●	Scribe the Rune
○	Requires the appropriate Rune Skill and either a book to describe the rune or the scriber to have a Technique in that rune
○	Can be scribed on paper, carved in wood, stone, metal, tattooed, etc. More durable media require proper craft skills as well.
○	Can be scribed quickly, if the scribe has the Technique and materials at hand.
○	The effectiveness of the rune is a function of the scribe’s Talent level (e.g., a healing rune scribed by a level 3 scribe will heal 3d, no matter who activates it)
○	Runes can be combined into Words, which include multiple Runes from different elements. This requires the Runesmith talent, and results in a rune that must be charged by multiple elementalists.
●	Charge the Rune
○	Takes one ready action (one second in combat) and concentration from someone with appropriate elemental channeling talent.
○	Costs one Fatigue point
○	Charge lasts for quite some time before going stale
●	Activate the Rune
○	With a few exceptions, the user must either have the appropriate elemental channeling talent or the runesmithing talent.
○	Make target / effect decisions.
○	Roll vs [elemental] Rune skill (IQ/VH, defaults to IQ-5). In the event of a multi-rune Word, roll ONCE against the lowest of the user’s appropriate rune skills.
■	Critical Success: Awesomeness ensues
■	Success: Efficient activation, the rune is not discharged and can be activated again.
■	Failure: Activation, the rune is activated and discharged, so must be recharged.
■	Critical Failure: Activation, the rune is activated and discharged, and the rune itself may be damaged, requiring repair from an appropriate Rune skill user.