point of pain.

Form Rune

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Form takes a concept imagined by the caster and makes it real–or seemingly real. Form is to concepts and illusions what Create is to real objects. Form allows the noun rune to come into being with some level of impact on those affected. Since the object is not created, but rather formed out of the caster’s mind, it will begin to fade if not held. The rate of POW loss of things FORMed is 1 point POW/minute after release. Once released, the object formed cannot be re-grasped, however it could be Strengthened.

Heal Rune

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The heal rune repairs damage done to a thing. In a living creature it will repair 1 hit point/power. Broken bones take 20 power to heal. Please note that healing causes the body to heal quicker, but the effects of the damage still remain. For example, large cuts and battle wounds will still leave scars. Burns will still leave disconfigured skin. In order to heal and leave no trace, the caster must allocate 5 power per hit point.

50 power will repair 1 lost attribute. On non-living things 10 power will repair 1 AP. Heal has a permanent effect, so duration is of no consequence. Heal is resisted by the Con of the of the recipient.
Jeremy the Battle Surgeon has a Will of 5 and a Heal spell of 6. He is aiding his fallen comrade (Con of 8). Needing no area of effect (his hands are on the wound) and no range, he throws his spell with an power of 10. His target number is 4. He only gains 3 successes, so has a power of 60 damage and takes 7 drain. His comrade resists 43 power, and so is healed 17 HP.

Special Rules


Healing damage will fix damaging effects of the wound away, but scarring still remains. Scars cannot be partially removed, they are affected as a whole. A scar’s size depends on the amount of damage done. Any damage done to a character will create a scar of the same size as the HP damage done. Therefore, a 28 point cut would create a 28 point scar. For burns, there is a multiplier based on the severity of the burn (See table below):

Degree Multiplier Comments
First 1/2 No scarring results
Second 1 Minor results
Third 2 Scarring will result; nerve damage
Fourth 2 Skin and nerves are irretrievably lost
Fifth 2 Skin, muscle, and nerves are irretrievably lost
Sixth 3 Skin, muscle, and nerves are irretrievably lost; Bone damaged

Project Rune

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The Project rune is uncontrolled movement by adding a force onto the object directly away from the caster or directly against movement from the victim. This force either acts as a resistance to, or a bonus to movement.  Like the Summon rune, the range is the range to the end of the projected rune. Below is a table of force and power values. The actual formula is as follows: 2(POW/5) KG-m/s.

Arrows (~300 grams or 0.3 KG) typically fly at around 70 meters per second, thus flying at 21 KG-m/s or 25 power. For game purposes assume that rock weighs around 2000 KG/meter3 +/- 40%. Therefore 200 Power would move rock at a rate of 0.1 m/s. Remember that a new skill roll is needed every ten minutes. To figure resistance to movement, use the following:

MR = dm/s; Force = 5 x Wgt x MR / 10. For examples:

  • Wgt=25; MR=15 person
    • Walking: 5 x 25 x 10= 187.50 KG-m/s [requires 38 power to stop them from walking; -15 MR]
    • Jogging: 2 x 5 x 25 x 10= 375 KG-m/s [requires 43 power to stop them from jogging; -30MR]
    • Running: 5 x 5 x 25 x 10= 937.5 KG-m/s [requires 50 power to stop them from running; -75 MR]



If someone is thrown into something use the following rules:

  • TN=5
  • Roll Skill=1 per power
  • Each Ss does 2d6-(R Ss) points of damage
  • Feathers subtract 9 points of damage per Ss
  • Irregular areas add 5 points of damage per Ss
Power KG-m/s
5 2
10 4
15 8
20 16
25 32
30 64
35 128
40 256
45 512
50 1,024
55 2,048
60 4,096
65 8,192
70 16,384
75 32,768
80 65,536
85 131,072
90 262,144
95 524,288
100 1,048,576

Protect Rune

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The protect rune creates a field around the center of it’s effect that wards off the rune in question. It adds more magical resistance to it’s target. This spell has no resistance at the time of casting. Rather it is resisted by any attempts to bypass it. It’s strength against magic is equal to the power.

For combat uses treat the spell as adding AP. Each 5 Power will increase the AP of the caster. This only affects defense, not offense.

To protect against something like detection, then each 10 power equals 1 penalty die on any detection roll. It will be resisted by the victim’s Q.

Juniper is now in the castle. She wants to sneak past the guard on duty. She casts Protect from Detection with an power of 50. She will roll her sneak normally. The guards have Quicknesses of 5 and 6, thus their resistance is 10 and 12, leaving power of 40 and 38 respectively. The guards will add 4 and 3 penalty dice to their Quickness roll when comparing it against Juniper’s roll. Note, that this spell was cast as a category, including both magical detection and normal detection.

Sense Rune

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This rune allows someone to sense the presence of the object rune. How the person senses depends highly on that person. Some people “see” the object rune, some “feel” where it is, others “hear” the area around the rune, finally, others simply sense the rune–they can not describe the feeling in human terms. No matter how they sense, higher power results in more knowledge.

Holding this spell doesn’t give the caster more information, but does allow them to continue to get information “updates”. In the bale below all information is cumulative.

This spell is never resisted. If there is a protect rune on the detected item, calculate the power after the detect’s affect. This spell is usually used as the trigger for an enchanted object.

PowerGeneral InformationDistance AccuracyQuantity AccuracyDetails
10Presence of object confirmed+/- 100%+/- 100%No Details
20Area 1m around object+/- 75%+/- 75%One Detail
30Area 2m around object+/- 50%+/- 50%Two Details
40Area 4m around object+/- 30%+/- 30%Three Details
50Area 16m around object+/- 20%+/- 20%Four Details
60Area 32m around object+/- 10%+/- 10%Five Details
70Area 64m around object+/- 5%+/- 5%Six Details
80Area 128m around object+/- 2%+/- 2%Seven Details
90Area 256m around object+/- 1%+/- 1%Eight Details
100Area 512m around objectNine Details
100+Each 10 doubles the area


Detailed Information is limited to a number of facts equal to the Character's Mana. Details are specific details which allow the caster to identify the location. in some cases, the area is totally unfamiliar to the caster and there is nothing to identify the location based on the caster’s knowledge. For example, a room in a castle, they have never visited. However, the caster wil be able to recognize the detail once they are in visual range.

The castle Juniper is trying to sneak into has a Sense Intruder spell cast on its egresses. It has an power of 170. It is linked to a Create Fire spell with an Power of 80. The spell encounters Juniper’s Protection from Detection and has 30 Power left, enough to sense her. Juniper’s Con is 6, and so she resists 24 damage from the Create Fire doing 56 hit points damage.If the spell was linked to a security mage, that mage would be notified, and would “see”an area less than 10 meters around her. This may be enough for the mage to determine whereshe is. In any case, the mage would be notified of her presence.

Strengthen Rune

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The strengthen rune strengthens the object in question. The effect of this rune is to cause a living creature to increase 1 attribute/10 power. Non-living things will gain 1 AP/5 power. Note that if the entire creature is strengthened, then all 6 attributes split the attribute total. The resistance is the total of the attributes affected. Strengthen is not permanent and will cease when the spell is let go.

While his compatriot is in battle, Jeremy the Battle Surgeon (Will of 5) decides that he must help his friend. He decides to cast Strengthen on his freind with a Strengthen Str (Level 4). Using an power of 9 and a range of 1 (2 m) his target number is 6 [10-4]. Gaining 2 successes, he takes 8 MF, and cast the spell with a power of 45. His friend’s Str is 7, therefore he has a resistance of 33. This leaves only 12 Power left. This means that he can only raise his friend’s Str by 1.

Summon/Dispell Rune

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A summoning is a powerful magic that telports a being from where they are now, to a location range meters from the caster. Summoning otherworld beings itself is not very dangerous, it is the controlling that is. It’s generally good practice to inscribe a protection circle in the area of summoning, as the victim is usually not happy about being plucked from where they were to caster’s location. Generally, these circles are wards or holds. Additionally, it is safer to summon with another person. This way the other person can throw a control spell with a half-decent duration on it. The range for summoning is the range from the caster to the spot where the victim is being summoned.


  • Targets with Weight resist with their Wgt.
  • Targets with no weight, resist with their Will.
  • Targets with no weight or Will cannot resist.
  • Targets not on this plane of existence, e.g. summoning a demon from hell, add 10 resistance.

Extra Successes

After being summoned a creature is disoriented for a base period time equal to 30 minutes divided by the number of successes on the victim’s Quickness roll. The caster, at the time of casting can decide if they wish the experience to be more or less disorienting. This chouce adds bonus or penalty dice for every 10 extra power in the spell.

Other Notes

The summoner need not know where the summonee is, only know the rune for that person. Note that to summon a general person and generally does not know the rune, so there is a +1 target number to the spell.

Denenburg (Magical Theory 8), the unlucky mage, decides to summon a Disease Spirit on his captors. He decides to summon a Disease Spirit with a Force of 10, 16 m away (4 MF). A Force 10 Disease Spirit has a Will of 10. Expecting at least 40 resistance, due to the Spirit’s Will and it’s being part of this same plane, he decides to put 8 into the effort [64 power] and elects to put the extra power into increasing their disorientation. The spirit actually resists with 40 [4 Ss], leaving 24 excess power. This results in 2 penalty on the spirit’s roll [24/2]. The disease spirit rolls their Quickness [20] with 2 penalty and rolls 9 Ss, resulting it being disoriented for a little more than 3 minutes [30 minutes / 9 Ss].

Transform Rune

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Non-living Things (P)

This rune works much like create, but instead of creating something from nothing, something is converted to something else permanently. Transforming non-living things is comparatively easier. Two things control how much power needs to be put into the spell. First, is difficulty of the transform. If the caster is changing something within an elemental category (see below), then the cost is 10 power. For each line crossed the caster needs another 10 power. Therefore to transform Air into Earth costs 30 total power; the base 10, plus you have to cross two lines to go from Earth-Chaos and Chaos to Air.

Heat, Cold, Light, and Dark are not basic elements, rather they are more attributes of basic elements. For these use lux and temperature. For example, 20 degrees Celsius change for every Power in the spell and a change in lux of 10 for each power.


Successfully casting the Transform spell on the target object changes the
material to the recipient rune in the most basic way. This may be desirable. Transforming Branch to Gold Amulet would transform the wood into an amulet that was simply a disc and a chain with little complexity or quality. For each additional 10 power in the spell acts as one success on the workmanship table. Since wood and gold both belong to earth it only costs 10 power for the transfer. Another 30 power will make an average quality amulet. If the caster used 80 power instead of 40, they would have an artifact of fantastic quality.

Living Things (T)

Transforming living things is very difficult. There are several possibilities:

  • Target an attribute (S, D, C, W, M, Q).
  • Target a Primary Statistics (Hgt, Wgt, Age)
  • Target a secondary Statistic (MF, PF, HP)

Increasing attributes is a costly spell taking 5 power to convert a point in one category to point in another. It costs the same to raise or lower points in the same categorey. Examples:

Transform Human form (SIZ) to Pigeon form (SIZ)

Before Diomed could get to the gate, she had to pass a large moat filled with alligators. She decides that it is best to change her form. She chooses a Transform Human form to Pigeon form, transforming herself into a rather large pigeon. She is Hgt 17 and Wgt 12 giving her a SIZ of 14.5 (rounded to 14 for the spell). With a TN of 5 for the resistance, her own resistance to the spell averages 70 [6 Ss x 14 SIZ] power. With a Will of 8 she will need to have at least 9 intensities in the spell, just to overcome her own bodies resistance. She isn’t adding (or subtracting SIZ), so she doesn’t need more power than necessary to overcome her resistance. Since no range or radius is necessary she will have a spell with 9 MF. Her level in transform is 6 so she can expect 4 Ss and therefore 5 [9-4] drain. Note that she would have a Hgt 17, Wgt 12 pigeon form! Had she wanted to transform to pigeon size, she would need another 60 points [SIZ 14-2=12; 12 x 5 power = 60][4 Hgt and <1 Wgt for a SIZ of 2]. This would giver her a total power required of 130 Power or 17 Effort and expected drain of 13 drain [17 – 4 expected Ss].

Transform Strength to MF

A staple of the evil sorcerer. Borrow someone’s strength to fuel your spell. Diomed realizes she doesn’t have the MF to cast the spell and decides to sap the nearby sleeping guard’s strength. He has 8 strength and that will do handily for her ceremony. To overcome his resistance, she needs 24 power. She wants to take 7 strength from him, therefore she needs 35 power for that. This comes to 94 total power, requiring 5 effort. She creeps next do him to cast the spell to eliminate range and therefore take only 1 drain [5 MF – 4 expected Ss]. When finished she will have used 1 MF, but gained 7 MF. Up 6, she feels that she will be able to cast her Transform Human form (SIZ) to Pigeon form (SIZ). [Of course, she will be at 1 penalty die for holding this spell].

Ward Rune

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Ward is a protection rune, but instead of adding armor it keeps things from passing a given point. Wards are set for summoning, keeping non-worshippers from churches, and other reasons. A Ward acts as a barrier with 1 Hit Point/Power For example, using a Ward Elemental with 45 power, would act as a 45 HP Barrier. This barrier acts either physically and astrally, therefore spirits and other non-corporeal creatures must attack it in the astral plane. Note, this is different from Move/Hold which would act as a resistant force to a creature. Ward sets up a wall that the creature has to overcome. There is no resistance to this spell, much like the Protect from Rune.

To overcome the Ward, the attacker must attack either it in Astral Combat or with a weapon. The ward will in no way try and stop someone from attacking it. Generally wards are preferred over holds in summoning because the hold might still allow the creature to move (although slowly), where the Ward will stop the creature totally for at least one round. Break spells might stop the creature but would then kill it.

Before summoning his Disease Spirit, Denenburg casts a Ward Spirit spell. He has a level 7 in Ward. He casts the ward 16 m away (4 MF), With a radius of 5m (1 MF), and an power of 10. His target number is 8 [15-7]. His ward will have a power of 80. When the Cause Disease Spirit is summoned, it will probably enter into Astral Combat with the Ward. Each time it attacks with it’s 10 Will, it will do an average of 60 HP per round. In 2 seconds, the spirit will be out. Denenburg had better be done with his Control Disease Spirit spell by then.

Weaken Rune

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The weaken rune weakens the object in question. The effect of this rune is to cause a living creature to lose 1 attribute/10 Power. Non-living things will loose 1 AP/5 power. Note that if the entire creature is strengthened, then all 6 attributes split the attribute total. The resistance is the total of the attributes affected. Weaken is not permanent and will cease when the spell is let go. Break will not destroy something, only weaken it. A character weakened to 0 Dex will be unable to move, but will not die.

Marlo the priestess of Chalana Arroy, goddess of healing, needs to escape from the cluches of the Temple of Ty Kora Tek. She need to weaken the bars of her prison. She prays for a Weaken Iron spell. She needs no range, and radius, but she figures she needs an power of about 10. Chalana Arroy has a 2 for casting Weaken spells and Marlo has a Theology(Chalana Arroy) skill of 8, so her target number is 4 [10+2-8]. She roll her 8 dice, and gets 6 success. She has now cast a spell costing 6 MF and has 60 power. The bar has 8 AP, and resists with 43 power, resulting in a final power of 17. The bar will now have only 7 AP.