Runic Arcana

Runic Arcana
You are practiced at inscribing spells into the surface of items.
 * Novice: You learn the spells Inscribe Rune and Runic Enchantment.
 * Journeyman: You learn the spell Runic Blast. You also gain the focus Intelligence (Runic Arcana).
 * Master: You learn the spell Inscribe Greater Rune. You can also choose one spell stunt you can perform for -1 SP when casting Runic Arcana spells.

Inscribe Rune
The caster carves a Novice level spell from an Arcana they know into a suitable item such as a smoothed rock, the back of a shield or along the shaft of a staff. When handled by a Mage, the Runes awaken, glowing with magical energy. The caster must expend the Magic Points for both spells (this spell and the spell chosen to be stored) and make both required casting rolls to successfully charge the rune with magical energy. The spell may then be cast at a later date by any user who makes an Intelligence (Arcana) roll with a target of 13. Any required Spellpower score is equal to that of the Inscribing caster at the time of creation (note it against the Rune item upon creation). An Inscribed Rune retains the inscribed spell indefinitely until it has been cast, at which time the energy and the markings fade, the item becoming whole once more. The caster is limited to Inscribing twice a day as it is a mentally draining task.
 * Requirements: Runic Arcana (Novice)
 * Spell Type: Utility
 * MP Cost: 8
 * Casting Time: 10 Minutes
 * Target Number: 12
 * Test: None

Runic Enchantment
The caster is able to paint, scratch, or mark in some way, a rune of either Protection or Aggression on an item. This spell will only work on items that would be used to attack or defend in some way already. A weapon can be enhanced with +1 to Attack and Damage. An item of armor, but not clothing or cloaks, can be enhanced with a +1 to Armour and Defense to be able to better dodge attacks.
 * Requirements: Runic Arcana (Novice)
 * Spell Type: Enhancement
 * MP Cost: 4
 * Casting Time: Major Action
 * Target Number: 13
 * Test: None

Runic Blast
The caster traces a Rune of Power in the air, drawing in magical energies. The Rune is then cast towards a target where it explodes, releasing it's energy in a powerful blast, doing 3d6 + Willpower damage to all within 4 yards of it. This spell has a maximum range of your Intelligence multiplied by 5 in yards.
 * Requirements: Runic Arcana (Journeyman)
 * Spell Type: Attack
 * MP Cost: 6
 * Casting Time: Major Action
 * Target Number: 13
 * Test: None

Inscribe Greater Rune
The caster carves a either a Novice or a Journeyman level spell from an Arcana they know into a suitable item such as a smoothed rock, the back of a shield or along the shaft of a staff. When handled by a Mage, the Runes awaken, glowing with magical energy. The caster must expend the Magic Points for both spells (this spell and the spell chosen to be stored) and make both required casting rolls to successfully charge the rune with magical energy. The inscribed spell may then be cast at a later date by any user who makes an Intelligence (Arcana) roll with a target of 17. Any required Spellpower score is equal to that of the Inscribing caster at the time of creation (note it against the Rune item upon creation). If the Inscribed Rune was a Novice level spell, then it can be used twice before the Rune energy is expended, although it was only cast the once upon inscription. A Journeyman Arcana is still only usable once. An Inscribed Rune retains the inscribed Arcana indefinitely until it has been cast, at which time the energy and the markings fade, the item becoming whole once more. The caster is limited to Inscribing once a day as it is an extremely mentally draining task.
 * Requirements: Runic Arcana (Master)
 * Spell Type: Utility
 * MP Cost: 12
 * Casting Time: 10 Minutes
 * Target Number: 16
 * Test: None