Path of Runes
By Tim Layne (tazz@ramlink.net) for the Children of Andrelle bloodline.
Description
The Path of Runes is the area of magic dealing with the arcane power of glyphs and runes. The "potent mystical talismans" spoken of in the description of the Tremere might have come about due to magics from the Path of Runes, however, since this is one of the most jealously guarded secrets of the Children of Andrelle, it is unlikely. All of these runes and glyphs cost one willpower point to enchant, plus the other components specified in the descriptions. The area of effect is variable. The caster may wish to defend his door from uninvited guests, so he places a rune of 2 glyphs and a rune of permanancy over his door. An entire car could be protected with a glyph of defense, or just the windsheild. The caster has control of what could be affected.
* Glyph of Defense
This glyph acts as a ward spell. If the caster so desires, he may augment it with the components of other wards. For instance, the caster may wish to keep out ghouls ans lupines, so he will use a drop of mortal blood, and silver dust in the enchanting process.
** Glyph of Attack
This glyph will attack anything affected by a ward spell. (Ghouls, lupines, kindred.) By using the same process described for a Glyph of defense, the Thaumatugist may enchant a Glyph to attack any living thing entering the area of effect. It requires the caster's blood (1 point) and the blood of anyone the caster wishes not to be harmed. The attack ray is acc. 4, dmg. Caster's thaumaturgy rating + 4 (Aggarvated dmg)
*** Rune of Permanancy
This rune, when placed with any other runes and glyphs, renders them permanent. Without the Rune of Permanancy, the glyphs last for 96 hours, the runes for 1 month. This rune affects itself.
**** Rune of 2 Glyphs
This acts as a a glyph of defense and attack. The caster may wish to ward lupines and ghouls, but not his kindred fellows, so he uses the enchantment process prescribed in the manner of both of the glyphs.
***** Rune of Fiery Death
This rune is usually placed on a cane or other similar object. Upon the caster's command, the rune will expel a gout of flame which is acc. 3, dmg possessor's thaumaturgy rating +6. (Aggravated dmg.) The rune is not faithful; anyone knowing the command word may use it. The caster may wish to add a glyph of attack to the rune to keep the faith, so to speak.
****** Rune of Glyph Destruction
This rune, when entering or touching the area of effect of a glyph, destroys the glyph. Most of the time, it is a small pebble, or a bullet which will hold the rune, which is very small, and easy to inscribe.
******* Rune of Rune Destruction
Same as a rune of glyph destruction, but affects runes.
******** Rune of Rune and Glyph Destruction
Same as a rune of Glyph destruction, but affects all runes and glyphs in the area of effect.
********* Rune of Tremere Destruction
It is rumored that Andrelle herself created this spell in the path. If any Tremere try to enter the area of effect, the rune launches a a barrage of powerful blasts. They are Acc. 6, dmg 10 dice times the number of attacks. To enchant the rune for multiple attacks, the caster must add a point of their own blood for every extra attack.
********** Rune of Anti-Magic
This rune disrupts all spellcasting in the area of effect. Mages and thaumaturgists will find their spells have no effect, but they either have paradox energy brewing, or a loss of blood to show for their failure.It is said that Andrelle has guarded her resting place with a Rune of 2 glyphs (only she is safe) , a rune of Tremere destruction over the entrance, and a rune on Anti-Magic inside. All runes are permanent. She may also have A Rune of Fiery Death on the ground outside her entrance.