Runes
While magic tends to mimic powers, runes allow spellcasters change their spells having more control over them. You gain a number of runes equal to half your Magic modifier. You also gain one when you reach Magic modifier of + 15. You can add as many runes as you like to a spell as long as it isn’t the same one.
Camouflage Rune
You can hide your runes on things that will go off when triggered, which affects the person who sets off the trigger. The trigger is determined by you, for the spell to go off the person must be within your sphere range of the rune. Someone would have to either roll Perception or Arcana over your stealth or magic save to find these runes.
Carved Rune
During rests you can make magical items and imbue them with your charges and spells it can do. The amount of charges you put into the item is the amount it can use. Anyone can use these items.
Friend Rune
Spending an extra action, all your allies are immune to the ability.
Handy Rune
Spending an extra action, you can use a melee ability anywhere within your range.
Powerful Rune
You spend an extra action to double the amount of resources spent on an ability. This doesn't take away double the resource though.
React Rune
During a rest you spend at least 3 charges to set a rune on yourself to go off as a reaction. Until you rest again you may use this spell anytime you wish to react without any more cost. The spell must be a Reaction ability.
Switch Rune
With this rune added to a spell, you can change its attack & or damage type to another of a spell you also know.
Discount Rune
Spending an extra action allows you to make any basic spell; only cost a single charge, moderate spells only 3 charges, advanced spells only cost 6 and Ritual spells only cost six.
Enlarging Rune
You can spend an action to double the size of an ability. As long as the ability has a space, sphere, cone or line size.
Helpful Rune
This allows you to help another mage with their spells even if it’s not one you know as long as they are within your range. You can add your charages to the casting of another's spell for an action. This also allows you to use runes on others.
Prepared Rune
During your rests you can prepare spells on your body or willing allies. When a trigger you set is met, the spell will go off without requiring you to spend an action. You pour your charges into it during your rest.
Sharing Rune
You can spend an extra action to use an ability that affects willing targets on an additional target.
Longshot Rune
When using any ability that is ranged you can times the range of that ability by 5 by spending an extra action.
Gift Rune
Spending an extra action, you can use a self spell on a willing Type within your range.
Twinned Rune
When using an ability that has a Type of range you can spend an extra action to Type an additional entity.