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 |
|
+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)
0 –
arcane mark, daze, detect magic, disrupt undead, flare, light, mage hand,
mending, open/close, ray of frost, resistance.
1 –
burning 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.
2 –
arcane 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.
3 –
clairaudience/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.
4 –
bestow 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.
5 –
animal 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.
6 –
analyze 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.
7 –
banishment, 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.
8 –
antipathy, 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.
9 –
astral 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.
f
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.
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