Description
Runics are one of the few magic-users who do not channel mana. Instead their power comes through runes. The Elder Deities' awakening shattered the seals encasing them in slumber, sending fragments to all ends of Erandur. This is the origin of all runes. There are eight sets, each attuned to the holy elements of creation: Time, Fire, Shade, Earth, Water, Air , Illusion , and Halo. As the strength of the bond between the bearer and the rune increases, so does the power and control exercised. The act of mastery comes when the rune's power has been fully absorbed. It is important to remember that runes possess a certain degree of free will. Bonding with one often requires a combination of cooperation and domination. Generally speaking, a rune's power is often tied to how strong that rune's will is. This can create problems for the Runic who does do his research. For example, it is impossible to bond with the Lysis Rune without previously mastering the Valor Rune. Here we examine the Runes of Halo.
The Scroll of Halo was designed to be opposite of that of Shade, to compliment the relationship between the two. The runes hold influence over light, health, medicine and life in general. The manner and possibility in which a mastered rune can be used is limited only by one's dreams. The Runes of Halo are as follows, from left to right;
Crystal, Dispel, Hallowed, Harp,
Gift, Journeyman, Lucid,
Lysis, Miracle, Morell, Prismatic,
Shell, Shining, Titan, Truth, Valor, Wisp
Excerpt taken from `Gylphs, Symbols and Runes; History of the Runics'
by Diviner Sionna Felwhisper