Runes

Runes are magical objects that bestow Arran with special powers. They can be equipped by opening the Spell Book and pressing the A button. Once equipped, they can then be switched on and off by pressing the B button.

Fire Rune
"The Fire Rune absorbs damage and channels it outward. Uses mana each strike"

Acquired in:  Chapter IV

Water Rune
"The Water Rune grants its wielder great speed. Uses mana each second"

Acquired in:  Chapter VIII

Light Rune
"The Light Rune slowly heals its user. Uses mana each second of healing"

Acquired in:  Chapter III

Dark Rune
"The wearer of the Dark Rune is hidden in darkness when still. Uses mana each second"

Acquired in:  Chapter X

Trivia

 * When fighting certain bosses, some or all of the runes cannot be used because they belong to the same school of magic as their respective bosses. If one tries to do so, the Spell Book will close and the Orb will say the following quotes depending on the boss fought:
 * Bale, Quint: "His magic is too powerful. The rune has no effect over him."
 * Shadow: "Her magic is too strong. The rune is powerless against her."
 * Storm, Nightcaster: ""He is one with all magic. The runes are useless here."
 * The following shows which runes cannot be used in the boss battles in the game:
 * Bale the Red Dragon: Fire Rune
 * Quint the Frost Giant: Water Rune
 * Shadow the Dragon: Light Rune
 * Storm the Rainbow Dragon: Fire, Water, Light, and Dark Runes
 * Nightcaster: Fire, Water, Light, and Dark Runes