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Ritual of Rune Crafting

Rank 1
Sorcery Ritual · Requires Sorcery Rank 1

This ritual causes a rune of power to be inscribed on an object. When active, a rune constantly "watches" for any moving character within a 5 foot radius; when it sees one, the rune goes off, releasing its effect. The effects of the rune depend on its shape; an experienced Sorcerer can look at a rune and determine what its effects are from the rune's design. The Ritual of Rune Crafting involves inscribing the rune perfectly on the desired object with magical rune powder represented out-of-game by a piece of green chalk. The rune must be at least three inches tall , in the same proportions, orientation, and should be inscribed on a relatively flat surface. When a rune is first scribed, it is inactive; the scrivener must activate it in order for the rune to produce its effect. Once active, a rune will go off if it sees a moving character move within 5 feet; if a rune cannot see you, then it will not go off. This means that a rune can be scribed on the inner lid of a box, on an inside page of a book, on the inner sill of a door, or in a totally dark room; the rune will not go off unless a moving character is visible within a 5 foot radius. Additionally, the object the rune is scribed on must be stationary once the rune is activated. Should the entire object be intentionally moved after the rune is traced or fully active, it will go off, even if it is inside the object, such as a box, out to its full radius. For example, a character scribes a rune on one of the pages of a book. If the book is opened it will not go off, even if the page it is on is turned. However, if someone lifts the book, the rune will activate. If the rune was scribed on the inside bottom of a box and then covered, lifting the lid will not set the rune off, lifting its coverings will. When a rune goes off, everyone within a 5 foot radius of the rune experiences its effect. The effects of a rune are magical in nature, so a defense that stops spells will protect against the effects of the rune; a Reflection or Absorption spell will protect against a rune's effects, but a rune's magic will not be reflected or absorbed. Normally a rune vanishes once it goes off. When the Rune is scribed, the scrivener can embed additional "uses" of the rune's effect into the rune. Up to a total of three uses can be in inscribed into one rune. If a multiple-use rune goes off, it will wait 3 seconds, then go off again if it still sees a moving character. Once a rune has gone off for the last time, it vanishes. If a Ritual of Permanency is cast on a rune, it will remain scribed on the object after it has gone off. The rune will remain active, and resets itself after 5 minutes. If a multi use rune is permanencied, then each charge is reset after 5 minutes. Cautious Sorcerers may inscribe more than one rune on a single object. If two different runes are activated simultaneously, characters experience their effects simultaneously and one defense against spells is required per effect. The caster should (out-of-game) write the a description of the rune's effects and its key word on a piece of paper, and place the paper and the Power-Point tags used to cast the rune in an envelope marked "Marshal Notes". This envelope should be taped near the object on which the rune is scribed so a Marshal can properly supervise the rune's activation.

Cost, Casting Time & Components

Like every Rank 1 ritual, this ritual's exact Temporary Power Point cost, casting time, and component count are set within the Rank 1 range by a Magic Marshal when the ritual is created - see How Rituals Work for the full rank table and general casting rules.

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