# Expression of Magic Writing can be an expression of magic, and a way to trap and focus arcane energy. This precept is the foundation of Rune Magic, which requires carving, writing, or otherwise generating glyphs, sigils, signs, and runes of many kinds. This practice is quite common among many different people, from dwarves and druids to northlanders and even some goblin tribes. The deeper understanding is that shapes bind power, and that magic can be made tangible. That tangible magic can be a stone rune, a silvery sigil, or even a bloody scrawl—its power functions regardless of how it was made. You can find the full list of Runes in the [[Rune Table]] <br> <br> # Using Rune Magic <br> ## Magic Action **Invoke Rune.** As a [[Magic]] Action, you can invoke one of a Rune’s powers if you meet the requirements. You create a physical representation of the Rune (in paint, blood, drawn in the dirt or snow etc.) or tracing the shape of an existing carving of the rune that was created to an exacting standard in a space within 5 feet, doing so provokes an [[Opportunity Attack]]. **Longer Scribing Time.** If you draw a Rune that has a scribing time of 1 minute or longer, you must take the Magic Action on each turn of that drawing, and you must maintain Concentration while you do so. If your Concentration is broken, the scribing fails, but you don't expend the Rune's power. <br> ## Rune Properties A Rune has Benefits, Powers and Mastery Powers, a character is only able to use these properties if it knows the Rune and fulfills the prerequisites to activate the Rune's properties. - **Benefit.** A Rune’s Benefit is always in effect for a character who knows that rune. - **Power (1/LR).** Unless otherwise stated, any Rune Power can be used only once per Long Rest. Some powers have a level requirement (given in parentheses); when a character attains that level, this Power becomes an additional choice. - A Rune must be scribed on a certain surface or on an object in order for its magic to be invoked. This prerequisite will be stated in the Rune's Power. - **Mastery Power (1/LR).** Mastery Powers are a separate category: only a character who has the [[Rune Mastery]] feat for a particular rune can use its Mastery Power. If a power or a mastery power has no level requirement, it becomes available to you as soon as you acquire the necessary feat. - **Duration.** A Rune Power or Mastery Power's duration is the length of time it's magic persists after it is drawn. If a Rune Power or Mastery Power causes you to cast a spell, you follow the rules of Spellcasting once the Rune Power's magic is activated. <br> ## Rune Spellcasting If a Rune’s power gives you the ability to cast a spell, you can do so without needing any components (aside from materials needed for the drawing of the rune), and the spell is always cast as if using the lowest-level spell slot possible. A spell casted using a Rune's Power can be affected by [[Counterspell]]. The Rune's Scribing Time replaces the Casting Time of a spell if invoking the Rune's Power causes you to cast a spell. <br> ## Saving Throws When one of your Rune's Powers calls for a Saving Throw, the DC is equal to 8 + your ability modifier + your Proficiency Bonus. The ability modifier is the ability increased by the [[Rune Knowledge]] feat.