Some changes might occur later on.
MageBlood of Vitamancy
In this school of blood, heavy focus is placed upon Arcanite within the flesh, bone, and muscle (including tendons and nerves). This allows Vitamancers to manipulate the physical form in unique ways from healing fatal wounds to permanently crippling, even changing their whole appearance completely. The abilities of Vitamancers vary depending on area of focus, ability and amount of Arcanite within the blood. There are few primary categories that Vitamancy is divided into. Namely three areas: defensive, offensive and shape shifting magic.
Defensive magicís prime focus is healing and strengthening the natural elements of a vitamancerís own body to defend against attack. Fleshmenders make up the large amount of this group, their training based mostly on the healing of arteries, muscles, and bones making it possible to knit even the most mangled body back to its original state. Depending on the skill of the Fleshmender, this process can be either painful or completely void of any sensory since it takes high skill to both keep the pain nerves off and mend the wound at the same time. This healing ability also pertains to the Vitamancerís own body. When fully mastered in healing, the blood can enable the user to constantly heal wounds during battle but this trait constantly drains a small amount of blood. Over a long battle, it can take a heavy toll over even the most experienced user.
The second part of this section is more self-centered in defense, strengthening the main focuses of oneís body. An advance Vitamancer can harden their flesh, muscle and bone to the strength of Mithril armor, without the magic resistance, making it possible to fend off most bladed weapons. Their outside usually take on a paler look to reveal the abilityís active and in this stage, can hinder their ability to move.
Offensive and possibly the most violent aspect of Vitamancy, this area is focused mainly on crippling and maiming opponents into submission or even death. Those that specialize in this area are known, collectively, as Fleshrenders. It requires constant eye contact with target but in essence the hell wreck is devastating and brutal, from self-flaying skin to snapping tendons, from cracking bone to burning out nerve endings for sensory deprivation thereís little inaccessible for a Fleshrender once in range. This type of Vitamancy is also a useful study for those dubbed in torture and execution in ways they can force the body to twist and maim itself.
The third and most versatile of the group is simply referred to as the ability to shift shape. This sectionís coverage ranges in different types of shifting, from regeneration of a limb or extending features into dangerous defenses to changing body features. A rare few Vitamancers have the capability to achieve this area of Vitamancy because of the complexity and dangers that can happen from lacking knowledge in anatomy. If itís improperly done, one could end up permanently stuck in the current form until a more skilled user can fix the flaws. Vitamancers can shift their appearance; anything from a simple hair color change to complete race change is possible with maintained focus. Even increasing bone growth to have thin, quil like spikes erupt from the pores or claw like blade made from the mage's own nails. These are only outside changes. The mind and blood remain the same as the original owner. The more drastic changes require more time, higher focus and blood, massive changes taking days at a time to complete depending on the mastery. Another trait in this group is regeneration and revival, Vitamancer capable of this can regrow whole limbs or digits. These tasks itself can very draining, deadly for novices or low intermediates, since thereís no remaining tissue to Ďstretchí close. Instead the base structure including bone, muscle, tendon and flesh must be created once again.
Most students will likely focus on only one area, defensive, offensive or shape shifting able to use all mention in that certain area but itís possible one can perform a few skills from the other areas too.
Defensive- able to make skin or bone density equal strength to that of copper strength for a brief time; can mend cracked bones and minor flesh wounds or sprains but the process can be painful. Both numbing the nerves and healing tends to drain too much blood at this stage. The best results are made through constant touch and focus, the healing stopped if contact is broken.
Offensive-create minor flesh wounds like cuts, scratches and painful bruising, enflame pain sensory for a brief time sometimes crippling a foe, light sprains and in time of extreme duress can possible snap a tendon for light crippling through touch contact only.
Shape shifting- able only to shift self-features, one at a time, with high focus and unable to revert it back without aid. The changes are namely cosmetic in nature like elongate eyelashes, extending or shorting a limb/feature a few inches, even shift natural hair color.
Defensive- able to make skin or bone density equal strength to copper strength temporarily for up to half an hour, can straight bent bones and reknit clean breaks to deep flesh wounds or torn muscles in a short time, and minor enhancement to their own/alliesí natural healing ability that cuts the healing time by half depending on wound severity. Sadly they are unable to also cut off the pain nerves and heal at the same time so it is a painful process to endure. The best results are made through touch and focus but it keep healing for a few minutes after touch is broken.
Offensive- minor wounds flesh increase to moderate like tearing of muscles, several inch long cuts across the surface or bone bruising/fracture, can severe the sense of sight or briefly numb a foeís sense of touch, the enflaming of nerve endings for pain is more powerful, and easily snap a tendon or several crippling a joint. Again this only limited to touch, not eye contact yet.
Shape shifting- able to make one or two minor shifting abilities learned in novice at once and with some effort revert them back on their own after an hour or two (longer the change is kept then the more effort and blood needed), also able to create more extreme changes like turning elongated nails into claws, have quills erupt from pores but unable to be released or retract and more of that nature in small areas of the body which they are able to reverted back to original state. Also, bones can manipulated to change shape and form based upon mass available: swords, spears, and long weapons require a thigh bone, short sword, mace, or medium weapons require arm bone, and daggers or small weapons require most of the bones within a hand. However maintain these drains blood over time.
Defensive- able to make skin or bone density equal strength to bronze strength for a time though it limits mobility and user much retain focus, reform shattered or pulverized/powdered bones, reknit damage skin, or ripped tendons, muscles, or nerves back to their original state as well as dull the pain during the healing process, and enhancement to their own/alliesí natural healing making wounds heal in a matter of hours when it should take days depending on severity. Can merely touch an injury and healing will begin, slowly continuing even after the Vitamancy has broken contact.
Offensive- serious wounds, yet only fatal if not attended to later, like several inch gashes, bruised organs or a stammer in the foeís heartbeat are possible. A user can crack and shatter bone, even bending it, to father damaged the foesí insides as well as cripple tendons and tear muscles. Three to four senses can be killed off, one by one, and either complete rack the nerves with pain or numb them. This level allows a mageblood to edge towards eye contact, within 5 foot range, and up to 3 targets at one time before fatigue starts to set in.
Shape shifting- can change complete outer look within minutes, from basic features to even gender though they are unable to shift race yet. They also change, for a half an hour time because the effect wears off, the structure of others as well. Defensives shifts as quills or scales cover most of the body, a few patches untouched here and there, and instead of using just nails for claw they can turn their whole fingers into bone blades that can slice through flesh easily while being able to revert back to their original state at a faster rate of half an hour. Small changes can be made to the hands, feet, or other features such as adding an extra eye or digit at best which can be retain for an hour or two. Again like the previous level, bones can manipulate to change shape and form based upon mass available*. The drain upon blood is lessened and thus retain for a longer time. Through touch, bones can be removed or fused together killing off mobility.
Defensive- able to make skin or bone density equal to Mithril strength but it both limits mobility and constantly drains a little blood while its active, all aspects of the body can be healed as long as there is breath within the target from reviving dead matter to sealing off a severed limp into a round stump and all the patient will feel is a light tingling instead of tormenting pain (unless the mage wants it otherwise), almost all grave or serious wounds the user/alliesí receives are healed in a matter of a few minutes, even after the Vitamancy has only briefly made contact and focus on the injury. Only the user can use a constant healing but the longer its turned on, the more heavy the cost will become in a dragged out fight.
Offensive- grave or fatal wounds, like busted organs, shattered bones, ripped muscle and even flayed skin are possible. Bones can be weakened for easy breaks, shattered or splintered apart joints within the body causing farther damage to the targetís insides followed by unbelievable pain. Several, up to 10, can be dowsed in an endless and pain state of having their tendons or nerves pushed from their bodies as long as eye contact is possible. Sensory deprivation, tendon ripping, and other such malice and creative affect are possible within this final blood stage.
Shape shifting- all changes from head to toe, gender and even race can be altered to match what a Vitamancer envisions. Depending on the change and if it requires addition growth or height, these can take from minutes to hours to completely change. Alliesí appearances also are able to be shifted if desired and for a greater time span, up to a few days depending on the targetís stress and metabolism. Able to be complete covered in quills, or hardened scales, without venerable patches as well as create bone bladed hands while being able to revert back in a matter of minutes. These effects can last a bit longer then before since the blood drain is less and thus retain with little effort, though it limits mobility. Itís even possible to make an extra set of arms for attack or defend. However it can be disturbing to watch as well as extremely draining with multiple times.
Swords, spears, and long weapons -a thigh bone
Short sword, mace, or medium weapons -arm bone
Daggers or small weapons - most of the bones within a hand
Shield- several bones like a ribcage or few skulls
MageBlood of Aeromancy
Aeromancy is the manipulation of the air element, from currents around them to within the body itself, and the primary study subject of those within this blood. There are namely two basic areas in this blood, divided on the location of the manipulated air being controlled, internally or externally. Masters of this blood can enhance their own physical performance merely by increasing the oxygen within the veins to create temporarily super human strength or speed. Other interesting aspects is controlling the air around them, enabling them to knock foes off their feet with a flick of their hand or create violent Tornadoes to move objects or allow them to glide through the air over short distances.
The first and likely most wide in abilities is manipulation of external sources, namely the air and wind currents around the user. Most novices will find connecting to the wind comes easily, but the duration, control, and power of the spells need to be built upon through focus tricks of shaping and condensing wind into a ball or redirecting it. In this area, Aeromancers can create blasting gust for a number of tasks. Either to send their foes flying a short distance from them or snap about their wrists for a slicing blast of wind to cut a wide area around them down which dies in strength the farther it travels. To move objects of great mass or weight, clouds or solid items/living creatures, and use to fly or hover over rough terrain using air mounts-large rolling balls of condense wind- to propel them from one point to another. Though if a user, even with masters, travels a vast distance then great fatigue will kick in.
Masters farther those gusts into raging winds that do anything from gather up clouds, usually rain heavy, to a raging Tornado that walls can both imprison within its eye and send their foes flying. Some wrap their air around a weapon/fist, the wind creating a cushion or sharpening it enough to slice through things like wood and rock. Aeromancers can even send their voices upon the wind for message delivery (not completely dependable due to voice clarity, background noise, and other wind conditions) or needed distraction.
Internal magic is more centered upon the air located within the body, usually for combat purposes. One aspect is Aeromancer can control the natural oxygen levels in the blood, which can be used in two ways. First way, is to increase their speed to cover a short distance in a span of a few seconds/minutes or their strength to easily break bone and crack rock by aerating their blood through their body. The opposite can also be achieved, with the effect made greater and faster by touch contact, by completely killing off all oxygen within the enemiesí body, a horrible and painful way to die. The second is to function normally in an environment that would otherwise be difficult, such as high climates or completely submerged in water for several hours when at a passive state of activity. One dangerous side effect about oxygenating the blood is that it extends the veins inside and if the levels are kept that way for far too long, the strain on the veins could end up popping causing the user to bleed to death internally.
Each level also determines strength, control, duration and abilities available to the user. The higher the level, the easier, stronger and longer one is able to do the listed abilities in that level as well as the previous levels.
Manipulate existing winds to shift directions, condense into a small, basic ball that can move about a noviceís hands or thrown as an attack. The ability to easily breathe in climates or stay underwater is 30 minutes without drowning, and increases either strength or speed for a few short seconds in battle, the more movement then the shorter the effect since they are still learning to regulate the oxygen within their blood. Flight is limited to a few inches off the ground.
Summon small gusts that can help move heavy objects (the heavier than shorter the distance, too heavy and it wonít work), create a sudden burst to knock surrounding things about, increase natural abilities like farther jump by over a foot, greater speed or strength for temporary time. Can stay in low-no oxygen environments for up to an hour easily as well as hover and limited flight off the ground for a few feet.
Summon mini dust devils that move larger objects or used to knock foes away, used the air to slice down enemies or increase a weaponís sharpness/direct it, greater advancement for jumping up to 6 foot easily, longer time for enhanced speed or strength. Can stay in low-no oxygen environments for up to 3 days, hover across several miles (6) and farther flight is increased to 7 feet over the ground.
Create a large tornado, winds to either gather clouds or mists, able to send multiple gusts able to slice through flesh and rock from hands, enhance natural abilities like jumping across several meters at once, greater speed or strength as well as lower the oxygen level through touch in other living beings, can survive in low-no oxygen environments for days to weeks at a time. Hover over or flight across a few miles and all other abilities within the blood able to access.
MageBlood of Electromancy
Electromancy focuses primarily on the arcanite found within electrical aspect of Tiienís world, from oneís own natural inner electrical currents to vicious lightning storms and thunder or the worldís natural electrical fields, and even reaching high enough to create plasma, the stuff of stars. Masters of this can achieve many unique aspects from magnetizing certain iron based alloys and ores, bring their enemies to the ground or making their weapons useless to cooking their foes from the inside out using their own electrical energy within the enemyís body. Able to race a livewire pulse through their bodies constantly, anything that touches the flesh is instantly withering in pain or immobilized normally stopping the aggressor in their attack. Summoning lightning storms to creating thunder, often rupturing eardrums or stunning, thereís little creativity canít be achieved. Like other bloods, Electromancy is separated into three basic Energies: Charging energies, Nature Energies, and Celestial.
The first area of study, Charging Energies, is likely the largest and most varied when comes to results. All novices learn to access and manipulate the nearest source of electrical energy since the arcanite within their system can be easily tapped into it. Though a side effect is if not careful, the energy can be easily exhausted with one simple move and leave the mageblood in serious exhaustion because of its importance to the body. Some of the abilities are to send powerful shocks through contact, ranged in power from causing the target to violently seizure to internally cook leaving only black burn marks where the electric has erupted from their body, unlike pryomancer where victims tend to end up as ashy corpses. This same technique can be applied to metals causing their own weapon to heat up or added a nasty shocking bit to each strike; on the opposite side it can cause serious damage to the target once an Electromancer touches the weapon. Usually ending with their enemy dropping it from the electrical current sent through it or unable to move at all, their body lite with electrical currents until released.
Another quality of this blood is a sixth sense called Electoral Impulse Sensory or EIS. This enables the user to locate and sense living, electrical currents found in living creatures despite where they might hide. However itís a range sensory reaching out to only about 5 yards depending on the level and endurance of the user for it constantly drain a little bit of blood with use. In pure darkness, Electromancer can channels and condense their own inner electricity between their hands illuminate their path when the need is called for but only able to cast a light a foot or two away in front of them.
The second area is tapping into high concentrations of electrical energies, Natural Energies, which come from the Earth and Sky. Far more powerful and dangerous, in this area students learn to summon lightning storms to rain down upon their enemies and striking anything foolishness to stand in their path. In addition to controlling lightning, this mageblood has access to thunder. Caused by a simple clap of a userís charged hands, the deep sound is used to stun enemies or blow out their eardrums and hinder their balance in a wide range attack. Another massive source they can use is the Earthís fields. With this, they can magnetize iron within most alloys and ores either repelling or pulling them to the mage. Masters can immobilize whole groups of armored soldiers within a magnetized area and bring their march to a halt for a limited time while the mage retains the energy.
Final area is Celestial Energies or better known as Plasma, the energy from which starlight is created. It is the highest mastery an Electromancer can achieve as it is a brilliantly beautiful display that can range in colors or forms with each one absolutely unique to each Electromancy mage. Itís made from equal positive and negative ions which the blood user must use complete focus to retain. Or face the risk of having it blow in their faces causing grievous wounds or mostly likely death, both to them as well as to their surroundings. The most common and mildest form of this area is something known as Ďhand lightningí. An Electromancy focuses and allows the ions to build up in a userís hands then upon release, it can create a blinding flare sent in a small area temporarily blinding foes. The non combative form is to display a living creatureís aura by focusing trace amounts of Plasma energy within the mageís own eyes. Each aura is an invisible* light that hovers around them, created by their own living energies and is unable to be altered by any means. A higher form is used to power ancient relic or limited manipulation of a star, select one to brighten an otherwise dark night. This higher form is very draining, even with masters, because both of the large amounts of the blood used to retain it and the star source being so far away.
*It has been discovered that with the aid of a master Pyromancer, they can create a specialized flame. This flame can hold charged particles made by the Electromancer which when combine in harmony will produce a light that makes the aura visible to the naked eye as a certain color within the human spectrum.
(Thanks go to Freeshooter for helping me out with this section)
Charging and Natural Energies are easiest to learn, their sources closest in compared to Celestial Energies which only learned in the master stage. Duration and power grow with stages, but even the most basic and weak can prove to be a vital tool as it does in all bloods.
Charging Energies is most dominated here. Novices can easily tap into their own energy source and manipulate it with some effort and focus. They can light a spark on their fingers and hold charge for several minutes, anything that touches them is instantly shock with the voltage that a single Taser hit has before charge dies after one used. It requires another charge build up afterwards and after several, a novice will be left exhausted. They can send a small current, for a brief moment, through a metal weapon or item usually strong enough to cause the enemy to drop it or become temporarily immobilized. EIS can be also be used, for a few minutes, out to about 2 feet radius from user. Small light can be illuminating only a small area from their hand when held.
Charging Energies power and duration is increase by a notable degree, their Taser effect is able to shock 3-4 enemies with one charge or one large one on a single contact as well as spread through others when those targets are in skin to skin contact. This affect can also be placed into an Electromancerís weapon for the same amount of targets, sometimes making an enemy think twice about locking horns. The area of the effect can be increased to cover over half their body and with increased focus can send foes to become immobile for a brief time depending on the mass the creature has, may even kill them. ESI is increased to up to 4 feet in 360 degrees around mage for a temporary time, the continual use will slowly tired out the user because of the slow drain in the blood use. In this level, mages start to edge into using Natural Energies for added range. Creating small, 2-3 foot wide square area where magnetism can occur for a limited time, a few seconds, pulling any armored foe onto the ground or booby trap to shock any living creature brave enough to venture within it.
Charging Energies power has increased to immobile a target of large size easily for a short time nearly enough to cook it from the inside out, the range increased to being able to shoot bolt from oneís fingers and can nail a small, tight formation of enemies with a single shot. Weapons hold a longer charge and can shock with multiple hits before running out. Metals can be heated up, attract or repulsed by magnetism within a short range of the mage. Patches, 2-3, or areas can be set up with effects of either magnetism most iron based metals or create an electrical force powerful enough to kill if something smaller than a pony size foe entered it. ESI is increased to its max range of 5 foot in all directions including above and below them, but it can still only be used for a short time, after continuous used it will take its toll upon the mage. They can create thunder boom in a single direction hitting anything within its range. A small electrical storm can be started, if there are clouds in the area, but manipulation of several lightning can be draining and difficult causing risk to both foe and ally alike.
Charging Energies are at their max power within this stage and have the firepower to cook unprotected foes from the inside out with a single bolt. Master can also charge objects that arenít solid in form, like water creating a boost in their power. They can manipulate their lightning from target to target easily causing devastation within large, tightly knit groups using the same attack but with each new target, the bolt dies in power. Metals can be heated up for longer, attracted or repulsed at a distance of 5 feet within the foeís grasp while they can even cause heavily armored foes to become immobilized to the ground in electrical fields. These patches increased in width up to a yard or two in diameter affecting a wide group and can remain in effort with little effort from the master, remaining for even days at time. The range of thunder is increased and the power if able to shattered eardrums at close range, sometimes disrupting balance for long spells of time. Lightning storms can be created from local clouds and its bolts focused able to be fixed to key points into the enemy flanks.
Celestial Energy is accessible, but only a few abilities have been recorded to be attended. One of the most common and easiest is the ability to see Auras of a living creature by alternating the electrical endings within their eyes to see and focus upon them. To make the aura visible to others, they can work in tune with a Pyromancer, creating a unique light which creates the aura to take on a unique color within the human spectrum for the naked eye. Even manipulating old world devices and starlight can take its toll preventing most from even doing it once in their lifetime. The combative form, ĎHand lightningí is much harsher on the body and canít be preform multiple times without serious exhausting, harm or death for the mage. Few have achieved this ability, the current College Electromancy teacher being one of a handful to be able to perform it.
It is believed that there is arcanite in everything, from the living to the objects and elements. Weaving is the ability to access the magic, and everything itís capable of, within a target through creation of signs, gestures and complex movements. This allows one to use almost all forms of mageblood from Vitamancy to Psychomancy using a series of weaving signs without using their own trace and weakened arcanite levels, the main reason itís extremely rare for a weaver to be a bloodmage as well. Unlike Bloodmagics, while Weaving is versatile and no threat of dying when the stamina runs dry it does have limitations.
Body control is the first stage of Weaving magic. This can take years, usually 8 or more at least, for weavers to learn to sense their current bodyís status from their exact beat per minute and how much their lungs extend to rate of blood flowing through their veins and such. A few more to learn to completely control their bodyís functions and aspects completely, some in the sense they take over regulating things such as breathing, heart beats, body temperature, amount they sweat and even blood flow to create a personal preference at either a slightly faster or slower rate for the race average. Itís not hard to see why this stage takes year to learn and is a key foundation for weaving as a whole, without it then it would impossible to perform.
Another aspect is the fact each blood has its own weaving movements or language that creates a special connection to the elements related to it, similar to what mageblood does for mages, which makes it important for a weaver never to mix these by trying to preform two types of magics at the same time. What one magic might accept, another slightly similar gesture or movement wonít have the same effect in another causing a variety of effects from death to nothing at all. Though all weavers are taught to pace their weave patterns out with a short pause in between, stilling their mind and body complete, before they start a fresh pattern of movements into a different magic. This break leaves a weaver venerable and expose to danger in this necessary stage in order to switch blood magic.
Blood v.s. Weaving is an important concept that weavers will learn and must accept. When it comes to Weaving magic versus Blood magic, either equal or higher level, the latterís power is always stronger when these magics clash head on. The main reason is that Bloodmage magic uses their own concentrated source of arcanite to access their elements while a weaverís is more dependent upon the targetís arcanite levels. These sources and the connections are weaker than Bloodmageís. Weaving makes up for this weakness with versatility and switch to another blood magic, if they can manage to safely break.
Weaving patterns vary with the magic level the weaver is attempting to do. Novice and low intermediate levels can be performed by a 2-3 quick gestures, from a simple sign of the fingers to a flick of the wrist, in rapid progression. However these quick patternsí power level is weak and on strong foes, might not have much effect if any at all causing them to be brushed off easily. Higher and advance magic requires a series of at least 6 or higher to perform, edging towards the mastery with the more complex weaves but due to the length and patterns thereís more risk at something going wrong during the performance. The backfire is more dangerous as a result, should the pattern go wrong. Is also more likely to be interrupted because of time it takes to perform because it take on the form of a small dance or martial arts with its pattern then a simple few gestures that only use a few parts of the body. The Mastery levels are the most complex and longest to weave out; sometimes the movements are still ongoing even as the affect is in progress. These moves require the most stamina and usually the most draining since they can apply heavy stress to a master weaverís body, making it hard to do multiple mastery magic constantly.
Unlike Chantment or Weaving, Rune crafting doesnít usually use an element of oneís body to cast magic. Instead it uses a small combination of a few characters selected from a wide number of over 2,000 in the runic language to imbue magic into an item or being that gives magical abilities only accessible through this magic type. A traditional art form, in the prime of its influence, the trade had passed from master to apprentice over the generations but throughout the ages this craft has declined into a meager handful of artisans and the college is about one of the only places where one can learn.
One of the many things they learn is the more symbols made upon a Rune item or being, the more versatile it can be. However it also takes longer to create, deep thought needed to its creation, and depending on the material itís made from, can be easily wiped away stopping the effect in its tracks making the thing useless. Most Runes can only hold up to three different commands and a total of ten Rune symbols. Rarely, there are some creations that become the expectation, namely when created alongside that a Mageblood. This is mainly due to the complexity of the many various characters that can sometimes clash if too many different ones are clustered on one item or being, usually killing the later. So itís impossible to create an all-powerful Rune without complete destruction. However, despite one knowing the symbols or being able to create them, not everyone is able to craft a Rune artifact. The reason for this is unknown, some believe that it requires a certain heart and soul to the craft in order to access the magic while others think itís the talent itself that chooses upon whom they manifests. Either way itís not an uncommon practice for Rune Masters to take on multiple Apprentices that show this talent, spreading their knowledge through time as well as adding their own for future generations.
A few things beginning Apprentices learn about Rune is what reflects their power: age and condition. These are important to know because it could affect how a Rune craftmaster will approach the repairing a damaged Rune if possible. First up is the age, the older a rune is then the more powerful a Runeís power, usually stronger when compared to newer ones unless the source tapped into is far stronger like Blood magic or extreme power. Runes that managed to retain their original state for centuries are the most difficult to find but they do exist and are almost impossible to defend against. This brings up the topic of condition which plays a heavier role because if thereís any signs of time erosion, time magic inapplicable on the characters themselves, or damage to the symbols upon the item/being than its effect will come unravel, ceasing the effect instantly. With increase usage, the magic starts to faintly wear away at the characters that for most small rune their lifespan is about a decade at most before they become useless depending on the material they are made from. Some Runes, mainly the more powerful, can prove to be prone to glitch if used at a constant rate causing the Rune item/being power to become finicky until it cools down. This can range from sudden and unexpected activation to complete effect null; even perhaps backfire upon its owner because nothing is prefect.*
Now comes the magic bit, some Runes are able to tap into Arcanite directly and cast some forms of Arcanite that can otherwise unreachable. The first area affects and mimics of mageblood abilities, both negative and positive, for either the crafterís allies or him/herself. One main use is the enhancement of bloodmagic, namely to increase the power or stamina levels of a mage and better using their magicís potential while minimizing the blood usage. It can aid in regulating the blood within the veins, namely the arcanite, so to keep the mage from overusing it past their limits and sometimes cutting off the magic at a critical point. Another effect is the denial of blood usage. It is not uncommon for Runes to be bought and sold for the sole purpose to cancel out the effect of arcanite within a magic school/blood when in range of the Rune, usually reaching out to 5 meters in diameter for each item/being. The second area is mimicking mageblood, this far more limited than it sounds because it only gives the holder key abilities of the mageblood and complete mastery over that certain aspect and limited purpose. For example, a Rune Master can create an item strictly for shape shifting oneís appearance into a certain race but thatís the only aspect of Vitamancy it will hold. It would be unable to change in anything other than that race, heal or do offensive magic, making most other elements in Vitamancy inaccessible for the most part unless other characters were present to allow it. Sadly since Mageblood is so wide in use and ability, itís impossible to create a Rune that can mimic everything a single mageblood can within the character allowance. The advantage in this is that a holder can maintain that ability almost indefinitely without growing worn or tired since thereís no use of arcanite within the blood.
The other magic Runes can tap into is best known as arcane magic since they donít belong or apart of more than one blood. Each had their own, important rules and balance to keep in mind when creating them and these are only a few possibilities discovered. Starting with teleportation, there are three types namely not because of what they can do but rather what is on the other side: Gateway, Straight and Random. Gateway is made when a Rune master crates two identical Runes for teleportation path from point A to point B, one that can be used both ways as long as both remain unchanged or damaged. Though if one is damaged while in use then the user can end up being dropped off anywhere along the way without warning and smack dab into the event transpiring within that spot as well. The Second type is similar but far more limited, Straight teleportation. It works like Gateway with one major difference, it only goes from one point to the other and is a one trip shot from anywhere. Most artisans have to use elements within the grounds of the target area to accomplish, rules of this type of teleportation, or chaos would rein within the world. The last and final type is Random teleportation. These often are used for hasty escapes or limited combat ability, there is no determined destination beforehand so where the user teleports is completely random depending on the Runeís strength, characters inscribed, and condition upon the time of use. Anywhere from a few feet to over several miles are possibilities but the bad thing about these Runes is there isnít a guarantee where one will end up or if the area is suitable to be landed in. Telekinesis is a combative magic with a range of five feet all around the user and be used to levitate some weighed objects, up to about half oneís total weight, then toss them about. Unlike most Runes, this magic draws upon the holderís stamina and can be draining over repeated uses without pause between. Boost enhancement of strength, stamina, and other natural abilities are possible with Rune symbols which can heighten a normal average human up to temporary superhuman level in at least one area. However if pushed beyond their limits, the Rune might suffer and crack eliminating the powers to leave the character in a nasty situation during their carelessness. The most common use is preservation to extend the shelf life of otherwise expiring goods/materials, often up to several years past their prime. When opened, they are still as fresh as the day they were put in.
There are two ways to write Runes, each with their own pros and cons that would determine the situation its best for.
First off is the easiest to create and most basic of Rune crafting: Written form. It is named so because the most common application of this is through variety of ink like liquids, made from many different materials by the Rune crafterís own recipe, which can be applied to flat surfaces. At a momentís notice any liquid from blood to ink, and even mud/earth can substituted for the unique ink if needed. Itís easy to place, create, and quick but it does have a major disadvantage: itís easily erased and not permanent. Once marred, the Rune loses its effect instantly and can put the Rune crafter in serious danger.
A more permanent form is Engraving. It requires a crafter to carve the symbols into a material like stone, wood, metal or flesh. Usually each Rune Crafter has their own tools or methods of applying this to the material giving each their own unique signature, even when mimicking anotherís work. Unlike Written form, this method wonít fade away with a simple swipe or other violent means easily but it is the most time consuming to create. It can hours to days to engrave the item or being, depending on the material. Not to forget one wrong chip then the Rune can be completely ruining and canít be erased, forcing the artisan to start completely from scratch and can be a tedious process at first.
There are two main ways to apply Engraving; each affected the strength and chances of being ruined. The weaker of the two is often most common for small items like rings, jewelry or Rune stones and is called Subscription where the Rune are crafted with specialized ink then pressed between two layers of the material, resulting in the symbols being sealed from sight. Very talented Rune Crafters can make easily make the seam where the two layers meet vanish and leaving no evidence behind. Though the magic effect is weaker, it is less likely the Rune symbols are able to become damaged by both time and outside influences, ensure the effect keeps intact. The second is more powerful but risks becoming damage and ruined because itís out in the open, Superscription where the Rune is carved in plain side upon the object without a protective covering. Often this is used for large objects built for larger magical effects like teleporting and place effects for wide areas.
*AKA, you OP it then I will use my GM ability and make your character pay for it within the Runeís ability like teleporting your characterís ass from combat into the brick wall crawl space, immobilizing/almost killing them, or exploding its power in the face. Iím a damn creative gal when I need to beÖ