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Runic Inscriptions

This chapter covers the runic magic system in Horizon. Magic is channeled through inscribed symbols called glyphs, organized into seven elemental domains.

The Seven Domains

DomainElementDamage TypeThemes
IgnisFireFireDestruction, passion, warmth, light
GlaciusIceColdPreservation, stasis, patience
FulmenStormLightningSpeed, change, electricity
TerraEarthBludgeoningStability, endurance, growth
UmbraShadowNecroticConcealment, fear, darkness
LumenLightRadiantHealing, truth, revelation
AnimaSoulPsychicLife, death, spirit, mind

Domain Access vs Attunement

Understanding the difference between Domain Access and Domain Attunement is essential:

  • Domain Access determines which inscriptions you can learn. This is set by your Path and never changes.
  • Domain Attunement provides bonuses when using inscriptions from that domain. You choose which of your accessible domains to attune to.

Domain Access by Path

PathAccessible DomainsNotes
GlyphweaverAll seven domainsFull arcane access
SoulscribeLumen, AnimaDivine healing and soul magic
PathreaderTerra, AnimaNature and primal spirits
WardkeeperTerra, LumenDefensive inscriptions only*
BladescribeIgnis, FulmenWeapon inscriptions only*
ShadowmarkUmbraShadow magic exclusively

*Wardkeeper and Bladescribe are martial Paths with limited inscription access. See “Martial Inscriptors” below.

Runic Energy

Inscriptors use Runic Energy to power their inscriptions.

Energy Pool

Maximum Runic Energy = (Casting Stat Modifier + Level) x 2
Casting StatLevel 1Level 5Level 10
+021222
+141424
+261626
+381828

Energy Recovery

  • Short Rest: Recover 1/4 of maximum energy (rounded up)
  • Long Rest: Recover all energy; reset Strain to 0

Casting Stats by Path

PathCasting Stat
GlyphweaverCunning
SoulscribeInsight
PathreaderInsight

Inscription Knowledge

Unlike other systems where casters prepare specific spells, Horizon uses Inscribed Patterns—glyphs physically etched onto surfaces that can be activated when needed.

Glyphs (Cantrips)

You permanently know all glyphs from domains you have access to. Glyphs cost no energy, cause no Strain, and can be traced unlimited times. They represent fundamental runic patterns your character has mastered.

Inscriptions (Leveled)

You must prepare inscriptions during a rest by etching them onto prepared surfaces (skin, armor, weapons, scrolls, or focus items). You can only have a limited number prepared at once.

Prepared Inscription Limit

Prepared Inscriptions = Casting Stat Modifier + Level
Casting StatLevel 1Level 5Level 10
+12611
+23712
+34813

Preparing Inscriptions

  • You can only prepare inscriptions from domains you have access to
  • Preparing inscriptions requires a short or long rest (inscribing takes the full rest)
  • You can change your prepared inscriptions each rest
  • Once prepared, inscriptions remain until you choose to replace them

Learning New Inscriptions

You learn inscriptions by:

  • Leveling up: Gain 2 new inscriptions from your accessible domains
  • Discovery: Find runic tablets, ancient texts, or learn from other inscriptors
  • Research: Spend downtime studying domain theory (GM discretion)

You can learn any inscription from domains you have access to, but can only prepare a subset at any time.

Strain System

Channeling runic power taxes the body. Strain accumulates as you cast and represents magical fatigue.

Maximum Strain

Maximum Strain = 5 + Might Modifier + Level

Strain Thresholds

Strain LevelPercentageEffect
None0-50%No penalties
Mild51-75%Disadvantage on concentration checks
Severe76-99%Speed halved, -1 to all saving throws
Overflow100%+Cannot cast inscriptions until Strain is reduced

Gaining Strain

Each inscription adds Strain equal to its base energy cost:

Energy CostStrain Gained
0 (Glyphs)+0
1-2+1
3-4+2
5++3

Reducing Strain

  • Short Rest: Reduce Strain by half (rounded down)
  • Long Rest: Reset Strain to 0

Inscription Attacks and Save DCs

Inscription Attack = d20 + Casting Stat + Proficiency
Inscription Save DC = 8 + Casting Stat + Proficiency
Casting StatLevel 1 AttackLevel 1 Save DC
+2+412
+3+513

Glyphs (Cantrips)

Glyphs are minor inscriptions that cost 0 energy and can be traced unlimited times.

Glyph Scaling

Glyph damage increases as you level:

LevelDamage Dice
1-4Base (1d)
5-82x dice
9-103x dice

Glyph List

GlyphDomainDamageRangeEffect
Ignis BoltIgnis1d10 fire120 ftInscription attack
Frost MarkGlacius1d8 cold60 ftAttack; hit slows by 10 ft
Spark TouchFulmen1d8 lightningTouchAdvantage vs metal; no reactions
Stone ShardTerra1d6 bludgeoning60 ftFinesse save; target 2 adjacent
Lumen FlareLumen1d8 radiant60 ftFinesse save; ignores cover
Soul ChillAnima1d8 necrotic120 ftAttack; undead disadvantage
Light GlyphLumenTouchShed light 20 ft for 1 hour
Phantom HandAnima30 ftSpectral hand lifts 10 lbs
Minor InscriptionAny10 ftMinor magical effects
Guidance MarkAnimaTouch+1d4 to one check in 1 minute

Inscriptions (Leveled)

Inscriptions cost Runic Energy to trace. Higher costs indicate more powerful effects.

Ignis Domain (Fire)

InscriptionCostRangeEffect
Flame Burst115 ft cone3d6 fire; Finesse save half
Fire Lance2120 ft3 rays, 2d6 fire each; attacks
Inferno Sphere3150 ft20 ft sphere; 8d6 fire; Finesse save half
Fire Storm5Self60 ft cone; 8d8 fire; Might save half

Glacius Domain (Ice)

InscriptionCostRangeEffect
Frost Armor1Touch+2 Defense for 10 minutes
Ice Prison260 ftTarget restrained; Might save ends
Glacial Wave3Self30 ft cone; 6d8 cold; difficult terrain
Absolute Zero560 ftSingle target; 10d10 cold; Might save half

Fulmen Domain (Storm)

InscriptionCostRangeEffect
Thunder Burst1Self15 ft cube; 2d8 thunder + push
Chain Lightning260 ftLeaps to 3 targets; 3d10 lightning
Lightning Bolt3Self100 ft line; 8d6 lightning; Finesse save half
Storm Call5150 ft30 ft radius; 6d10 lightning; Finesse save half

Terra Domain (Earth)

InscriptionCostRangeEffect
Stone Shell1Self+5 temporary HP per level
Earth Grip260 ftTarget restrained by stone; Might save
Tremor3Self30 ft radius; 4d8 bludgeoning; prone
Wall of Stone4120 ftCreate stone wall; 10 panels

Umbra Domain (Shadow)

InscriptionCostRangeEffect
Darkness Veil160 ft15 ft radius magical darkness
Terror Mark260 ftTarget frightened; Insight save
Shadow Step2SelfTeleport 60 ft in dim light/darkness
Umbral Grasp3Self30 ft cone; 5d8 necrotic; Insight save

Lumen Domain (Light)

InscriptionCostRangeEffect
Mending Light1TouchHeal 1d8 + casting mod
Shield of Dawn160 ft+2 Defense for 10 min (concentration)
Purifying Radiance2TouchEnd disease or condition
Beacon of Hope330 ft6 creatures heal 2d8 + casting mod
Restoration3TouchReturn creature dead <1 min to 1 HP
Mass Mending560 ft6 creatures heal 3d8 + casting mod

Anima Domain (Soul)

InscriptionCostRangeEffect
Mind Whisper130 ftInsight save or charmed 1 hour
Slumber Glyph190 ftAffects 5d8 HP of creatures
Command Inscription160 ftInsight save or follow one-word command
Soul Cage260 ftInsight save or paralyzed (concentration)
Compulsion Mark230 ftInsight save or follow suggestion
Fear Inscription3Self30 ft cone; Insight save or frightened

Domain Attunement

Domain Attunement represents deep resonance with a runic domain. Attuning to a domain grants bonuses when using its inscriptions—it does not grant access to new domains.

Attunement Benefits

When using inscriptions from an attuned domain:

  • Energy Reduction: Inscriptions cost 1 less Runic Energy (minimum 1)
  • DC Bonus: +1 to save DC for inscriptions from that domain
  • Advanced Access: Only attuned domains allow learning Major Inscriptions (5+ energy cost)

Attunement Slots

You can attune to a limited number of domains based on your level:

Level RangeAttunement Slots
1-31 slot
4-62 slots
7-103 slots

Attunement Rules

  • You can only attune to domains you have access to (from your Path)
  • Changing attunement requires a long rest and 1 hour of meditation
  • At level 1, you automatically attune to one of your accessible domains
  • Glyphweavers with all seven domains must still choose which to attune to

Example

A level 5 Soulscribe has access to Lumen and Anima, and 2 attunement slots. They can:

  • Attune to both Lumen and Anima (gaining bonuses for all their inscriptions)
  • Or attune to just one domain (getting stronger bonuses there, none in the other)

They cannot attune to Ignis because they don’t have access to it.

Martial Inscriptors

Wardkeeper and Bladescribe are martial Paths that use limited inscription magic. They don’t have traditional Runic Energy pools.

Wardkeeper (Defensive Inscriptions)

Wardkeepers inscribe protective wards directly onto their armor and skin. They use Might as their casting stat.

  • Limited Access: Only defensive inscriptions from Terra and Lumen (Stone Shell, Shield of Dawn, etc.)
  • Inscription Uses: Can use 2 + Might modifier inscriptions per short rest (not a Runic Energy pool)
  • Ward Casting: Inscriptions activate as reactions or bonus actions when protecting self or allies
  • Strain Immunity: Wardkeepers don’t track Strain—their body is the inscription

Bladescribe (Weapon Inscriptions)

Bladescribes etch combat runes onto weapons for devastating effects. They use Might or Finesse (choose at character creation).

  • Limited Access: Only weapon-enhancing inscriptions from Ignis and Fulmen
  • Inscription Uses: Can use 2 + primary stat modifier inscriptions per short rest
  • Combat Casting: Inscriptions are woven into weapon attacks, not cast separately
  • Strain Immunity: Like Wardkeepers, Bladescribes don’t track Strain

Concentration

Some inscriptions require concentration to maintain:

  • Only one concentration inscription at a time
  • Taking damage requires Might save (DC 10 or half damage) to maintain
  • Tracing another concentration inscription ends the current one
  • Severe Strain gives disadvantage on concentration saves

Ritual Inscriptions

Inscriptions marked as rituals can be traced without spending energy if you take 10 extra minutes.

Ritual Inscriptions: Light Glyph, Guidance Mark, and any inscription your GM designates.

Compound Inscriptions (Glyphweaver Only)

Glyphweavers can combine two domain glyphs into a compound inscription:

  • Costs energy from both domains
  • Gains effects from both (GM discretion)
  • Requires 1 action to trace (not bonus action)

Example: Ignis + Glacius = Steam Burst (fire damage + difficult terrain from fog)