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
| Domain | Element | Damage Type | Themes |
|---|---|---|---|
| Ignis | Fire | Fire | Destruction, passion, warmth, light |
| Glacius | Ice | Cold | Preservation, stasis, patience |
| Fulmen | Storm | Lightning | Speed, change, electricity |
| Terra | Earth | Bludgeoning | Stability, endurance, growth |
| Umbra | Shadow | Necrotic | Concealment, fear, darkness |
| Lumen | Light | Radiant | Healing, truth, revelation |
| Anima | Soul | Psychic | Life, 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
| Path | Accessible Domains | Notes |
|---|---|---|
| Glyphweaver | All seven domains | Full arcane access |
| Soulscribe | Lumen, Anima | Divine healing and soul magic |
| Pathreader | Terra, Anima | Nature and primal spirits |
| Wardkeeper | Terra, Lumen | Defensive inscriptions only* |
| Bladescribe | Ignis, Fulmen | Weapon inscriptions only* |
| Shadowmark | Umbra | Shadow 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 Stat | Level 1 | Level 5 | Level 10 |
|---|---|---|---|
| +0 | 2 | 12 | 22 |
| +1 | 4 | 14 | 24 |
| +2 | 6 | 16 | 26 |
| +3 | 8 | 18 | 28 |
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
| Path | Casting Stat |
|---|---|
| Glyphweaver | Cunning |
| Soulscribe | Insight |
| Pathreader | Insight |
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 Stat | Level 1 | Level 5 | Level 10 |
|---|---|---|---|
| +1 | 2 | 6 | 11 |
| +2 | 3 | 7 | 12 |
| +3 | 4 | 8 | 13 |
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 Level | Percentage | Effect |
|---|---|---|
| None | 0-50% | No penalties |
| Mild | 51-75% | Disadvantage on concentration checks |
| Severe | 76-99% | Speed halved, -1 to all saving throws |
| Overflow | 100%+ | Cannot cast inscriptions until Strain is reduced |
Gaining Strain
Each inscription adds Strain equal to its base energy cost:
| Energy Cost | Strain 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 Stat | Level 1 Attack | Level 1 Save DC |
|---|---|---|
| +2 | +4 | 12 |
| +3 | +5 | 13 |
Glyphs (Cantrips)
Glyphs are minor inscriptions that cost 0 energy and can be traced unlimited times.
Glyph Scaling
Glyph damage increases as you level:
| Level | Damage Dice |
|---|---|
| 1-4 | Base (1d) |
| 5-8 | 2x dice |
| 9-10 | 3x dice |
Glyph List
| Glyph | Domain | Damage | Range | Effect |
|---|---|---|---|---|
| Ignis Bolt | Ignis | 1d10 fire | 120 ft | Inscription attack |
| Frost Mark | Glacius | 1d8 cold | 60 ft | Attack; hit slows by 10 ft |
| Spark Touch | Fulmen | 1d8 lightning | Touch | Advantage vs metal; no reactions |
| Stone Shard | Terra | 1d6 bludgeoning | 60 ft | Finesse save; target 2 adjacent |
| Lumen Flare | Lumen | 1d8 radiant | 60 ft | Finesse save; ignores cover |
| Soul Chill | Anima | 1d8 necrotic | 120 ft | Attack; undead disadvantage |
| Light Glyph | Lumen | — | Touch | Shed light 20 ft for 1 hour |
| Phantom Hand | Anima | — | 30 ft | Spectral hand lifts 10 lbs |
| Minor Inscription | Any | — | 10 ft | Minor magical effects |
| Guidance Mark | Anima | — | Touch | +1d4 to one check in 1 minute |
Inscriptions (Leveled)
Inscriptions cost Runic Energy to trace. Higher costs indicate more powerful effects.
Ignis Domain (Fire)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Flame Burst | 1 | 15 ft cone | 3d6 fire; Finesse save half |
| Fire Lance | 2 | 120 ft | 3 rays, 2d6 fire each; attacks |
| Inferno Sphere | 3 | 150 ft | 20 ft sphere; 8d6 fire; Finesse save half |
| Fire Storm | 5 | Self | 60 ft cone; 8d8 fire; Might save half |
Glacius Domain (Ice)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Frost Armor | 1 | Touch | +2 Defense for 10 minutes |
| Ice Prison | 2 | 60 ft | Target restrained; Might save ends |
| Glacial Wave | 3 | Self | 30 ft cone; 6d8 cold; difficult terrain |
| Absolute Zero | 5 | 60 ft | Single target; 10d10 cold; Might save half |
Fulmen Domain (Storm)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Thunder Burst | 1 | Self | 15 ft cube; 2d8 thunder + push |
| Chain Lightning | 2 | 60 ft | Leaps to 3 targets; 3d10 lightning |
| Lightning Bolt | 3 | Self | 100 ft line; 8d6 lightning; Finesse save half |
| Storm Call | 5 | 150 ft | 30 ft radius; 6d10 lightning; Finesse save half |
Terra Domain (Earth)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Stone Shell | 1 | Self | +5 temporary HP per level |
| Earth Grip | 2 | 60 ft | Target restrained by stone; Might save |
| Tremor | 3 | Self | 30 ft radius; 4d8 bludgeoning; prone |
| Wall of Stone | 4 | 120 ft | Create stone wall; 10 panels |
Umbra Domain (Shadow)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Darkness Veil | 1 | 60 ft | 15 ft radius magical darkness |
| Terror Mark | 2 | 60 ft | Target frightened; Insight save |
| Shadow Step | 2 | Self | Teleport 60 ft in dim light/darkness |
| Umbral Grasp | 3 | Self | 30 ft cone; 5d8 necrotic; Insight save |
Lumen Domain (Light)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Mending Light | 1 | Touch | Heal 1d8 + casting mod |
| Shield of Dawn | 1 | 60 ft | +2 Defense for 10 min (concentration) |
| Purifying Radiance | 2 | Touch | End disease or condition |
| Beacon of Hope | 3 | 30 ft | 6 creatures heal 2d8 + casting mod |
| Restoration | 3 | Touch | Return creature dead <1 min to 1 HP |
| Mass Mending | 5 | 60 ft | 6 creatures heal 3d8 + casting mod |
Anima Domain (Soul)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Mind Whisper | 1 | 30 ft | Insight save or charmed 1 hour |
| Slumber Glyph | 1 | 90 ft | Affects 5d8 HP of creatures |
| Command Inscription | 1 | 60 ft | Insight save or follow one-word command |
| Soul Cage | 2 | 60 ft | Insight save or paralyzed (concentration) |
| Compulsion Mark | 2 | 30 ft | Insight save or follow suggestion |
| Fear Inscription | 3 | Self | 30 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 Range | Attunement Slots |
|---|---|
| 1-3 | 1 slot |
| 4-6 | 2 slots |
| 7-10 | 3 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)