Editor's Note: This section explains the basics of Suikoden's innovative magic system. For a list of Runes and their abilities and Combining Magics, skip to the link at the bottom of the page.
Chapter 1: The Lore of the Runes
Runes are conduits for incredible power, drawing upon the primal forces that make up the fabric and weave of reality. They are the source and focus of all magicks in this world. In the hands of a skilled sorcerer, they have the power to cause unthinkable chaos and rend the earth asunder with raw mystical energy. Others have the power to heal and to restore the wounds of fallen friends and comrades.
Chapter 2: Crystals
To use a Rune, it must be attached to a character by a Runemaster. This service is provided for free in most major towns. Only one Rune can be attached to a person at one time. To change Runes, the Rune must first be removed and returned to its Crystal. Crystals are used to house Runes while they are not fused to a person. Make sure that you have space to hold the Crystal, or the Runemaster will not be able to return it to you. Some people have developed a special bond with a Rune. These Runes usually have special meaning to the person and reflect their personality or they are unique. It is as much a part of them as their soul and can not be removed. Chapter 3: The Mechanics of Magick
Most Runes grant their wielder a total of four spells. An inexperienced character will only be able tap a fraction of the Rune1s potential. As a character gains experience, they learn greater control over the Runes and will be able to cast more powerful spells.
Using a Rune and controlling the awesome forces they unleash requires both strength of mind and will. Casting spells takes its toll on the body as well, and a person can call upon the Rune a limited amount of times before needing to rest.
These numbers are measured under the character1s portrait and along with their other stats, and are displayed in this manner:
# 1st level spells/# 2nd level spells/# 3rd level spells/# 4th level spells
So if a character has the numbers 7/5/3/1, then they would be able to cast 7 1st level spells, 5 2nd level spells, 3 3rd level spells, and 1 4th level spell. Each time a spell is cast, the number for the appropriate level is decreased by one and when it reaches zero that spell is no longer available until the character stays at an inn. These numbers are not interchangeable, i.e.: one 4th level spell can1t be traded for 4 1st level spells, etc.
Certain types of people will be able to harness Runes better than others. Generally fighters, warriors, and peasants will only be able to cast the most basic of spells, if at all. Mages and those well versed in magic will be able to tap the Rune to its utmost potential.
Not all Runes grant their power in the form of spells. Others enhance the natural abilities of the owner or grant special powers. These Runes can be used by anyone regardless of his or her spell power.
Go to Advanced Spell Casting
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