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Namakan Runecasting

Rules system: homebrew Sancturi system (the skill-based system of the 2016-2019 Sancturi documents; these rune drafts date from 2018-2019).

Lore: the practice, its priests and its place in the world are on Namakan Runecasting.

Contested

This page is named in the open question Namakan class form lists. The three documents that assign rune forms to the Runebinder, Runekeeper, Runepriest and Runemage (S249, S250, S251) disagree with one another, and S249 disagrees with itself. The page tabulates every reading in the section Classes and their forms and does not choose between them.

Legacy design material, not canon for play: how anything works at the table is defined by ARCS. These are the core rules of the Namakan rune magic of the Sancturi Imperium, the divine rune-casting of the priests of Namaka: how a rune is written, empowered and activated, what its Quality depends on, how much runic power an area can hold, the rune-types and their activations, the form vocabulary and Sigils, and the Namakan feats. The core rules are Namakan Runecaster (S249, 2019); the form vocabulary is Namakan Rune Forms (S248, 2019); the overview grids are Runebinder Overview (S251, 2019). An older notes document (S250, 2018) and a common-sigils table its author marked for removal (S258, 2018) are kept under Earlier accounts at the end of the page.

The rune forms each have a page:

Page Forms Class codes in the document titles
Namakan Animate Form Animate b
Namakan Ascension and Dread Forms Ascension, Dread bk
Namakan Blood Form Blood bp
Namakan Chaos and Dark Forms Chaos, Dark bm
Namakan Death and Oblivion Forms Death, Oblivion b
Namakan Minor Form Lists Inquest, Bane, Unholy, Deceit, Perdition, Decay, Deep (Earth), Light kp, p, p, k, k, p, mp, mk

The letters in the source document titles name the classes that share a form: b Runebinder, k Runekeeper, m Runemage, p Runepriest.

The dwarven tradition these runes answer is under Khardic Runecasting, and the inks they are written in under Runic Inks.

Rune lifecycle

"The Rune lifecycle starts with writing a rune, then empowering it and finally activating it. After the duration from the start of activation has worn off, the rune has expired" (S249).

Writing runes

Requires: unrestrained touch access to a large enough surface for the Rune, skill with the Runic Form at or above the Complexity of the Rune, and enough Runic Ink to paint the Rune.

Complexity

The complexity of a rune is the sum of the Primary Form, the Secondary Forms and the Sigil costs. The writer needs skill in the Primary Form equal to the complexity, and enough skill with each Sigil to meet its requirement.

Rune size

An average rune needs a 4" × 6" writing area, which limits the objects and areas it can be written on. Writing surfaces should be smooth and clean.

Size change Effect
Each 50% reduction −1 Q. The smallest rune is 1" × 1.5". Reducing size does not reduce the ink needed.
Each doubling +1 Q, up to +3 Q at 32" × 48". Each doubling needs an extra dose of ink.

Writing time

Writing Time = Complexity² × 1 minute

This is the time to draw the rune with ink. Carving, embroidering or engraving increases it by a base factor and multiplier (not given). A rune can be written faster (½ writing time, −1 Q) or more carefully (double writing time, +1 Q).

Reusable runes

A rune engraved, tattooed, carved or sewn/embroidered into its subject is reusable and does not have to be rewritten. Writing it this way takes twice as long plus the crafting time, and costs −2 Q. The rune still needs empowerment and activation each time it is used.

Write Quality (Q)

Factor Modifier
Base Quality 5
Size −2 Q to +3 Q
Writing time −1 Q to +1 Q
Reusable rune −2 Q
Writer's skill + (skill − Complexity)
Ink sets the maximum Q and may grant a bonus

Quality ranges from 1 to 10. Below 1 the rune is inoperable; 10 is maximum quality.

Empowering runes

Requires: a Standard Action (unless the Primary Form says otherwise) and enough divine magical power (D-MP) to pay the rune's Cost.

The cost to empower a rune is usually equal to its complexity. Some primary forms cost only 50% or 25% of complexity (rounded up).

Activating runes

Requires: meeting the activation criteria of the Primary Form (action, empowerment and so on) and enough Space for the runic energy to function. Without enough Space, the activation does not occur.

Space and Concerns

Space governs how much runic power can be empowered in an area at a time. A primary rune normally takes up Space equal to its complexity; some primary forms take only 50% or 25% (rounded up). There are two concerns:

Concern Energy Limit
Offense-Extra moves away from the subject or rune up to the runecaster's maximum skill in the active primary form(s)
Defense-Intra stays with the subject or rune up to the runecaster's maximum skill in the active primary form(s)

The two concerns have separate Space thresholds per subject: "a runecaster of skill 8 could have a 6 and 2 complexity offensive rune active at the same time as a 2, 2 and 4 complexity defensive runes" (S249).

Expiration

When activation is complete (the duration has expired), the rune is destroyed or broken, unless it is a reusable rune.

Rune types and activation

The four rune-types against the four activations (S249). The skill named in brackets is the one the activation requires; [Form] stands for skill in the rune's form.

Rune type Empowered activation Power Word activation Ritual activation Strike activation
Living Rune: written on a living being, on its flesh (tattoo) or on clothing or jewellery in direct contact with its flesh. [Namakan Devotion] or [Form]. The caster touches the rune, which must be in contact with the target's flesh; energy is channelled from the caster and the rune activates. [Form]. The caster focuses on a target that already bears the rune, within range, and utters a few short command words (usually a Minor Action). [Form]. The caster touches the rune, which must be in contact with the target's flesh. —
Subject Rune: written on a physical material or object (stone, earth, metal, cloth; the rune may limit which). [Namakan Devotion] or [Form]. The caster touches the rune; energy is channelled and it activates. [Form]. The caster focuses on the empowered rune, in range, and utters a few short command words (usually a Minor Action). [Form]. The caster touches the rune. —
Cincture Rune: written on an object (a cincture or sash, staff or scroll); it can be activated as long as the runecaster holds the object. — [Form]. The target must be in range and must be hit with an Invocation; the caster utters a few short command words (usually a Minor Action). [Form]. The caster touches the rune. —
Blade Rune: applied to a weapon and activated in combat; a sub-class of Subject Rune ("many subject runes will work on blades"). [Devotion] or [Form]. The caster touches the rune; energy is channelled and it activates. [Runeblade] or [Form]. Activated by Bladesong as a Minor Action; a non-Runeblade with knowledge of the form can activate it with a Standard Action. — [Runeblade]. Activated as part of a Runeblade's attack. "Only a trained Runeblade can time the activation of these runes properly for them to be effective."

Empowered-activation runes "become active the moment they have been empowered. They can be used by any runecaster with the appropriate level of [Namakan Devotion] skill" (S249).

Forms and Sigils

"These forms are combined with Primary Forms to create a Namakan Rune. Each Primary Form is usually combined with two Secondary Forms which alter the effects of the Rune" (S248). The rune cards on the form pages write each rune as a three-word runeword, secondary-primary-secondary, glossed beneath: PHA VIV COR, "Spirit Animate Corpse".

Primary forms

S248 lists only the secondary forms. The primary-form words appear as the middle word of the rune cards:

Word Primary form Page
VIV Animate Animate Form
INS Ascension Ascension and Dread Forms
ARI Seeking (on the Ascension form's Energy Seeking card) Ascension and Dread Forms
HOR Dread Ascension and Dread Forms
SAN Blood Blood Form
CHA Chaos Chaos and Dark Forms
OPS Dark Chaos and Dark Forms
MOR Death Death and Oblivion Forms
NIL Oblivion Death and Oblivion Forms

Secondary forms

Each secondary form has three grades, written as successively longer forms of the word (S248). On the rune cards each grade carries an added cost: the base grade costs nothing (—), the higher grades the number given.

Grades Meaning Grades Meaning
SEN, SENT, SENTE (sententia) Mind POS, POSI, POSIT (positura) Place
SER, SERV, SERVO (servo) Reserve or Store MAN, MANU, MANUS Energy
MUR, MURU, MURUS Barrier, Wall, Construct PHA, PHAS, PHASI Spirit
EXA, EXAT, EXATO Remove or Expel PER, PERD, PERDO Destroy or Destructive
COR, CORP, CORPU Corpse MED, MEDE, MEDEL Vitality or Health
TRA, TRAL, TRALA Transfer DIV, DIVI, DIVID Divide or Cut
FLE, FLEC, FLECT Change or Transform CRU, CRUC, CRUCI Torment or Hate
REL, RELI, RELIC Forsaken or Reject PRO, PROF, PROFE Increase or Gain
UNI, UNIS, UNISC Combine, Bind or Join REP, REPE, REPER Seek or Find
DUC, DUCO, DUCOS Pull, Draw, Influence BES, BEST, BESTI Person or Creature
TAB, TABE, TABEO Decay, Consume

Tertiary forms: Sigils

"Tertiary forms are also referred to as Sigils or amplification and augmentation Forms" (S248). S248 lists them under a note "Get RID of all these???".

Group Word Meaning
Range PROPE (prope) Near, Close, Almost (small range or bring closer)
Range REPOS (repostus) Remote, Far away, Distant (very long range, 1000s of feet or miles)
Range IMPE (impes) Charge, Assault, Rapid Movement
Area of effect ABSTA (abstantia) Distance (range, 5-10s of feet)
Area of effect TRAC (tractus) Stretch, Tract, Distance (long range, 10-100s of feet)
Duration TEMPU (tempus) shortens effect duration (may strengthen effect)
Duration AEVU (aevum) lengthens effect durations
Duration AETA (aetas) alters rune duration ("Do we want to allow this? Adds complexity with not much gain.")
Duration INCI (incitio) reduces duration but increases rate
Add or increase MACTO Slay, Glorify, Adore
Add or increase ACRE (accesco) Accrete, Add, Grow
Add or increase LOCUS Place, Location, Spot
Add or increase DELE (delectus) Choice, Selection
Add or increase NEX Death, Murder, Slaughter, Necrotic
Add or increase EXRA (exradico) Eradicate, Destroy, Obliterate

Form sigils

Each form also has a minor and a major sigil that can be combined with other forms (S251). The older common table (S258) gives the minor sigils order 5 and the major order 8, and says "A Sigil cannot be used to enhance its own form." On the rune cards, rows such as "Ascend 5" or "Oblivion 8" stand among the secondary-form grades with a cost and an effect; they read as the effect another form's minor (5) or major (8) sigil adds to the rune.

Form Minor sigil Major sigil
Animate Death's Gate Corpse Tears
Ascension Spirit Link Juxtaposition
Blood Predation Devouring
Dark Dark Lance Dark Helix
Death Life's Demise Quietus
Oblivion Dark Descent Netherbite
Dread Yawning Void Dark Infinity
Chaos Discord's Call Deep Entropy
Inquest Tracking (PERSE, skill 3) Truth (VERIT, skill 8)

Dread and Chaos sigils are from their own documents (S257, S259); Inquest's from S265. S258's differing words and names are under Earlier accounts below.

Gap

No source describes what any form sigil does on its own, beyond the cross-form rows on the rune cards. Which secondary forms belong to which primary form is shown only by the cards.

Forms at a glance

The Runebinder's six forms by rank, from Runebinder Overview (S251). Each rune's card is on its form's page.

Animate

Apprentice Adept Master Grandmaster
Animate Corpse: animates corpses as Skeletons and Zombies. Animate Ghoul: animates corpses as Ghouls and Wights. Animate Lich: animates corpses as Liches and Demi-Liches. Desecration: animates all corpses in an area. Especially effective at graveyards.
Lure Undead: repels or attracts Undead. Disruption: deals damage to Undead, Possessed and Constructs.
Sigil: Death's Gate (minor) Sigil: Corpse Tears (major)

Ascension

Apprentice Adept Master Grandmaster
Energy Seeking: detects magical energies. Divine Energy: stores divine energy. Sigil: Juxtaposition (major)
Spiritual Fortress: protection for mystical damage types and spiritual attribute checks. Memory: improves recall on specific subjects, events or places.
Spirit Seeking: detects and finds spirits. Spirit Communion: communicate with spirits.
Sigil: Spirit Link (minor)

Blood

Apprentice Adept Master Grandmaster
Vampiric Rune: converts the subject's health to energy. Recovery Rune: grants the target improved regeneration. Sigil: Devouring (major)
Leeching Rune: transfers the source's health to the target. Corpse Explosion: causes corpses to explode, dealing area damage.
Raging Blood: makes the target more aggressive. Sigil: Predation (minor)

Dark

Apprentice Adept Master Grandmaster
Darkness: removes light from an area. Darkwall: creates a curtain of darkness which light and vision cannot penetrate. Voidborne: adds extra damage and a chance to break shields and weapons. Void Beast: summons a beast from the Void.
Obscuring: makes the subject difficult to detect with divination spells. Dark Tether: tethers a creature to another object or creature. Frigid Dark: steals warmth and light from a large area.
Sigil: Dark Lance (minor) Exile: exiles a creature to the void.
Sigil: Dark Helix (major)

Death

Apprentice Adept Master Grandmaster (10-12)
Mortal Collector: collects energy from the moment of death of those nearby. Spirit Cleave: attempts to kill a target by severing its spirit from its body. If it fails, it does nothing. Bind Spirit: binds a spirit to a physical object permanently.
Spirit Vessel: prepares an object to hold spirits, and can collect them. Sigil: Quietus (major)
Sigil: Life's Demise (minor)

Oblivion

Apprentice Adept Master Grandmaster
Necrotic Healing: restores health by consuming max health. Transfer Lifeforce: transfers max health from source to target. Split Spirit: splits a fragment off of a spirit.
Collapsing Soul: deals damage to the subject which causes damaging necrotic energy to be radiated. Warped Shadow: creates a Shadow. Sigil: Netherbite (major)
Tormented Specter: creates a Spectre or Wraith.
Sigil: Dark Descent (minor)

Namakan feats

From S249. Formulas are given as written.

Namakan Ordination

"This is the divine energy feat that is required for the majority of Namakan Divine Spellcasters. It makes you an ordained member of the Namakan clergy." It grants the [Namakan Ordination] skill, used to gather and hold divine energy.

  • Energy Hold = [Namakan Ordination]² / 3
  • Energy Gather = (Energy Hold / 4) per 10 minutes of meditation, available 6 times per long rest.

Namakan Runeblade

Allows you to empower any Blade Rune, and any other rune with channelling activation (based on [Namakan Ordination]). The maximum order of runes you can empower is based on your [Namakan Runeblade] skill.

Namakan Runebinder

Allows you to read, write and empower Namakan Spirit Runes, "including the Blood, Death, Oblivion, Ascension and Animation Forms." You can empower any Namakan rune that employs empowered activation, based on [Namakan Ordination].

Namakan Runekeeper

Allows you to read, write and empower Namakan Mind Runes, "including the Imperius, Inquisition, Holding, Deception, and Perdition Forms." You can empower any Namakan rune that employs channelling activation, based on [Namakan Ordination].

Namakan Runepriest

Allows you to read, write and empower Namakan Divine Runes, "including the Healing, Consecration (Enchantment?), Retribution, Ordination and Purification (Dispels & Cleanses) Forms." You can empower any Namakan rune that employs channelling activation, based on [Namakan Ordination].

Namakan Runemage

Allows you to read, write and empower Namakan Elemental Runes, "including the Fire, Air, Earth, Water, Light and Darkness Forms." You can empower any Namakan rune that employs channelling activation, based on [Namakan Ordination].

Namakan Breadth

For every 1 point spent on Namakan form skills, you may allocate 2 points to Namakan form skills. This does not affect the skill level cap.

Namakan Form Specialization

Choose one rune form. You automatically keep the maximum possible skill level in it without spending skill points; any points already spent are refunded. Runes of the form cost ½ the normal magic power, rounded down, and runes that cost 1 can be energised without spending any. Using its Sigils with other forms adds no complexity, cost or Space.

Namakan Devotion

Requires Namakan Ordination and a raw [Namakan Ordination] skill of at least 7. "Your extreme devotion and piety pay off with extra energy that you are able to procure from Namaka." +2 to Ordination when calculating energy held:

  • Energy Hold = [Namakan Ordination + 2]² / 3

You can also gather energy 8 times per day instead of 6.

Namakan Rune Perfection

Choose 3 runes from a single form you already know. You gain a +33% skill bonus with them and they cost 50% of their usual amount.

Master of All Runes

You can learn any divine rune form, even ones no feat unlocks, up to 1/3 of your maximum skill level.

Namakan Necrolord

  • Granted Skills: when animating the dead, you can grant them some of your skills, up to a total equal to your or their maximum skill level, whichever is lower. No single skill can exceed your own. "For example, a level 20 Necrolord can grants 20 skill levels to their minions. If they have Dodge 8 and Long Blades 6, then those are the highest skill ranks they can grant their minions. Note that this can be used to create undead clerics and runecasters."
  • Channeled Skill: as a Standard Action, focus on a single minion per turn, granting it all your skill levels. You can also transfer energy. As a Ritual (2 turns) you can puppet the minion with full sensory control.
  • Power Word: Animate: you can use Animate Subject Runes as a Power Word Cincture Rune limited to ½ your normal Animate skill level.

Classes and their forms

Each class feat names the forms it unlocks, and S249 follows each with a second list, of six forms with the sharing class in brackets. S250 gives a third set and S251 a fourth for the Runebinder alone. The source documents' title codes are a fifth witness. None of the five agrees with another.

Class S249 feat text S249 short list S250 (2018) S251 Document codes
Runebinder (Spirit Runes) Blood, Death, Oblivion, Ascension, Animation Animate, Death, Oblivion, Blood (priest), Ascension (keeper), Darkness (mage) Animate (Death??), Seeking, Ascension, Oblivion, Death, Blood Animate, Ascension, Blood, Dark, Death, Oblivion Animate, Death, Oblivion (b); Ascension, Dread (bk); Blood (bp); Chaos, Dark (bm)
Runekeeper (Mind Runes; S250 Dominion Runes) Imperius, Inquisition, Holding, Deception, Perdition Deceit, Command, Perdition, Inquest (priest), Light (mage), Ascension (binder) Imperius, Inquisition, Holding, Deception, ??, ?? — Deceit, Perdition, Command (k, the last a discarded empty document); Inquest (kp); Light (mk); Ascension, Dread (bk)
Runepriest (Divine Runes; S250 Sanctification Runes) Healing, Consecration (Enchantment?), Retribution, Ordination, Purification Bane, Purge, ??, Blood (binder), Inquest (keeper), Earth (mage) Healing, Consecration, Retribution, Ordination, Purification, Perdition (keeper?) — Bane, Decay, Unholy (p); Inquest (kp); Earth (mp); Blood (bp)
Runemage (Elemental Runes; S250 Fae Runes) Fire, Air, Earth, Water, Light, Darkness Air, Fire, Water, Earth (keeper), Light (priest), Dark (binder) Air, Earth, Fire, Water, Light, Darkness — Air, Fire, Water (m, discarded empty documents); Light (mk); Earth (mp); Chaos, Dark (bm)

Points of disagreement:

  • The Runemage's short list shares Earth with the keeper and Light with the priest; the keeper's and priest's own lists, and the document codes, have Light shared with the keeper and Earth with the priest.
  • Perdition is a Runekeeper form in S249 and in its document code (k); S250 lists it under the Runepriest with "(keeper?)".
  • Dark is the Runemage's in every list, shared with the binder in S249's short list and the code (bm); S251 makes it a full Runebinder form.
  • S250 gives the Runebinder a Seeking form, which the later documents drop; the Ascension form's Energy Seeking card still uses a Seeking word (ARI).
  • The Dread and Chaos forms appear in no class list, only in their document codes.
  • The Runeblade feat names no forms.

Runeblade

S252 (2018) is a two-line design note for the Runeblade:

  • "Should be combo driven (requires setup to enable use of Strike activation)."
  • "Power Word Blade Runes should provide buffs, but not serious damage (those are reserved for Strike activation)."

The Runeblade's activations are in the matrix above and its feat under Namakan feats.

Gap

No Runeblade form list or Blade Rune card survives; Bladesong is named in S249 but not described.

Uncommon runes

Uncommon Namakan Runes (S231, 2018) holds runes that do not appear in the main form lists.

Hungering Dark (Oblivion)

Runeword: PHA NIL REL, complexity 8. Living Rune, channel activation, duration 1 day. "Creates Hungering Darkness. Consumes soul."

"This rune creates Hungering Darkness from a bound soul over which the runecaster has dominion. When the rune expires, the soul is released into the afterlife. The Hungering Dark searches out and destroys light and deals damage by its presence" (S231).

Form Cost Effect
PHA — The Dark is a mindless creature that will attack any living thing other than the caster. It will not attack other undead.
PHAS 2 The Dark is like an obedient dog and will obey single word commands that can be given via a Minor Action.
PHASI 4 The Dark has a shred of intelligence and will obey simple instructions that can be given via a Minor Action.
REL, RELI, RELIC (blank)
AEVU +1* (Common 2) +1 day
AETA +5* (Common 7) +10 days

Animate Revenant

"Animation fueled by hate and revenge." The rune is written on a soul vessel, the Heart of the Revenant, "which acts as a Phylactery of sort" (S231). The Revenant is described under Creatures.

Blood runes

  • Bloodfire Rune: consumes health (via blood) and creates a faint blood-red fire that restores health to all those touching it (area heal). It takes any blood as input and restores 50% of the health taken, divided equally among those touching the fire. Those at full health do not count towards the division; other over-healing is lost.
  • Cathartic Rune (Minor): purges poison and disease at the cost of health. Often written on bandages.

Named only, with no rules: Blood Plague Rune ("Infected Corpse?"), Preserve Corpse, Putrid Bile ("vomitting undead"), consuming undead or blood for health ("Ghoul??"), control runes for corpses ("where does this belong?"), Corrupt Water (poison water, blighted water), sacrificing the caster's blood to heal minions, Circle of Blight ("to gather Energy"), and a shared-health rune.

Earlier accounts

The Major/Minor model (S250, superseded)

Namakan Runecasting - Notes (S250, 2018) is the oldest rules draft. Its rune-types and its "invocation only" principle are superseded by S249's Space and Concerns and its Cincture Rune invocation attacks; its rune size rules by S249's Quality. It is kept here as written.

  • Transitory: "All runes produce transitory (temporary) effects. The runes are carved and then empowered to produce their effect. This empowerment requires divine energy. When the energy is exhausted, the effect wears off and it normally consumes the rune (the rune is still visible, but damaged)."
  • Invocation Only: "All rune magic is invocation-based (the caster(rune) and target are one in the same). Ie, it only affects the thing the rune is attached to. Evocation type magical effects are not possible (Fireball, Magic Missile, etc where the caster and the target are separate entities)."
  • Persistent Runes: carved to survive the exhaustion of their energy; the skill requirement rises as if the rune were 2 orders higher and the time triples.
  • Permanent Runes: like persistent runes, but powered indefinitely by a permanent divine power source.
  • Empowered Runes: each doubling in size raises the effective spell order by 1. This can be combined with miniaturisation for small but empowered runes.
  • Rune Miniaturization: a rune normally needs a 4 × 4 inch square of fairly uniform surface. Each 50% reduction raises the required skill by 2 spell orders, to a minimum size of ½ × ½ inch (+6 spell orders).

Rune types:

Type Rule
Major Runes Only one Major Rune can be active on a target at a time. Activating another just funnels energy into the active rune, prolonging its effect.
Minor Runes A runecaster can have up to their skill level in spell orders of runes active at a time, including a single major rune if one is active on the target. Exceeding the limit makes the new rune fail and wastes its energy.
Augmentation and Control Runes Work like Minor Runes but require a specific type of Major Rune that they modify; they often draw on the Major Rune's power instead of their own, and some have no cost or weight.

Typical use: runes carved into weapons, or defensive and augmentation runes into handheld objects ("Runestaves, Runeswords, etc are common"), or non-weapon runes written on a cloth rune-cincture or rune-mantle worn at the waist or around the neck.

Runecaster skill: the most complex form one can learn is ½ one's skill level (skill 10 can use up to 5th-order forms); the most complex rune one can write equals one's skill level.

General Activation Runes (available to all runecasters) hold the energy to activate another rune, chosen when the rune is scribed, and are consumed on command:

  • Conscious Activation Rune: commanded mentally as a bonus action; range 5' per skill level.
  • Auditory Activation Rune: triggered by focus on the rune and speech as a bonus action, by saying the name of the rune to be activated; range based on sound.

General Augmentation Runes for duration, range, power and area of effect are listed with their names left as "??" and the question "how do these interact with spell order and empowerment????".

Animation and summoning intelligence levels, the forerunner of the Animate form's Drone, Drudge and Slave grades:

Level Behaviour
Mindless Must be directed manually by the caster (Standard Action), or acts on its "resting criteria", "which can be anything from kill everything in sight to sit in a corner."
Animal Behaves like a trained dog; obeys simple one-word commands such as attack, fetch, sit, defend (Minor Action).
Simple Handles very simple instructions with basic conditions and basic obstacles, such as opening a door: "defend this area from strangers, attack the witches, take this to the man in the armor" (Minor Action).
Humanoid Average humanoid intelligence; makes complex decisions and can be given directives that inform them.

Common sigils (S258)

Runes (bkmp) Common (S258, 2018) is titled "GET RID OF THIS" and loses to every other source. It is internally inconsistent: its summary table gives Death's Gate the word TIVUS and Corpse Tears LAMEN, but its detail entries give them NEX and MACTO, the Death sigil words. Its sigils are "available to those with the required level of [Runecaster - Common Forms] Skill."

Form Minor (5) Major (8)
Animate Death's Gate (TIVUS; NEX in the detail) Corpse Tears (LAMEN; MACTO in the detail)
Ascension Spirit Link (DICIO) Juxtaposition (VENDO)
Blood Predation (MORB) Devouring (CARPO)
Dark Darkling Endless Night
Death Life's Demise, "Demise" in the detail (NEX; a "Living Sigil") Quietus (MACTO)
Oblivion Disintegrate (EXRA): "Adds new necrotic or dark energy powers to the rune." Dark Power (PRAVUS): the same description

Its common sigils, with required skill:

Sigil Word Required skill Effect
Prolongation AEVU 4 Increases effect duration
Perpetuation AETA 5 Increases maximum rune duration/empowerment
Spread ABSTA 5 Adds area of effect
Power Word DICTUM 6 Allows the rune to be activated using a Power Word
Haste INCI 6 Increases effect, but reduces duration
Accrete ACRE 6 Adds an additional or duplicate effect
Inversion CIRCU 7 Allows the direction of an effect to change
Blade GLADI 8 Allows the rune to be used as a Blade Rune
Stretch TRAC 10 Adds substantial area of effect

S251 replaces the Dark sigils with Dark Lance and Dark Helix, and the Oblivion sigils with Dark Descent and Netherbite.

Gap

S248's form words resemble Latin and may be a liturgical tongue of Namaka, but no source names the language. The base multiplier for carved and engraved runes is never given, nor the Holding, Imperius, Inquisition, Healing, Consecration, Retribution, Ordination, Purification, Purge, Command, Air, Fire or Water forms' runes.