Rune List (Suikoden Supplement)
Runes[edit]
Runes come in a variety of types: True Rune, Magic, Command, Effect and Special Runes. There are also Rune Pieces, which you can use to apply small amounts of elemental bonus damage to your weapon. [See Weapons Section]
The 27 True Runes[edit]
In the beginning, there was "darkness."
Then, the "darkness" shed a "tear."
From that "tear," the brothers Sword and Shield were born.
Shield claimed it could defend against any attack.
Sword claimed it could slice through anything.
The brothers began a legendary battle.
At the end, both Sword and Shield shattered.
Sword became the sky, Shield became the earth, and the sparks from the battle became the stars.
As for the jewels, they fell to the ground and became the True Runes--The runes that all other runes were born from.
Throughout the games, there were 21 runes in total that were identified as True Runes. Some of which are two halves of a True Rune; such as the Rune of Beginning, the Bright Shield Rune, and the Black Sword Rune. All True Runes represent a certain power, and bring both benefits and curses to its bearer, such as agelessness.
Furthermore, a True Rune's sentience, or ego, could overwhelm novices who do not know how to dominate True Runes. This often results in the reversal of the "Master-Servant" relationship, reducing a True Rune's Bearer into a mere vessel that the True Rune controls to achieve its own purposes.
True Runes could be quite fickle, and could abandon its bearer in favor of another, and when its bearer dies, it tends to vanish and remain hidden (within the earth or at the bottom of the ocean) until it feels like reappearing. One person can not bear more than one True Rune, but it is said that a secret exists that allows one person to bear more than one True Rune.
True Runes[edit]
Rune | Caster Bonus | 1st-LV Spell | 2nd-LV Spell | 3rd-LV Spell | 4th-LV Spell | Description |
---|---|---|---|---|---|---|
Beast Rune (True) | +4 | -- | -- | -- | -- | A True Rune representing animalistic rage and passion. |
Blue Moon Rune | +4 | -- | -- | -- | -- | A Rune representing compassion and destruction, this rune also turns its bearer into a vampire. |
Circle Rune | +4 | -- | -- | -- | -- | A True Rune representing order and stagnation, not much is known about this rune as well as its bearer. |
Dragon Rune | +4 | -- | -- | -- | -- | The Dragon Rune allows dragons to exist in this world. The Rune also allows its bearer to control dragons, even if they have been turned into undead dragons. |
Eightfold Rune | +4 | -- | -- | -- | -- | Owned by Yuber, no-one knows what powers this rune may hold. Scholars argue that Yuber's affinity with monsters (summoning, for example) and the power of teleportation is dervied from this rune, but no-one is certain. |
Gate Rune | +4 | -- | -- | -- | -- | A True Rune with the power to connect worlds, this rune holds great powers. |
Gate Rune (Front) | +4 | -- | -- | -- | -- | The Front Gate Rune is one of the halves of the Gate Rune, separated by Windy and Leknaat. |
Gate Rune (Back) | +4 | -- | -- | -- | -- | The Back Gate Rune is one of the halves of the Gate Rune, separated by Windy and Leknaat. |
Night Rune | +4 | -- | -- | -- | -- | A True Rune representing the "power of the night", this rune allows "creatures of the night," such as zombies, skeletons, and vampires to exist, as well as easily brings them back out of existence, when normal methods cannot. Currently in the form of the Zodiac Sword. |
Rune of Change | +4 | -- | -- | -- | -- | A True Rune representing change that affects all in the universe. The powers of this rune and its whereabouts remain a mystery. |
Rune of Punishment | +4 | Eternal Ordeal | Double-Edged Sword | Voice of Death | Everlasting Mercy | A True Rune that represents atonement and forgiveness and is always borne on the left hand of its host; this rune is a parasite that feeds off its host with fatal consequences: the rune has tremendous offensive capabilities; however, using them drains the bearer's life force, eventually to the extent that he or she turns to ash and their memories are locked away in the Rune; the Rune then transfers to the nearest available host. Whilst it is still believed that the Rune of Punishment will grant standard True Rune abilities such as agelessness; there is no record of any of its previous bearers surviving long enough for this to be an issue. |
Rune of Beginning | +4 | -- | -- | -- | -- | A True Rune representing the "initial chaos of birth" inherent in times of creation. |
Bright Shield Rune (Beginning) | +4 | Great Blessing | Shining Light | Battle Oath | Forgiver Sign | The Bright Shield Rune is the other component of the Rune of the Beginning. Representing the power to protect "the beginning," this rune holds tremendous defensive powers. |
Black Sword Rune (Beginning) | +4 | Flash Judgement | Twinkling Blade | Piercing One | Hungry Fiend | The Black Sword Rune is one of the components of the Rune of the Beginning. Representing the offensive power necessary for "the beginning," this rune holds devastating powers. |
Soul Eater | +4 | Finger of Death | Black Shadow | Hades | Judgment | Also known as the Rune of Life and Death, this rune represents two inevitabilities, life and death. |
Sovereign Rune | +4 | -- | -- | -- | -- | A True Rune representing absolute rule. |
Sun Rune | +4 | -- | -- | -- | -- | A True Rune governing over light, warmth, and nuturing, the Sun Rune is one of the three treasures of Falena. Originally connected with the Night Rune, the runes were split after the Night Rune incarnated itself into a sword and severed the link between them. When they split, two pieces were detached: The Dawn and Twilight Runes. The Sun Rune is borne on the forehead, and slowly makes any bearer go mentally insane, without the Dawn and Twilight Runes to control it's impulses. |
Dawn Rune (Sun) | +4 | Time of Wakening | First Ray | Light of Day | Crimson Sky | A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Dawn Rune is a one-of-a-kind rune and one of the three treasures of Falena. Borne on the right hand, the Dawn Rune grants it's bearer a few powers, most importantly, the power to heal others who have wounds that would ordinarly kill them. It's true power comes, however, when used in conjunction with the Sun Rune. The power of the Dawn Rune, when combined with it's counterpart, the Twilight Rune, allows the power of the Sun Rune to stabilize and prevents the insanity bearing the Sun Rune normally causes. |
Twilight Rune (Sun) | +4 | Evening Dusk | Setting Sun | Silent Afterglow | Vermillion Sky | A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Twilight Rune is a unique rune and one of the three treasures of Falena. Borne on the left hand, the Twilight Rune grants it's bearer tremendous offensive power. When used in conjunction with the Sun and Dawn Runes, the insanity that occurs with bearing the Sun Rune can be halted, and the power of the rune can be forcibly quelled. |
True Earth Rune | +4 | Guardian Earth | Earthquake | Canopy Defense | Land of Eternity | A True Rune representing the power of the earth. The Earth Rune and Mother Earth Rune are born from this rune. |
True Fire Rune | +4 | Blazing Wall | Explosion | Final Flame | Hellfire | A True Rune representing the power of fire. The Fire Rune and Rage Rune are born from this True Rune. |
True Lightning Rune | +4 | Soaring Bolt | Furious Blow | Thunder Storm | Hammer of Raijin | A True Rune representing the power of lightning. The Lightning and Thunder Runes are born from this rune. |
True Water Rune | +4 | Kindness Rain | Silent Lake | Mother Ocean | Heavenly Drops | A True Rune representing the power of water. The Water and Flowing Runes are born from this rune. |
True Wind Rune | +4 | The Shredding | Funeral Wind | Shining Wind | Eternal Wind | A True Rune representing the power of the wind. The Wind Rune and Cyclone Rune are born from this True Rune. |
Magic Runes[edit]
Runes which enable up to 4 (sometimes less) magic spells. These require and consume MP corresponding to their Level (1-4). Some spells can be combined to Unite Magic.
Magic Runes[edit]
Rune | Caster Bonus | 1st-LV Spell | 2nd-LV Spell | 3rd-LV Spell | 4th-LV Spell | Description |
---|---|---|---|---|---|---|
Beast Rune | +2 | Transformation | Resounding Roar | Ripping Claws | Devouring Jaws | Transforms the user back to human form. After that, Effect and Attack magic are usable. |
Blinking Rune | +2 | Ready! | Set! | Go! | -- | Teleportation and Attack magic usable. |
Condemnation Rune | +2 | Black Shiver | Endless Ordeal | Inevitable Blade | Dark Summoning | Attack and Instant Death Magic usable. Can Damage self. |
Darkness Rune | +2 | Finger of Death | Stealer of Souls | Final Bell | Black Shadow | Attack and Instant Death magic usable. |
DoReMi Rune | - | Fugue | Serenade | March | Concerto | Recruits DoReMi Elves & Effect, Support and Attack commands with Elves in party usable. |
Earth Rune | - | Clay Guardian | Vengeful Child | Guardian Earth | Earthquake | Terrain elemental effect, Support and Attack magic usable. |
Mother Earth Rune | +2 | Vengeful Child | Guardian Earth | Earthquake | Canopy Defense | Support and Attack magic usable. |
Mother Earth Sword Rune | - | Sword of Mother Earth | Earth Guard | True Mother Earth | -- | Elemental support magic for ATK and DEF usable. |
Fire Rune | - | Flaming Arrows | Dancing Flames | Blazing Wall | Explosion | Terrain elemental effect and Attack magic usable. |
Rage Rune | +2 | Dancing Flames | Blazing Wall | Explosion | Final Flame | Attack magic usable. Mainly vs. groups. |
Sword of Rage Rune | - | Sword of Rage | Fire Guard | True Rage | Spell | Elemental support magic for ATK and DEF usable. |
Jongleur Rune | - | Song of Skylark | Song of Serenity | Song of Madness | Song of a Hero | Support magic usable. |
Lightning Rune | - | Thunder Runner | Berserk Blow | Soaring Bolt | Furious Blow | Attack magic usable. |
Thunder Rune | +2 | Berserk Blow | Soaring Bolt | Furious Blow | Thunder Storm | Attack magic usable. |
Sword of Thunder Rune | - | Sword of Thunder | Lightning Guard | True Thunder | -- | Elemental support magic for ATK and DEF usable. |
Pale Gate Rune | +2 | Open Gate | Royal Passage | Pale Palace | Empty World | You can attach this rune to your forehead and summon monsters coming out of a magical gate created by the runes power. |
Resurrection Rune | - | Scolding | Yell | Charm Arrow | Scream | Attack and Healing magic usable. |
Star Rune | +2 | Twinkling Star | Starry Stillness | Comet | Meteor Shower | Attack and Effect magic usable. |
Water Rune | - | Kindness Drops | Breath of Ice | Kindness Rain | Silent Lake | Healing, Support and Attack magic usable. |
Flowing Rune | +2 | Breath of Ice | Kindness Rain | Silent Lake | Mother Ocean | Healing, Support and Attack magic usable. |
Flowing Sword Rune | - | Flowing Sword | Water Guard | True Flowing | -- | Elemental support magic for ATK and DEF usable. |
White Saint Rune | - | Shining Pupil | Moonlit Forest | White Priestess | -- | Attack magic usable. [For unicorns only.] |
Wind Rune | - | Wind of Sleep | Healing Wind | The Shredding | Funeral Wind | Attack, Healing and Effect magic usable. |
Cyclone Rune | +2 | Healing Wind | The Shredding | Funeral Wind | Shining Wind | Terrain elemental effect, Healing and Attack magic usable. |
Sword of Cyclone Rune | - | Wind Force | Cyclone Force | Sword of Cyclone | -- | Elemental support magic that changes terrain and weapon element usable. [For fighters only.] |
Skill Runes[edit]
Runes which grant skill or attack in battle. Some runes require certain weapon types or character attributes. Skills can be used unlimited times unless otherwise noted.
Skill Runes[edit]
Rune | Description |
---|---|
Angry Dragon Rune | Damage x2 vs 1 Enemy (One time per encounter or unlimited while Berserk) |
Banshee Rune | Absorbs ally's HP and recovers own (1 ally) [HP absorb = max HP - current HP / limited to: target's current HP - 1] |
Blue Drop Rune | Command level changes depending upon max Magic Level available (up to 3), regardless of MP left. [For kraken only.] |
Boar Rune | Damage x2 on 1 enemy. Weapon element is taken into account for weaknesses. Inflicts stun (100%) on self for one round. [For claw/glove users only.] |
Boronda Hawk Rune | Half damage vs all enemies. (One time per Encounter) |
Chimera Rune | Transfers negative status abnormalities of wielder to 1 ally.
Positive statuses are removed from the user but won't transfer. (Does not work for parameters.) |
Clone Rune | Doubles Damage on 1 enemy. Weapon element is taken into account for weaknesses. Inflicts Stun (100%) on self for 1 round. [For sword users only.] |
Comet Rune | Damage x1.5 on enemies in 30-ft Cone. Inflicts Stun (100%) on self for one round. |
Rune | Description |
Passive Runes[edit]
Passive effects that comes into operation as long as the rune is attached. Effect always apply to wielder unless otherwise noted. Offensive effects always inure by using the "Attack" Action.
Passive Runes[edit]
Rune | Description |
---|---|
Alert Rune | Become Alert (100%) on the 4th turn. [Alert = Magic Damage x1.5] |
Barrier Rune | Magic Repel (+10%) |
Boost Rune | Start with Boost status (Physical Damage x2) for 3 turns. After that, current HP is set to 1. |
Boundary Rune | Magical Damage received (20%) and PDF is set to 0. |
Counter Rune | Reaction: Increase AC STR or DEX Mod, if the attack misses due to this bonus, make a counterattack. |
Crazed Rune | Always Crazed (Damage x2, Disadvantage on Attack, always attack). |
Double-Beat Rune | Take the Attack Action twice, all attacks against you have Advantage until the start of your next turn. |
Double-Edged Rune | Physical Damage x2 and gain Vulnerability vs. all damage. |
Down Rune | Knocks Prone (30%) |
Drain Rune | Heal your own HP by 10% of the physical damage you deal with regular attacks. |
Equilibrium Rune | Prevents Bull Rush, Shift, and Pull. |
Exertion Rune | Weapon effect:
Damage * (1 + 0.20 * (number of battle rounds) ) until the multiplier reaches 2.2 (6th round). This means the user starts the battle with Damage x1.2. |
Fire Lizard Rune | Weapon Effect: Weapon damage is set to Fire. Damage x1.5 and receive damage equal to half dealt. |
Fire Sealing Rune | Become immune to Fire damage and vulnerable to Cold damage. |
Firefly Rune | Wielder will be more often the target of enemy's attack. |
Fortune Rune | Experience Gain Doubled |
Friendship Rune | Weapon effect: Attack and Damage rolls +(number of recruits/13). |
Fury Rune | Always Berserk during combat (Attack nearest target, raging if able) |
Gale Rune | Land Speed x1.5 and gain Proficiency in Initiative checks |
Godspeed Rune | Also known at the True Holy Rune: Auto-(Haste) |
Greater Firefly Rune | Encounter Rate Doubled |
Haziness Rune | Miss chance to hit you equal to 30% |
Holy Rune | Auto-(Expeditious Retreat) |
Killer Rune | Increases Weapon Critical Range by 2. |
Knight Rune | Takes damage for characters close to death (<= 20% HP), if adjacent |
Magic Absorb Rune | A successful weapon attack restores a Rune Slot by 1 from the lowest to highest level. |
Minotaur Rune | Damage (60%) to enemies in 30-ft cone. Inflicts Slow (1d4+1 rounds) on self. (One time per encounter) [For axe users only.] |
Ogre Rune | DMG (60%) to enemies in a 15-ft by 10-ft area in front of you. Inflicts Slow (1d4+1 rounds) on self. (One time per encounter.) [For club users only.] |
Parent Turtle Rune | Prevents all negative status (50% chance) for all allies. |
Phero Rune | Increase AC and Saves by CHA Mod vs opposite gender. |
Poison Rune | Weapon effect: Inflicts Poison (30%). |
Prosperity Rune | Double Monetary gain after battle (Pp/Gp/Sp/Cp or Potch) |
Raven Rune | Grants Displacement until hit by attack |
Silence Rune | Weapon effect: Inflicts Silence (30% chance). |
Skunk Rune | (Stench Status) Enemy will choose another target for physical attack, if exists. |
Sleep Rune | Weapon effect: Inflicts Sleep (30% chance). |
Spark Rune | When you take the Attack action, allies with a lower Initiative than you take their turn immediately after you. |
Steel Rune | Physical Damage (20%) but gain Vulnerability to Magic Damage. |
Sunbeam Rune | Heals 5% of max HP per turn in battle. |
Turtle Rune | Prevents all negative status. |
Venom Rune | Weapon Effect: Inflicts Poison (30% chance). Inflicts Poison (20% chance) on self. |
Violence Rune | Gain Violence status (ATK x3 on next attack) after being hit by 2 attacks. |
Special Runes[edit]
Story related runes.
Magic Runes[edit]
Rune | Description |
---|---|
Black Rune | Also known as the Conqueror Rune. Allows a powerful magic-user to control bearers of this nefarious rune. |
Listening Rune | This Rune is used to give the bearer a better understanding and the ability to speak to animals. The Listening Rune is sometimes referred to as the Rune of Mindfulness. |
Sound Rune | A sound crystal is one of the basic tools for phonologists to create fine tunes out of the sound settings you can find everywhere. |
Window Rune | A unique crystal answering some unusual purpose. It is said, the Window Rune empowers its owner with an ancient, secret technique, creating stain build windows in no time. Only professional craftsman who are adept to the creation handling of glassware could actually do anything with it. Once in the hands of someone capable of using it, he will be easily in position of building various windows |
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