Purify - Cleanses corruption and curses from afflicted bodies.
Heal - Channels benevolent energy into a wounded body to promote rapid regeneration.
Dispel - Negates magic in the area the rune is activated.
Deny Magic - Increases resistance to magical energies (most common on armors, robes, and clothing).
Deny Elements - Increases resistance to natural energies and elements (most common on armors, robes, and clothing).
Fire - Creates a jet of flame.
Wind - Creates a gust of strong wind.
Shock - Creates an arc of powerful electricity.
Light - Creates a ball of brilliant light.
Calm - Promotes feelings of peace and tranquility, granting one a clear mind even in troubling times (common on charms and accessories).
Vigor - Promotes feelings of energy and alertness, granting one renewed stamina in times of crisis (common on charms and accessories).
Barrier - Creates a semi-permeable bubble around the caster that can defend against magical attacks, and if enough energy is applied many physical attacks can also be repelled.
Decoy - Creates a visual double of the caster. Used by applying energy and tossing the rune. The decoy will then proceed to act on autopilot pending cues from the caster.
Smoke - Creates a plume a thick, acrid smoke. Used to mask escapes, or disorient assailants. Conall has used this a number of times to duck out of bar fights that turn south, or duck out on paying a tab that he can’t afford.
Intoxicate - Immediately grants the effects of intoxication upon whomever the rune is applied to is affixed to.
Summon (object) - Summons an object to the location of the tag.
Force - Releases a concussive blast, strength can be adjusted and can be directed.
Gravity - The weight of the medium grows in relation to the amount of energy the user gives to it. The more energy, the heavier the medium feels.
A plethora of other runes have been used in the past, but do not see a whole lot of action.