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