The standard runic-object model, just white.
So you can colour the runes in the object editor as you want.
I suggest values up to 210 (as in the pic) except you want to use a white or extra bright rune.
On the picture the values are (in RGB):
Green:40,200,40
DeepBlue:50,50,200
Orange:210,70,0
Red:200,5,5
Black: 10,10,10
Yellow:190,190,30
Aqua:30,190,190
Edit: It requires a workaround to make the item colourable at runitime,as there are no native functions.
Maybe convert the item to an integer (H2I()) and the integer to a unit, change the 'unit's vertex colour.
This may be a solution, but do not take me that serious!
Technically i beat you to the punchline.
Albeit its different, and yours is certianly better.
I'm going to guess you used a white mask, or a gray mask (or team color, whatever) for the onyx texture. To solve the problem of the over brightness, i just created my own custom glow that was a little less bright, its only 2kb, and i don't seem to mind it. But you fixed it through editorial means, mainly through tinting. http://www.wc3sear.ch/index.php?p=Models&ID=4619&sid=
@Kirym: It's true. The idea was to create a similar rune to yours, but without custom textures, as they increase space and confuse me in WE import manager. Firstly I wanted to keep it private, but why not spread, if it is usefull?
@DD_Draco: That's just lame. Who needs teamcoloroued runes? Runes do not have a owner, so the colour (normally) only depends on what the rune is actually doing. I see no need to creat teamcoloured runes.