Using Runes (VC)

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Once the character learns how to fashion a magical rune, he can attempt to use it. Of course, since the character is manipulating magic, this is neither a simple nor easy task. Even though the character "knows" how to use a given rune, it must be recreated with each use. What the character knows are the principles and steps for creating the desired rune, but each time he uses the rune, it takes a different form affected by the factors of the moment. It could be the time, place, motives, or people involved that alter the rune. Perhaps the most important part in using a rune is to deduce the the correct form needed.
This slow process is known as shaping, and is divided into three steps—planning, carving, and activating. Each attempt to shape a rune begins with a full turn of contemplation during which the character must remain undisturbed. At the end of that time, the character can proceed to the second step.
Carving a rune requires only three things— the rune as planned out in the character's mind, something to carve it with, and something to carve it on. Magical runes must be carved to be effective; written with paper and inks they have no power. The carving tool and surface can be whatever is at hand (although some runes may have restrictions), but must be known during the planning stage. A character cannot plan a rune and then look around for the materials to carve it. There must be no delay between the planning and the carving of a rune.
Typical surfaces for carving runes include boards, blades, drinking horns, and stones. The most common carving implement is a knife, although any other hard, pointed tool can be used.
The third step in shaping a rune is activating it. The activation can be either a poem spoken over the runes (to charge them with power) or anointing the runes with beer or spit. The exact method is generally unimportant to the play of the campaign.
All told, the process of shaping a rune takes 15 + 1d20 minutes. Upon completing the last step, either the player or the DM makes a Wisdom check for the character. If the Wisdom check is successful, the rune works as intended. The player can make checks for those runes where the outcome is obvious. The DM should make checks for situations where the success of the rune cannot be determined immediately, such as a rune against poison carved on a drinking horn. After the rune has served its purpose, it is merely a carved pattern. Runes cannot be reused.