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For death knight resource system, see rune system.

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 reqires physical contact with the target.Template:Cite

The Runic Art

Those who seek to understand and master runic power understand that the convergences of the ley lines are not the only important part of this power — the patterns formed by the lines themselves are important as well. These patterns, which resemble letters in a strange alphabet, are called runes. Each rune is a reflection of a pattern of energy lines somewhere in the world. Each such pattern creates a certain magical effect when energy flows in that specific formation, though in its natural occurrence, this effect is much too broad and scattered to have a meaningful impact.

Those who master runes, then, seek to duplicate those patterns in smaller forms; their runes manifest magical power that is arcane in nature, but purely benign and non-corrupting. They are manifestations of Azeroth’s own unique flows of power, nothing more.

These secrets represent recent understandings of rune magic — until recently, it was believed that runes were simply symbols of power from ancient days. With the discovery of the ties between the form of runes and the patterns of natural power in the world, it is only a matter of time before more rune families are uncovered, extrapolated from other natural power sites.

Runes are organized into rune patterns, which are not actually separate runes. Instead, each rune pattern is a grand, complex rune that encompasses the individual designs of each rune within that pattern. Thus, the rune for a more complex spell actually includes the pattern of the less complex spell that precedes it in the rune pattern, which itself includes the pattern of the cantrip that begins that pattern. Essentially, each rune pattern is a larger and larger pattern, the center of which is the rune for the simplest rune, which is added to in greater degrees of complexity the higher up the tree one goes. Template:Cite

Empowering a Rune

Empowering a rune means flooding it with arcane power, and the process is nearly identical to casting a spell. Runes are inert before their creator empowers them. Thus, rune magic is a two-part process: first the caster creates the rune, and then, immediately or some time later, he empowers it. All characters with this ability are called rune-casters (just as all characters able to cast spells are spellcasters). Note that the character empowering a rune does not have to be the same character who created the rune, but he does have to be aware of the rune’s existence and know the rune pattern.

While empowering a rune is akin to casting a spell, the two actions are very different. Where the normal arcane caster channels arcane power and shapes it through the use of gesture, word and material components, the runecaster simply shunts the energy into the pattern formed by the rune, serving as the channel between the energy and the rune.

This process defines the difference between runecasting and arcane spellcasting, and is the reason that the use of runes does not cause arcane corruption. The patterns of traditional arcane spellcasting are not natural — the energy of the world, which emanates from the Well of Eternity, does not flow into those patterns without the dominating will of the arcane caster to bend and spindle it into those shapes. This is an act of supreme hubris; the forcing of the world’s essential power to submit to the desires of the caster is the reason that other kinds of arcane casting cause corruption.

Rune-casting uses patterns that already exist in the world. Since these are naturally occurring patterns created by manifestations of the Well of Eternity’s power in the world, the rune-caster need not force the energy to obey him. It flows willingly into the patterns — these are the patterns that the energy itself created, duplicated on a smaller scale. Template:Cite

Types of Runes

There are three kinds of runes: marks, glyphs and sigils. A mark is inscribed upon a creature, and each mark targets a single creature. A glyph is cast upon an object, and each glyph targets a single object. A sigil is placed upon an object or creature in order to create an effect in an area, with that object or creature at the center. Each sigil has an area that it affects.Template:Cite

Marks

Marks are runes inscribed on a creature. The subject must be still, so marks cannot be inscribed on unwilling creatures, however a mark can be inscribed on any helpless creature. Marks generate their effects immediately upon completion. Some inscribes have the ability to delay mark activation or even to make a mark permanent.Template:Cite

Glyphs

Glyphs are runes inscribed on an object. As with marks, a glyph can not be inscribed on an object in the possession of an unwilling creature. Glyphs activate immediately upon completion. Again, some inscribes are able to extend the life of a glyph or even to make one permanent.Template:Cite

Sigils

Sigils are runes inscribed on a surface that subsequently acts as the rune's trigger. The affected surface is always five-foot by five-foot area, and the firs creature to enter the space with a siqil activates it, even if the creature is unaware of the sigil. Sigls last until triggered, dispelled or erased. The inscriber can choose to activate a sigil upon its completion as part of the final inscription process. An activated sigil always generates a thirty-foot-radius burst centered on the rune, affecting all creatures in its area.Template:Cite

Crafting Runes

Because the power of rune magic is dependent upon the pattern of the rune itself, the one thing that all rune effects have in common is the necessity for the rune to physically exist in order for the magic to take effect. Every rune can be used in one of three ways: as a spontaneous rune, as a scribed rune, and as a permanent rune.Template:Cite

Spontaneous Runes

Spontaneous runes are created when the rune-caster doesn’t have the time to properly scribe a rune on a surface (in combat, for instance). All rune-casters keep small pieces of wood or stone upon which they scribe the runes they know. These small plaques cost almost nothing to create, and most rune-casters create them in their spare time, storing them with their material components. When casting a rune, the rune-caster touches one of these runestones or runesticks to the target and channels the power through the rune. The rune fades from the runestone and appears on the target, appearing to be burned onto non-living objects or etched in glowing lines onto the flesh of creatures. While the quickest form of rune-making possible, spontaneous runes are also the most fragile. Casting a spontaneous rune, unlike other runes, is only a one-step process: Placing the rune on the target and empowering it occur at the same time.Template:Cite

Scribed Runes

Scribed runes represent the preferred method of creating runes. Using a set of special paints, the runecaster can create a lasting rune. Because the rune exists upon the subject, none of the spell’s energy need be wasted in creating the rune, as is done with spontaneous runes. The benefit of a scribed rune is that it is more difficult to destroy and dispel than a spontaneous rune, and the range is usually longer. Placing a scribed rune upon the body of a creature requires that the creature be willing or helpless, while placing such a rune upon an object requires that the rune-caster handles the object. Scribed runes last for number of days depending on the skill of the caster, or until empowered. After the rune’s empowerment ends, the rune fades away.Template:Cite

Permanent Runes

Permanent runes are runes that, once created, are nearly impossible to destroy, for their magic is such that even with the passage of time, the rune remains. Living flesh must be tattooed with the marks (though some orc runemasters are said to practice a form of ritual branding). Most nonliving material is etched with a ritual stylus or set of special chisels. The rune-caster must also place a small part of his own spirit into the rune. The benefit of a permanent rune is that it is more difficult to destroy than a spontaneous rune. Thus, when the magic empowering the rune fades (i.e., its duration expires), the rune still exists on the target, and the runecaster can empower it again. Placing a permanent rune upon the body of a creature requires that the creature be willing or helpless, while placing such a rune upon an object requires that the rune-caster handles the object. Template:Cite

Runecasters

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