Chereads / Shadow Hunter In Teen Wolf / Chapter 2 - Runes

Chapter 2 - Runes

Strength

Enhances a Shadow Hunters strength fades with time, have to reapply

Swift

Gives a Shadowhunter the ability to move/react quickly with effortless grace.

Agility

The rune is a long-lived rune that equips the marked Nephilim with acuity not just of body, but also of mind. All Nephilim receive this rune early in their training, giving them the ability to process information quickly and to react.

Angelic Power

Typically bestowed upon a Shadowhunter at the end of his/her training through a Rune Ceremony.

Courage in Combat

This rune gives whoever wears it bravery beyond that of a typical Shadowhunter.

Deflect

Helps Shadowhunters fend off incoming blows. Deflect/Block rune helps Shadowhunters fend off incoming blows. Although handy in fierce conflicts and quickly and easily applied, it is often impractical to use in the course of battle. It is most effective when applied on defensive structures. It must constantly be reapplied to be effective

Endurance

Helps empower an individual in a tough situation.Again fades away with time,has permant ones.

Enlighten

Gives a Shadowhunter the power to see / receive information that would be otherwise overlooked.

Equilibrium

Gives the wearer perfect balance.

Expectation

Helps calculate the future, almost as if it could be predicted.

Fearless

Completely eliminates the feeling of fear from the wearer.

Fireproof

Gives Nephilim the ability to walk through and withstand fire.

Flexibility

Allows Shadowhunters to be more flexible than usual.

Fortitude

Gives an individual strong resolve, will, and inner strength. It raises mental and emotional strength when facing adversity, danger or temptation.

Fortune

Gives luck to the wearer.

Heightened Speed

The Heightened Speed rune, or simply known as the Speed rune, is a Mark that enables the wearer to move at great speed when required, in any environment or condition. It fades slowly over time.

Insight / Foresight

Helps Nephilim to think clearly when faced with a problem, and also gives them a better understanding of past, present, and future events.

Iratze

This rune can heal any wound an individual acquires.

Love

This rune has no purpose, except to show the love that is shared between two Nephilim.

Parabatai

This binds two Shadowhunters together for life so that they can draw on each other's strength.

Precision

Precision rune gives the Nephilim the ability to perform tasks requiring a high degree of precision. When activated, the rune allows the Nephilim an intense focus, attention to detail, and the capacity to repeat tasks exactly.It also instills in its user extremely refined aim, typically of a weapon

Soundless

Used to avoid detection, this allows a Shadowhunter to move about soundlessly.

Speak in Tongues

Allows Nephilim to not only speak and understand any language, but also allows them to communicate with each other in a way that demons cannot understand.

Stamina

Gives an individual the strength for withstanding fatigue.

Voyance

This rune gives partial, temporary invisibility by casting a glamour over the wearer, allowing them to hide from mundane and demons.

abundance

overflowing fullness: abundance of the heart.

Acceleration

The act of accelerating; increase of speed or velocity.

Accuracy

The condition or quality of being true, correct, or exact; freedom from

error or defect; precision or exactness; correctness.

Action

The process or state of acting or of being active

Agility

The power of moving quickly and easily

Agony

Extreme and generally prolonged pain

Awareness

The state or condition of being aware

Bind to

To fasten or secure with a band or bond

To bind 2 Demons, Shadowhunters, Automatons, Downworlders, Objects, etc. together.

Calm anger

Calms the anger of shadowhunters

Clarity

Clearness or lucidity as to perception or understanding

Communication

The act or process of communicating

Courage in combat

Gives Nephilim Courage in Combat

Craft

To help with craft

Creation

To help with creation

Knowledge

Gives Nephilim more knowledge about certain subjects

Manifest

Readily perceived by the eye or the understanding.

Mnemosyne

It is one of many memory runes, along with a rune called Eidetic Memory. It is a permanent memory rune that grants the Shadowhunters great memory in general.

Persuade

Helps shadow hunters persuade someone to do something or let them have anything

Power

It increases the power of a shadow hunter

Recall

Have edict memory

Vision

The Vision rune serves to enhance the wearer's sight and even their ability to read from a distance, capable of focusing or "zooming in" on something

Voyance

This rune is the most basic and permanent rune given to Shadowhunters at a young age, typically placed on the back of the person's dominant hand. This serves to enhance and focus the Sight, giving the wearer extrasensory perception, allowing the Shadowhunter to see contemporary events beyond their sight, past concealment, such as glamour, and, with training and practice, to identify Downworlders on sight

Alarm

A rune by Clary that sets off an alarm after a certain period of time.[14]

Amissio

Slows blood loss and speeds natural blood replacement.[15][6]

Compass

Gives the Shadowhunter a sense of the four cardinal directions at all times. It is one of the first runes given to most Shadowhunters.[8]

Dexteritas

Gives the Shadowhunter a permanent increase in dexterity.

Farsighted

Sharpens vision; allows user to see faraway things more clearly,though not without some limitation.

Fortis

Gives the Shadowhunter a permanent increase in strength.

Mendelin

Grants partial and temporary invisibility through glamour. As a healing rune, it strengthens the victim's constitution.

Necromancy

It is used to let the deceased speak for a short time. However, the pain of having their soul forcefully pulled back to the world of the living would combine with the pain of their existing injuries, causing them immense pain, rendering them unable to speak. When the rune is destroyed, as Luke did with green acid, the resurrected dies once again.

Night Vision/Nyx

Allows the Shadowhunter to see in the dark.

Opening / Unlocking runes (Open)

A rune with several variations that ensure that there is no mundane locks, in theory, is closed to Nephilim.

Portal rune

A rune by Clary that works by creating a Portal for rapid travel all over the world. Clary is the only one able to use it.

Sangliers

Blood-replacement rune is used to transfer blood when the body needs it, but is extremely dangerous.

Shelter

Acts to shelter one from the elements if stuck outside—protecting them from things such as rain or hypothermia.

Thermis

Keeps the Shadowhunter warm.

"To hold against pursuit"

A curved rune that looks like a sickle, with three parallel lines and a rayed star. It can be drawn on doors to block it against pursuers, and its efficacy is largely dependent on the strength and accuracy of the Mark and the inscribing ability of the person who drew it.

Tracking

Allows someone to track a person's whereabouts and, in some cases, see what the person is seeing, if one has a possession of the person being tracked. It is drawn on the back of the hand of the tracker, while gripping the object in the other hand. They are easy to learn to draw but difficult to use correctly. If used successfully, the Shadowhunter will see visions of the subject's location and may be accompanied by a knowing sense of orientation. This is often used by the Clave to track down criminals and even demons.