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The Runesmith

Tuesday May 04, 2004

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This class is largely original, but some ideas were borrowed from the makers of Warhammer, and some of the features are taken from the Magic book by AEG.  We consider this “version” of the runic magician to be superior.

 

The Covenant of Dvark

 

Deep in the recesses of dwarven lands lies a hidden cathedral of  black-veined marble, etched in all manner with mystic runes of amazing power, complexity and beauty.  These are the sacred halls of the Covenant of Dvark, and to this site travel those who would be Runesmiths.  Carved out by Dvark Kavath and five students thousands of years ago, it was a sanctum for the unmolested study of his newly developed runic magic.

After spending many years learning the fundamentals of runic magic (an art unknown outside of the Covenant), a dwarf completes his instruction by crafting a suit of finely-wrought armor for himself and a matching weapon of his favor, both of which are etched with his first runes.

The Covenant of Dvark, as an organization, established a set of guiding principles, which is also called the Covenant of Dvark.  These four oaths are binding upon all runesmiths; any who break them are denied further association.

Guard the Secrets: No runesmith may divulge the secrets of runic magic to any.  Only fellows of the Covenant may share your knowledge, and then only if they are worthy.

Curse No One:  No rune may be made that will curse its user or cause an effect other than what is expected.

Cherish the Alliance:  The runesmith’s allies are to be cared for, guarded and protected.  The runes employed should be designed to provide this for their maximum benefit.

Give Beauty to the World:  As time allows, the runesmith must busy himself with artistic craft that not only is beautiful to look upon, but also keeps his precision motor skills in peak condition.

Dwarves are among the least interested in arcane magic, and some even detest or loathe the art.  Perhaps they associate it with cowardice when they see a man afraid to enter the melee, content only to wave a wand and speak incantations.  Perhaps they view it as a detachment to things earthbound, a high and lofty craft that makes one aloof to the roots of the dwarven heritage.  The reasons are varied and not shared with equal strength.

However, one notable exception is the runesmith, a dwarven spellcaster who enjoys a unique status among dwarvenkind.  He is not merely a smith, an artisan capable of forging amazingly high-quality weapons and armor in his furnace, but he also weaves an intricate pattern of runic magic into his creations, imbuing them with fantastic power.  While dwarves are known throughout the world for being excellent smithies, even they acknowledge the runesmiths’ superiority.

Adventures:  The call of battle is just as powerful to a runesmith as any dwarf; it’s in his blood as strongly as any other, but he sees himself working a different task.  Understanding his abilities instead of fighting against them, the runesmith crafts magical arms & armor for the warriors in his party, then stands behind them to heave a volley of magical nastiness into the enemy lines.  Runesmiths see symbols in everything, and seek to mimic those symbols in their spells.  They adventure to broaden their view, so that the symbols they see might be proven real.  If they are not involved in a dwarven war somewhere, they will seek out the life of adventure.

Characteristics:  Runesmiths are the rare dwarves who do not yearn to be on the front lines, but rather in a support role.  They add their magical firepower to the battle, but usually from the distance typical of spellcasters.  They take great pride, often to the point of boasting, in seeing the weapons and armor they create being put to use, shining from activated runes as well as a good polishing.  Many runesmiths extend their craft of inscribing runes to creative art, painting landscapes and battle scenes, or sculpting busts of their favorite heroes.  Some are embarrassed by their artistic flair—it’s way too much like the elves to paint a picture—but others are just as proud of their talents, and most of the canvases and tapestries in the stony halls of dwarven cathedrals were created by runesmiths.

The runesmith is primarily an arcane spellcaster, focusing his attention on weaving spells into his products.  But, his dual focus of engraving armor and weapons with runic magic tends to draw his attentions away from the more “mundane” art of arcane magic.  The runesmith’s spell selection is truncated somewhat, but that selection reveals a method in the choosing.  As a note, his spells have a particular signature: all somatic components involve tracing runic symbols in the air or in the dirt, and all material components involve actually writing runes onto objects or using pre-made runes for the spell.

Runic magic is a specialized branch of arcane spellcraft, and only a few select dwarves know the art.  Runesmiths are extremely secretive about their knowledge, and it is common for a runesmith to allow his knowledge to die with him rather than pass it on to an unworthy successor.  Runesmiths rarely write down their lore in any form and when they do, it is in the manner of a puzzle or riddle.

Alignment:  The intricacies of the runesmith’s runic art require a high attention to fine detail and precision, and this certainly requires a lawful alignment.  Loyalty is perhaps a defining mark of a runesmith; he desires that his creations succeed in battle…and those who wear or employ them, of course.  He will do whatever is required to assure that success, whether the cause is good or evil.

Religion:  Most runesmiths worship Moradin, the god who created the dwarves, and most are quite active in their worship.  The derro, having turned from their creator long ago, might worship any number of evil or destructive gods.  It is common, though, for dwarves to acknowledge any of the pantheon for their contributions, but to the dwarven god alone do most give allegiance.

Background:  Runesmiths arise from the same earthen halls as all dwarvenkind.  They stand out from the others at an early age by showing some aptitude in the arcane craft.  Many never have the opportunity to advance upon their flair, but a few learn of the Runesmiths, and trek off to become one, so they might be useful to their community as they are.  After a usually significant journey to the Covenant of Dvark (see sidebar), the budding young aspirant acquires the tools and instruction necessary to begin.  His “certificate” of completion is a masterwork suit of breastplate and a single weapon crafted for himself, each with a single rune inscribed.  This marks not only his initiation into the ranks of smithies, but also success at his specialized training as a runesmith.  Further, upon successful completion of his initial training, the graduate runesmith receives his own adamantine quill for future engravings.

Races:  For reasons that should be obvious by now, the runesmith must be dwarven, and may be from any of the standard sub-races.

Other Classes:  A runesmith is not your stereotypical dwarf, and not only receives derision from his dwarven kin (until they realize his worth), but also is often scoffed at by adventurers in general.  A dwarf wizard is not really a combination that fits, and looks an awful lot like a dwarf who is afraid of the fight.  But tell him this and he’ll take your head.  Other arcane spellcasters see him as an oddity, but are proud to see that their arts have penetrated even the stony world of the dwarves.  In time, they become fascinated with the strange form of magic he employs, a “lost” craft known as runic magic.  Most of the other classes treat him about as they would anyone else; that is, they give him a fair shake until he proves his worth or worthlessness.

Abilities:  Because the runesmith focuses in spellcasting, he benefits most from a good intelligence.  But being a dwarf in armor (usually), he often finds himself swamped by the tides of battle.  A good constitution will assure that he can take a few blows, and a decent dexterity will provide extra protection.

Hit Die:  d6

Restrictions/Requirements:  Dwarf; maintain maximum ranks in Knowledge (arcana); maintain maximum ranks in Craft (blacksmith).

Skill Points/Level:  At first level: (4+INT mod) x4.  Thereafter: 4+INT mod per level.

Skills:  Appraise, Concentration, Craft (alchemy), Craft (blacksmithing), Disable Device, Knowledge (arcana), Knowledge (dungeoneering), Profession, and Spellcraft.

Starting Gold: 6d4 x 10

Armor & Weapon Proficiency:  The runesmith is proficient in all simple and martial weapons, for indeed, weaponry is what he does.  Further, because of his dwarven heritage, the runesmith is proficient will all dwarven exotic weapons.  A runesmith is proficient with light armor only, and with shields, but he also is proficient with the breastplate he crafted upon graduation from the Covenant (and only this breastplate).  However, wearing light armor, his breastplate, or using shields, still carries with it the normal penalties to certain skill checks and the percent chance of spell failure. 

 

The Runesmith’s Table

Lvl

Title

Base Attack

Fort

Ref

Will

Class Feats

1

Forger

+0

+2

+0

+2

Inscribe Rune I; Rune Knowledge

2

Carver

+1

+3

+0

+3

 

3

Etcher

+2

+3

+1

+3

Inscribe Rune II

4

Inscriber

+3

+4

+1

+4

 

5

Engraver

+3

+4

+1

+4

 

6

Deepcutter

+4

+5

+2

+5

Inscribe Rune III

7

Symbolist

+5

+5

+2

+5

 

8

Ironsmith

+6; +1

+6

+2

+6

 

9

Silversmith

+6; +1

+6

+3

+6

Inscribe Rune IV

10

Goldsmith

+7; +2

+7

+3

+7

 

11

Gemsmith

+8; +3

+7

+3

+7

 

12

Runesmith I

+9; +4

+8

+4

+8

Inscribe Rune V

13

Runesmith II

+9; +4

+8

+4

+8

 

14

Runesmith III

+10; +5

+9

+4

+9

 

15

Iron Master

+11; +6; +1

+9

+5

+9

Inscribe Rune VI

16

Silver Master

+12; +7; +2

+10

+5

+10

 

17

Gold Master

+12; +7; +2

+10

+5

+10

 

18

Gem Master

+13; +8; +3

+11

+6

+11

Inscribe Rune VII

19

Rune Master

+14; +9; +4

+11

+6

+11

 

20

Lord of Symbols

+15; +10; +5

+12

+6

+12

 

 

Spells:  The runesmith casts as many spells per day as a wizard but knows only as many spells per level as a sorcerer.  Intelligence provides any bonus to his spell’s power, and he receives all the normal bonuses and limitations that a wizard has.  All his spells’ material components are either substituted with the drawing or crafting of a rune, or have a drawn or crafted rune added to the necessary requirements.  These runes may be traced in the air (which leaves a momentary faint glowing line where the fingertip travels), drawn in the dirt or mud on the ground, scratched into a soft surface, or written onto a hard surface (with any available writing medium).  Only certain spell types are desired as complements to his runic magic, as evidenced by the truncated spell selection given below.

The material component rune is traced in the air for those spells with a duration of “instantaneous” or a fixed number of rounds (not rounds/level), or spells with a target of “personal” or “touch.”  The rune is drawn in the dirt or temporarily written onto a surface (as with chalk) if the duration is measured in rounds or minutes per level or if the spell targets a creature or object at a distance.  Finally, for all other spells, the material component rune is permanently etched into a surface or written with indelible ink.  These differences symbolize the relative longevity or range of effect for the spell in question, and are directly linked to the rune being so scribed.

The casting time for all of the runesmith’s spells is at least a full round for those spells that normally require only a standard action, as tracing a rune requires precision and concentration to scribe accurately.  For spells that normally require a full round action, the runesmith must consume two full rounds in the casting.  All other casting times are likewise doubled for the runesmith (10 minutes becomes 20 minutes, etc.).

 

Runesmith’s Spell List  (from the Magic sourcebook by AEG)

0arcane mark, daze, detect magic, disrupt undead, flare, light, mage hand, mending, open/close, ray of frost, resistance.

1burning hands, cause fear, charm person, comprehend languages, detect secret doors, detect undead, endure elements, enlarge, erase, expeditious retreat, grease, hold portal, identify, jump, magic missile, magic weapon, obscuring mist, protection from good/evil/law/chaos, ray of enfeeblement, reduce, shield, shocking grasp, sleep, true strike.

2arcane lock, augury, blindness/deafness, bull’s strength, cat’s grace, darkness, darkvision, daylight, detect thoughts, endurance, flaming sphere, fog cloud, ghoul touch, knock, levitate, locate object, obscure object, protection from arrows, pyrotechnics, resist elements, scare, see invisibility, shatter.

3clairaudience/clairvoyance, dispel magic, explosive runes, fireball, flame arrow, fly, greater magic weapon, gust of wind, halt undead, haste, hold person, keen edge, Leomund’s tiny hut, lightning bolt, magic circle against good/evil/choas/law, nondetection, protection from elements, sepia snake sigil, sleet storm, slow, vampiric touch, wind wall.

4bestow curse, charm monster, confusion, contagion, detect scrying, dimensional anchor, dimension door, emotion, enervation, fear, fire shield, fire trap, ice storm, locate creature, minor globe of invulnerability, remove curse, scrying, shout, solid fog, stoneskin, wall of fire, wall of ice.

5animal growth, cone of cold, contact other plane, dismissal, dominate person, dream, feeblemind, hold monster, lesser planar binding, mind fog, nightmare, passwall, permanency, Rary’s telepathic bond, telekinesis, teleport, wall of force, wall of iron, wall of stone.

6analyze dweomer, antimagic field, chain lightning, circle of death, control water, control weather, disintegrate, eyebite, globe of invulnerability, greater dispelling, guards and wards, harm, heal, legend lore, mass haste, mass suggestion, Otiluke’s freezing sphere, repulsion, true seeing.

7banishment, control undead, delayed blast fireball, destruction, ethereal jaunt, finger of death, forcecage, greater scrying, insanity, limited wish, Mordenkainen’s sword, plane shift, power word: stun, prismatic spray, reverse gravity, sequester, spell turning, teleport without error, vanish, vision.

8antipathy, binding, discern location, etherealness, greater planar binding, horrid wilting, incendiary cloud, iron body, mass charm, maze, mind blank, power word: blind, prismatic wall, protection from spells, sunburst, symbol, sympathy.

9astral projection, dominate monster, energy drain, foresight, freedom, gate, imprisonment, meteor swarm, Mordenkainen’s disjunction, power word: kill, prismatic sphere, refuge, teleportation circle, temporal stasis, time stop, wail of the banshee, wish.

 

Runes:  Many ancient alphabets (including dwarven) are runic, so the mere presence of runes is nothing surprising to a runesmith.  His runic magic, though, employs an entirely different set of runes unlike any others, which are empowered with a rare form of magic.  While he may write a letter using the runes of his language, or trace a rune in the air while casting a spell, the runesmith’s trademark is the rune he inscribes permanently into finely wrought items of war.  These runes are the backbone of what he does, and what sets him apart from other arcane spellcasters.

The act of inscribing a magical rune takes considerable concentration, time, and skill.  One slip, one minute etching gone awry, and the entire rune is voided, rendered inert and meaningless beyond decoration.  Indeed, many a suit of armor is inscribed with three or four times as many runes as are actually functional.  Runes are placed primarily upon melee weapons and suits of armor, but may also be inscribed on shields, helmets, bracelets, belts, rings, wagons, doorframes, floors, anvils, stones, and the occasional bow or war machine.  Virtually all runes are inscribed onto masterwork items.  Mundane items are not pure enough or sound enough to accept runes; inscribing a mundane item destroys it.  Magical items are usually too supercilious to accept a runic engraving, and will normally resist such attempts at modifying their abilities.  The reverse is not true, however; runic items are capable as normal of receiving magical enhancements.

 

Level of Rune

 

 

 

 

Level

1

2

3

4

5

6

7

1

25

---

---

---

---

---

---

2

50

---

---

---

---

---

---

3

75

150

---

---

---

---

---

4

100

200

---

---

---

---

---

5

125

250

---

---

---

---

---

6

150

300

450

---

---

---

---

7

175

350

525

---

---

---

---

8

200

400

600

---

---

---

---

9

225

450

675

900

---

---

---

10

250

500

750

1000

---

---

---

11

275

550

825

1100

---

---

---

12

300

600

900

1200

1500

---

---

13

325

650

975

1300

1625

---

---

14

350

700

1050

1400

1750

---

---

15

375

750

1125

1500

1875

2250

---

16

400

800

1200

1600

2000

2400

---

17

425

850

1275

1700

2125

2550

---

18

450

900

1350

1800

2250

2700

3150

19

475

950

1425

1900

2375

2850

3325

20

500

1000

1500

2000

2500

3000

3500

 

Magical runes come in seven levels of power as shown in the table.  To scribe a rune into a weapon or armor, the runesmith need only his adamantine quill (which he received at graduation), and an elemental powder of the color he wishes to use (sulfur yellow, phosphorous red, cobalt blue, chlorite green, limestone white, or carbon black—color is a matter of personal choice with no bearing on potency).  He pours the powder into the top of the quill, and speaks the proper command word to activate the quill.  Then, as he traces the lines while reciting the proper incantations, the quill gouges into the base material while depositing a permanent infusion of the powder.  When the rune is later activated, it will glow brightly in the chosen color.

The cost to inscribe a rune is 100 gold pieces’ worth of materials (mainly the powder) per level of the rune.  XP cost is ¼ the gold piece amount times the level of the runesmith, as shown in Table 6.  The entire process takes 1 hour per level of the rune, and must be accomplished without interruption.  If the process is disturbed for even the slightest of reasons, the whole procedure fails, wasting the materials and XP, and must be started over.  As with other Magic Item Creation feats, the runesmith cannot scribe a rune if the XP cost would lower his total below the minimum required for his current level.

A weapon or suit of armor may receive no more than three distinct runes; adding a fourth taxes the molecular cohesion of the weapon or armor.  Duplicate runes may not exist on a single item, as duplicating a functional rune makes both runes inert.  (Of course, if a rune is botched, another attempt may be made on the same item since the first rune is not actually functional.)  Other small personal items such as helms, amulets and rings may receive only one rune.  A shield will receive no more than two distinct runes.  Large items like structures, wagons, and siege engines may receive up to six distinct runes.

Adamantine quill – This specific magic item is manufactured by runesmiths in the dwarven forges of their homeland.  Its sole purpose is for crafting runes in the manner described above, although other uses are certainly possible.  If the runesmith ever loses his quill (or it is stolen or destroyed), he must craft another in a forge suitable for shaping adamantine.  The cost to make this quill is 3000 gold for the materials plus the services of a wizard (typically a runesmith) of sufficient level to cast symbol during the forging.  Market price typically is 15,000 gold (or more) due to the rarity of these items.  The quill has a hardness of 20 and 2 HP.

 

Rune Knowledge:  The runesmith’s knowledge of the primal alphabet allows him to gain an intuitive sense of the meaning of any written language.  The runesmith does not glean a word-for-word translation of the written passage; instead, he uses his knowledge of the runes and his magical affinity for writings to gain a general sense of the passage’s meaning.  Using this ability requires a minute per page of text he wishes to read.  He must make a caster level check modified by his WIS against a DC of 20.  On a success, the runesmith gains an intuitive understanding of the writing.  (The text is from the Magic sourcebook by AEG.)

 

 

Inscribe Rune I:  The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

a  Rune of Initiative – While wielding any weapon bearing this rune, the PC gains a +1 bonus per 5 runesmith levels to his initiative.  This bonus stacks with any other initiative bonus he may have.

b  Rune of Cleaving – Grants free use of the Cleave feat while wielding this slashing weapon.  If the Cleave feat has already been selected, this rune allows 1 extra cleaving attack per 5 runesmith levels.

c  Rune of Cutting – Increases the critical threat range of a slashing weapon by 1 per 6 runesmith levels.

d  Rune of Fire – Adds 1 point per 3 runesmith levels of fire damage to a successful hit by any melee weapon.

e  Rune of Frost – Adds 1 point per 3 runesmith levels of cold damage to a successful hit by any melee weapon.

Rune of Lightning – Adds 1 point per 3 runesmith levels of electricity damage to a successful hit by any melee weapon.

g  Rune of Thunder – Adds 1 point per 3 runesmith levels of sonic damage to a successful hit by any melee weapon.  (Sonic vibrations damage tissue; only a low “thump” is heard.)

h  Rune of Acid – Adds 1 point per 3 runesmith levels of acid damage to a successful hit by any melee weapon.

i  Rune of Stone – Increases the Armor Class Bonus of the armor or shield by +1 per 5 runesmith levels.

l  Rune of Accuracy – Grants a +1 bonus per 5 runesmith levels to hit with a ranged weapon, whether thrown or fired.

m  Rune of Passage – This rune may be inscribed on any item and creates a force field that pushes rocks, vegetation, snow and mud aside to allow the PC safe travel through the impediment.  Does not work against creatures.  The impediment closes behind the traveling PC, leaving no indication that it had been moved or that anyone had passed through the area.  Effect may be activated once per day per 5 runesmith levels and lasts for 1 hour per runesmith level (up to a maximum of 12 hours).

:  Rune of Strength – Increases wielder’s Strength score by +1 per 5 runesmith levels for as long as he wears the item upon which the rune is inscribed (or wields the weapon, if placed upon one).

 

Inscribe Rune II: The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

n  Rune of Cursing – Successful hit with a melee weapon bearing this rune drains 1 point of Strength per 5 runesmith levels unless the target makes a Fort save DC 15.  Treat as normal ability damage for purposes of restoring.  Successive hits stack.

o  Rune of Parrying – Cancels 1 normal attack per 5 runesmith levels per round from a single enemy (not errant swings from allies nor attacks of opportunity), regardless of how many enemies may be attacking at once.  The player may choose which attack(s) to parry.  Use of a melee weapon in this manner does not negate the player’s attack(s) for that round.

p  Rune of Fury – Grants the ability to Rage as a barbarian of the runesmith’s level when the rune was inscribed.  Ability lasts 3 rounds per 6 runesmith levels + the adjusted CON modifier.  Target is afterward winded as a barbarian would be.  May be used once per day.

q  Rune of Striking – Grants Weapon Focus (+1 to hit) and Weapon Specialization (+2 to damage) with the inscribed weapon.  If these feats are already taken, the attack bonus is increased by +1 per 5 runesmith levels.

r  Rune of Iron – Grants a +1 circumstance bonus per 5 runesmith levels to Willpower saves while item (not armor) is worn.

y  Rune of Fortitude – Grants a +1 circumstance bonus per 5 runesmith levels to Fortitude saves while item (not armor) is worn.

+  Rune of Avoidance – Grants a +1 circumstance bonus per 5 runesmith levels to Reflex saves while item (not armor) is worn.

j  Rune of Battle – When inscribed upon an item in prominent view and held aloft, this rune grants either a +1 morale bonus per 5 runesmith levels to all attacks made by allies within 30’, or a +1 morale bonus per 5 runesmith levels to AC to all allies within 30’.

s  Rune of Warding – When inscribed into any structure, this rune creates the effects of an alarm spell for a given area.  The rune may be placed in the floor or over a doorpost; it may also be used on wagons and other large objects.  Duration is as per spell (i.e. 2 hours/runesmith level).

k  Rune of Burning – Adds 1 point of fire damage per 3 runesmith levels to the ammunition of a ranged weapon.

)  Rune of Freezing – Adds 1 point of cold damage per 3 runesmith levels to the ammunition of a ranged weapon.

@  Rune of Shocking – Adds 1 point of electricity damage per 3 runesmith levels to the ammunition of a ranged weapon.

#  Rune of Vibrating – Adds 1 point of sonic damage per 3 runesmith levels to the ammunition of a ranged weapon.  (Sonic vibrations damage tissue; only a low “thump” is heard.)

$  Rune of Dissolving – Adds 1 point of acid damage per 3 runesmith levels to the ammunition of a ranged weapon.

t  Rune of Disguise – Hides the true nature of the item inscribed with this rune.  May appear as anything of similar size as determined by the owner.  A Willpower save DC 10 + runesmith level to disbelieve the illusion may be attempted by anyone interacting with the disguised item.  Functions only once per day for up to eight hours.

u  Rune of Luck – Allows the PC to re-roll any one dice roll.  This rune, which may be inscribed upon any item, functions once per day per 5 runesmith levels.

(  Rune of Weakness – A successful hit by this weapon inflicts a –1 penalty per 5 runesmith levels to all saves for the target.  Effects last for 1 minute.  Successive hits do not stack.

 

Inscribe Rune III:  The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

v  Rune of Returning – Allows the wielder of this melee weapon to throw it as a thrown ranged weapon (at 20-foot increments).  The weapon makes one attack against one chosen target at its owner’s highest attack bonus, and then returns to his hand.  Wielder may make 1 attack per round per 5 runesmith levels (up to maximum number of attacks per round normally allowed).

w  Rune of Breaking – Melee weapon rune grants the Improved Sunder feat if not already chosen.  Grants a +1 competence bonus per 4 runesmith levels to the wielder’s attack roll for purposes of determining the success of the sunder attack.

x  Rune of Fate – All damage inflicted upon the first opponent faced in a melee is doubled.  This affects only the first target; subsequent targets receive normal damage.  Rune may be inscribed on any weapon.

!  Rune of Smiting – Inflicts an additional 1d6 HP per 5 runesmith levels on a successful hit versus either Good or Evil (chosen when inscribed).

z  Rune of Courage – The wearer of this item is immune to fear, whether mundane or magical.

A  Rune of Fear – The shield emblazoned with this rune invokes a fear attack upon all who see it (allies are not affected) unless they make a Willpower save DC 10 + runesmith level.  Effect lasts 10 minutes.

B  Rune of Slowness – Any target successfully struck by a weapon inscribed with this rune is slowed for 1 round +1 round per 5 runesmith levels, after which he is no longer affected by the power of the rune.

C  Rune of Blasting – This rune is designed specifically for siege engines, but may be adapted for any grenade-like weapon.  The burst area of the projected artillery (or thrown grenade) is doubled.

*  Rune of Forging – When placed upon a blacksmith’s anvil (or into the hearthstones), this rune halves the time required to produce any item in the forge.

.  Rune of Swiftness – Wielder receives one extra attack per round at his highest attack bonus, and this one attack always strikes first in the round, regardless of the PC’s initiative.  Any other attacks by this PC occur at his normal initiative.

 

Inscribe Rune IV:  The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

D  Rune of Might – Adds 2 points of STR per 5 runesmith levels to the wielder (to a max of +10) while he wields this weapon.  If placed upon a “mighty” bow, the altered Strength modifier applies to damage dealt, up to the maximum amount the bow will allow.

E  Rune of Adamant – Increases the Armor Class of the armor or shield by +2 per 5 runesmith levels.

F  Rune of Morale – When inscribed upon an item in prominent view and held aloft, this rune grants either a +2 morale bonus per 5 runesmith levels to all attacks made by allies within 30’, or a +2 morale bonus per 5 runesmith levels to AC to all allies within 30’.  Rune functions twice per day for 1 minute each activation.

G  Rune of Dismay – When inscribed upon an item in prominent view and held aloft, this rune grants either a –2 morale penalty per runesmith levels to all attacks made by enemies within 30’, or a –2 morale penalty per runesmith levels to AC to all enemies within 30’.  Rune functions twice per day for 1 minute each activation.

J  Rune of Penetrating – Ammunition fired from a ranged weapon bearing this rune ignores the armor or natural armor of its target, dealing normal damage.  It hits as if it were a ranged touch attack.

K  Rune of Immolation – Designed to prevent a runic item from falling into the wrong hands, this rune will explode upon command, destroying the item it was placed upon and dealing 1d8 damage per 3 runesmith levels to all within a 30’ radius.  The command word should be a word NOT in common use, and is effective from as far as a half-mile away.  (Items bearing this rune are sometimes set up as traps for the unaware.)  May be used only once, for obvious reasons.

L  Rune of Spellbreaking – When inscribed on any item, this rune will dispel any one spell of 5th level or lower, whether the spell was targeted at the wearer of the runic item or he entered the area of effect.  This rune functions once per day per 6 runesmith levels.

;  Rune of Dancing – Gives the inscribed melee weapon the ability to attack independently of its owner.  Thus, the owner is free to perform other actions, including attacking with another weapon.  This effect lasts for 1 minute, after which the weapon automatically returns to its sheath.  The weapon has an AC of 20, 20 HP, and normal hardness for its type.  It may be attacked as a normal target, and makes saves independently of its owner (at +2 to the save for this ability).  May be activated once per day per 6 runesmith levels.

,  Rune of Flight – Grants the wearer of this item (not armor) the ability to fly at 60’ with average maneuverability.  Effect lasts for a maximum accumulation of 5 minutes per day per runesmith level and may be used as often as desired up to this total.

 

Inscribe Rune V:  The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

M  Rune of Failure – A successful hit with a melee weapon bearing this rune denies the target future saving throws for any reason unless successful at a Willpower save DC 10 + runesmith level.  This effect lasts 3 rounds.  Successive hits with this weapon do not stack or prolong the effects of this rune, but will require a saving throw with each hit until failed.  When the duration expires, the same target is no longer susceptible to the power of this rune.

P  Rune of Resistance – Grants the wearer of this armor or helm a +1 bonus to all saving throws per 5 runesmith levels.

Q  Rune of the Furnace – Grants fire resistance 5 per 5 runesmith levels to the wearer of this item.

R  Rune of the North – Grants cold resistance 5 per 5 runesmith levels to the wearer of this item.

S  Rune of the Skies – Grants electricity resistance 5 per 5 runesmith levels to the wearer of this item.

T  Rune of the Storm – Grants sonic resistance 5 per 5 runesmith levels to the wearer of this item.

U  Rune of the Viper – Grants acid resistance 5 per 5 runesmith levels to the wearer of this item.

_  Rune of Fortune – A ranged weapon inscribed with this rune never misses, provided he has a straight shot and the target is not protected by total concealment or more than 1/2 cover, and there are no physical or magical barriers between attacker and target (i.e. wall of force).  The wielder cannot critically miss, but neither can he critically hit.

}  Rune of Spell Resistance – Grants the wearer of this item spell resistance (SR) of 5 per 5 runesmith levels.

W  Rune of Spite – This rune may be inscribed upon anything but a weapon, and provides a 50% miss chance to the attacks of the wearer’s enemies, just as if he were totally concealed or invisible.  Any melee attack that misses because of this effect is turned against the attacker at –8 to hit, inflicting normal damage.  Ranged attacks are not turned against the attacker, but they still suffer a 50% chance to miss.

 

Inscribe Rune VI:  The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

X  Rune of Perfection – The melee weapon inscribed with this rune cannot miss, provided the target is not protected by total concealment or more than 3/4 cover.  The wielder cannot critically miss, but neither can he critically hit.

Z  Rune of Disruption – Any undead struck by a weapon bearing this rune must make a Fort save (DC 10 + half the runesmith’s levels) or be utterly destroyed.  If saved, the undead takes 3d6 +1 per runesmith level holy damage in addition to damage from the attack.

1  Rune of Destruction – A successful hit with a weapon bearing this rune deals maximum damage for that weapon type.  “Natches” and “crits” still apply, and will necessarily be a bit more critical.

2  Rune of Spell Eating – This is an armor or shield rune that automatically dispels 2d6 levels of spells (+1 per runesmith level beyond 15th) per day targeted at wearer.  Does not affect area spells or effects.

3  Rune of Leadership – This rune may be inscribed upon a helm, amulet, ring, or any headpiece.  It grants the wearer the Leadership feat for free and increases his effective Charisma score by +2 per 5 runesmith levels.

4  Rune of Seeking – Ammunition fired from a ranged weapon inscribed with this rune will take whatever path is necessary to hit its target, as long as the path is not completely blocked and no more than a 90-degree turn need be made.  If so, the projectile hits automatically, dealing normal damage.

6  Rune of Banishment – Any outsider struck by a weapon inscribed with this rune must make a Fort save (DC 10 + half the runesmith’s level) or be sent immediately back to its home plane.  If saved, the target takes 3d6 damage +1 per runesmith level in addition to damage from the attack.

%  Rune of Slaying – When inscribed, the runesmith selects a monster type (not humanoid, outsider, or undead).  Any monster of this type that is struck by a weapon bearing this rune must make a Fort save (DC 10 + half the runesmith’s level) or die.  If saved, the target takes 3d6 damage +1 per runesmith level in addition to damage from the attack.

&  Rune of Sharpness – Imbues a slashing weapon with the sharpness ability to sever a random limb from the target creature with a critical hit, rules for critical hits abiding.

 

Inscribe Rune VII:  The runesmith may inscribe any rune from this list, provided he has sufficient materials and XP to pay.  Efficacy is based upon the runesmith’s level at the time of inscription.

5  Rune of Death – Any humanoid struck by a weapon inscribed with this rune must make a Fort save (DC 10 + half the runesmith’s level) or die.  If saved, the target takes 4d6 damage +1 per runesmith level in addition to damage from the attack.

7  Rune of Impenetrability – Increases the Armor Class of a suit of armor by +3 per 5 runesmith levels.

8  Rune of Dispelling – Any shield bearing this rune will dispel any spell, spell-like effect, or supernatural ability as greater dispelling cast by a sorcerer of the runesmith’s level when the rune was inscribed.  This will affect both targeted spells and area spells and effects.  The shield-bearer need only project his shield into an area of effect to dispel the magic.  The rune remains active for 10 rounds and may be activated twice per day.

9  Rune of Kingship – When inscribed upon a helm or other headpiece, this rune grants the wearer immunity to fear (whether mundane or magical), the Leadership feat for free (with a +10 bonus to effective Charisma), and Spell Resistance equal to the runesmith’s level.

0      Rune of Beheading – Imbues a slashing weapon with the vorpal ability to sever the head from a target creature with a critical hit, rules for critical hits abiding.

 

This site was last updated 04/29/04