Runes
Defensive Runes
Spoiler
Show
Absorb Elements
Abjuration
Duration (etching time): Special (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: Yes
Availability: Common
The subject becomes invulnerable to damage from a specific element type. When the rune absorbs 50 points of elemental damage per rune level it is discharged. The runemage must select, at the time of etching, what element the rune will absorb (acid, cold, electricity, fire, or sonic). The rune persists until such time as the runemage chooses to release the magic (at which time it fades out over the course of 1 day) or the rune absorbs the given amount of energy and discharges on its own.
Note: Absorb elements overlaps (and does not stack with) protection from elements. If a subject is warded by absorb elements and protection from elements the absorption spell absorbs damage until it is exhausted.
Core Effect: Absorb up to 50 points of damage from a particular element.
Augmented Effect: Absorb up to 100 points of damage from a particular element.
Enhanced Effect: Absorb up to 150 points of damage from a particular element.
Fortify Armor
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be armor) gains a bonus as detailed below. The runed armor is not considered magical and does not need to be a masterwork item.
Core Effect: Armor gains a +1 enhancement bonus.
Augmented Effect: Armor gains a +2 enhancement bonus.
Enhanced Effect: Armor gains a +3 enhancement bonus.
Fortify Shield
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a shield of some kind) gains a bonus as detailed below. The runed shield is not considered magical and does not need to be a masterwork item.
Core Effect: Shield gains a +1 enhancement bonus.
Augmented Effect: Shield gains a +2 enhancement bonus.
Enhanced Effect: Shield gains a +3 enhancement bonus.
Greater Fortify Armor
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: Fortify Armor
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be armor) gains a bonus as detailed below. The runed armor is not considered magical and does not need to be a masterwork item.
Core Effect: Armor gains a +4 enhancement bonus.
Augmented Effect: Armor gains a +5 enhancement bonus.
Enhanced Effect: Armor gains a +6 enhancement bonus.
Greater Fortify Shield
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: Fortify Shield
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a shield) gains a bonus as detailed below. The runed shield is not considered magical and does not need to be a masterwork item.
Core Effect: Shield gains a +4 enhancement bonus.
Augmented Effect: Shield gains a +5 enhancement bonus.
Enhanced Effect: Shield gains a +6 enhancement bonus.
Invulnerability
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Resist Blunt, Resist Piercing, Resist Slashing
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed subject becomes incredibly difficult to harm physically. When a blow strikes the runed area the runes flare to life, shedding a soft glow and turning aside the attack. The runemage may choose to etch this rune in such a fashion to make it grant damage reduction pierced by magic or damage reduction that cannot be pierced by any means. This decision is made at the time the rune is etched. In either case, the rune overlaps, and does not stack, with existing damage reduction.
Core Effect: Damage reduction 5/magic or 3/--
Augmented Effect: Damage reduction 10/magic or 4/--
Enhanced Effect: Damage reduction 15/magic or 5/--
Iron Scales
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Rare
These runes, etched across the body of a subject with existing natural armor, enhance that armor and make it more resilient and resistant to attacks. The rune can only be etched successfully upon creatures with existing natural armor that is not granted from a magical source (such as spells or runes that give natural armor). The effects of the rune stack with the creatures existing natural armor.
Core Effect: Natural armor +1
Augmented Effect: Natural armor +2
Enhanced Effect: Natural armor +3
Preservation
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso (heart)
Prerequisites: Healing (special)
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject gains a supernatural healing ability. When the subject is dealt a blow that would normally kill a man he instead slips into a deep, healing slumber. His heart rate and all bodily functions slow down drastically and he begins to heal. He will not awaken again until he has recovered from his deadly wounds (he awakens when he reaches 1 hit point). When the subject falls unconscious he immediately stops bleeding and begins healing.
Most runemages receive the preservation rune as part of their class. When the rune is gained in this fashion they do not need to have the prerequisite healing rune.
A character with the Diehard feat still falls unconscious after reaching -10 hit points.
Core Effect: Subject must reach Con score +5 hit points before dying.
Augmented Effect: Subject must reach Con score +10 hit points before dying.
Enhanced Effect: Subject must reach Con score +15 hit points before dying.
Protection from Energy
Abjuration
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject gains a supernatural resistance to a particular energy type (acid, cold, electricity, fire or sonic). The rune provides protection only from a single energy type for each etching and that type must be specified when the rune is etched on an individual.
Core Effect: Energy resistance 10
Augmented Effect: Energy resistance 20
Enhanced Effect: Energy resistance 30
Protection from Weapons
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The runes placed across a subject’s body form a type of natural armor difficult to penetrate with physical attacks. The subject gains a natural armor rating. This rune overlaps and does not stack with existing natural armor.
Core Effect: Natural armor +2
Augmented Effect: Natural armor +3
Enhanced Effect: Natural armor +4
Resist Blunt
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Protection from Weapons
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed creature becomes incredibly difficult to harm with blunt attacks. When a blow strikes the subject the runes flare to life, shedding a soft glow and turning aside the attack.
Core Effect: Damage reduction 5/slashing or piercing
Augmented Effect: Damage reduction 10/slashing or piercing
Enhanced Effect: Damage reduction 15/slashing or piercing
Resist Magic
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject gains a resistance to magical effects.
Core Effect: Spell Resistance 5 + runemage's character level
Augmented Effect: Spell Resistance 10 + runemage's character level
Enhanced Effect: Spell Resistance 15 + runemage's character level
Resist Piercing
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Protection from Weapons
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed area becomes incredibly difficult to harm with piercing attacks. When a blow strikes the subject the runes flare to life, shedding a soft glow and turning aside the attack.
Core Effect: Damage reduction 5/blunt or slashing
Augmented Effect: Damage reduction 10/blunt or slashing
Enhanced Effect: Damage reduction 15/blunt or slashing
Resist Slashing
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Protection from Weapons
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed area becomes incredibly difficult to harm with slashing attacks. When a blow strikes the subject the runes flare to life, shedding a soft glow and turning aside the attack.
Core Effect: Damage reduction 5/piercing or slashing
Augmented Effect: Damage reduction 10/piercing or slashing
Enhanced Effect: Damage reduction 15/piercing or slashing
Offensive Runes
Spoiler
Show
Envenom
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Special
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
The runed subject gains the ability to deliver poison through natural attacks. Activating an envenom rune is a free action and once activated the rune remains in effect from the very beginning of the characters turn to the very beginning of his turn on the following round. During that time any attacks he makes with the runed area deliver a poison (effects vary by rune level). This applies to any standard attacks, attack of opportunity, etc. Creatures receive a Fortitude save to resist the effects and any creature immune to poison is also immune to the effects of this rune.
The rune is etched overtop the natural weapons of the runed creature.
Core Effect: Fortitude save (DC 12 + ability modifier), useable 3 times a day; on a failed save the victim is paralyzed for 1d4 rounds.
Augmented Effect: Fortitude save (DC 14 + ability modifier), useable 3 times a day; on a failed save the victim in paralyzed for 1d4 minutes.
Enhanced Effect: Fortitude save (DC 16 + ability modifier), usable 3 times a day; on a failed save the victim is petrified. Anyone immune to petrifaction effects is immune to this level of the rune, although those immune to poison are not.
Explosive Runes
Duration (etching time): Until discharged (1 hr.)
Location: Object
Prerequisites: None
Rune Energy: None
Stackable: Yes
Availability: Common
You trace these mystic runes upon a book, map, scroll, door or similar object. The runes detonate when the object is disturbed, dealing damage to anyone within 10 feet. The individual who disturbed the object receives no save against this damage but all others who may be affected can make a Reflex save to suffer only half damage. The object the rune is etched upon also takes the damage (no save).
As the runemage you, and anyone you specifically instruct can disturb the runed item without causing it to detonate. You can only remove the rune with either an erase rune or a Disable Device check. Others can render them harmless only through the use of the counter rune.
Explosive runes cannot be traced on weapons or other similar items in an attempt to use them offensively.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is noted below.
Core Effect: Runes detonate causing 3d6 points of damage. Search DC 25, Disable Device DC 25.
Augmented Effect: Runes detonate causing 6d6 points of damage. Search DC 28, Disable Device DC 28.
Enhanced Effect: Runes detonate causing 9d6 points of damage. Search DC 31, Disable Device DC 31.
Greater Runeblade
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: Runeblade
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a weapon) gains a bonus as detailed below. The runed weapon is not considered magical and does not need to be a masterwork item. Ammunition can be etched in groups of 50 with each application of this rune.
Core Effect: Weapon gains a +4 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +5 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +6 enhancement bonus to hit and damage.
Greater Runestrike
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: See below
Prerequisites: Runestrike
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed area (which must be a natural weapon such as a hand, tail, mouth, etc.) gains a bonus as detailed below.
Core Effect: Weapon gains a +4 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +5 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +6 enhancement bonus to hit and damage.
Piercing Cry
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Mouth and throat
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The subject gains a supernatural ability to create a sonic attack as a standard action. The damage, area of effect, save DC and times usable each day vary with the rune level (see below). In addition to physical damage anyone caught in the radius will be struck deaf for 1d4 hours. A successful Fortitude save reduces the damage by ½ and completely negates the deafness. The runemage himself is not affected by the rune.
Core Effect: 1d4 damage per runemage level (maximum 5d4), 10’ area of effect centered on the runemage, Fortitude save (DC 12 + ability modifier), useable 1 time a day.
Augmented Effect: 1d6 damage per runemage level (maximum 5d6), 15’ area of effect centered on the runemage, Fortitude save (DC 14 + ability modifier), useable 2 times a day.
Enhanced Effect: 1d8 damage per runemage level (maximum 5d8), 20’ area of effect centered on the runemage, Fortitude save (DC 16 + ability modifier), useable 3 times a day.
Runeblade
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a weapon) gains a bonus as detailed below. The runed weapon is not considered magical and does not need to be a masterwork item. Ammunition can be etched in groups of 50 with each application of this rune.
Core Effect: Weapon gains a +1 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +2 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +3 enhancement bonus to hit and damage.
Runestrike
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed area (which must be a natural weapon such as a hand, tail, mouth, etc.) gains a bonus as detailed below.
Core Effect: Weapon gains a +1 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +2 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +3 enhancement bonus to hit and damage.
Spike Growth
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune, which resembles multiple rough spiral designs etched at various places on the body, allows the wearer to grow jagged spikes from his skin, making unarmed attacks against the user dangerous, and adding to the affected creature’s ability to make unarmed attacks. The rune causes damage to victims in one of two methods: anyone striking the runed subject (either through grappling, through unarmed attacks or any other method of physical contact) or anyone struck by the subject (through natural attacks). Each instance causes the damage (so a monk with multiple attacks who successfully hits his opponent 5 times in a round would inflict the damage 5 times).
Activating a spike growth rune is an immediate action and once activated the rune remains active for 1 full round. Spike growth can be activated as a response to any type of touch and so will not necessarily be activated on the runed subjects initiative. When activated out of the normal initiative order it remains active until the beginning of the same initiative count in the following round.
Core Effect: +1d4 damage, useable 3 times a day.
Augmented Effect: +2d4 damage, useable 4 times a day.
Enhanced Effect: +4d4 damage, useable 5 times a day.
Tooth and Claw
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Hands and mouth
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune causes the wearer’s fingernails to grow long and harden into razor sharp claws. Additionally, his teeth become pointed, long, and multi-rowed. This gives the wearer natural attacks. The claw attacks are considered the primary attack and the bite is considered the secondary.
Activating a tooth and claw rune is a free action and once activated the rune remains active for 1 hour. The damage listed below assumes the subject is Medium. Larger or smaller subjects do more or less damage based on their size.
Core Effect: Claws 1d4, bite 1d6, useable 1 time each day
Augmented Effect: Claws 1d6, bite 1d8, useable 2 times each day
Enhanced Effect: Claws 1d8, bite 1d12, useable 3 times each day
Utility Runes
Spoiler
Show
Arcane Mark
Duration (etching time):: Permanent (1 hr.)
Location: Object or forehead
Prerequisites: None
Rune Energy: None
Stackable: Yes
Availability: Common
This rune allows you to inscribe your personal rune, which can be no taller than 6 inches in height, this is the rune that guards your heart (your preservation rune). The rune can be visible or invisible and you can etch this rune upon any surface without harm to the material upon which the rune is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows their users to see an invisible arcane mark. A read magic spell reveals the rune as well. The mark cannot be dispelled, but it can be removed by the runemage who created it or through the use of an erase rune. If cast on a living being, normal wear gradually causes the mark to fade in about a month.
Augment Ability
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: See below
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
This rune allows you to add an enhancement bonus (ranging from +2 to +6) to an ability score. At the time you etch the rune you select the ability that will be enhanced and this determines the location of the rune. Rune locations are as follows.
{table]Ability|Rule Location
Strength|Arms
Dexterity|Legs
Constitution|Torso
Intelligence|Head
Wisdom|Head
Charisma|Head[/table]
Core Effect: +2 to an ability score
Augmented Effect: +4 to an ability score
Enhanced Effect: +6 to ability score
Augment Skill
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: See below
Prerequisites: Augment Ability
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
This rune allows you to add a competence bonus (ranging from +5 to +15) to a single skill of your choice. At the time you etch the rune you select the skill that will be enhanced and this determines the location of the rune. The rune location is determined by the key ability for the skill as follows:
{table]Ability|Rule Location
Strength|Arms
Dexterity|Legs
Constitution|Torso
Intelligence|Head
Wisdom|Head
Charisma|Head[/table]
Core Effect: +5 competence bonus to skill
Augmented Effect: +10 competence bonus to skill
Enhanced Effect: +15 competence bonus to skill
Counter
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Over existing rune
Prerequisites: None
Rune Energy: See below
Stackable: Yes
Availability: Common
A counter rune will render an opposing rune inactive; knowledge of the opposing rune is necessary to etch a counter rune. A rune that has been countered by a counter rune continues to drain rune energy from the originating etcher.
The rune energy cost is identical to the cost of the rune that is being countered. If an enhanced skill augment rune was being countered the runemage that etched the counter rune would be required to spend 3 rune energy points. A rune can be only partially countered. If a rune mage does not have the rune energy to spend to counter the highest level effect he may choose to spend the energy to counter the core effect or the augmented effect. Successfully countering a lower level drops the effective level of the countered rune by 1 for each level countered.
For example, Wrellin wishes to counter an enhanced piercing cry rune but he has only 3 rune energy points available. He may choose to etch a counter rune over the piercing cry rune and spend 3 rune points, effectively countering 2 levels of the opposing rune. This causes the rune to continue to function, but only as if it were etched in a core manner, not an enhanced manner.
To successfully etch a counter rune the runemage must either know the rune he is attempting to counter or must make a successful Knowledge (Runes) check (as if attempting to learn an unknown rune). Once this has been done he etches a counter rune over the opposing rune and must succeed at an opposed Rune Etching check (opposed by the Rune Etching skill of the originating runemage). If this check is failed the counter rune is fails, the etching runemage does not lose any rune energy.
Erase
Duration (etching time): Instantaneous (1 hr.)
Location: Over existing writing or rune
Prerequisites: None
Rune Energy: None
Stackable: n/a
Availability: Common
Erase removes writing of either magical or mundane nature from a scroll or from up to two pages of paper, parchment, or similar surfaces. It cannot be used to counter an existing rune (for that a runemage needs the counter rune). Writings, be they mundane or magical, are automatically erased through the use of this rune, it also completely removes an arcane mark rune and magical spells that result in runes (such as symbol spells). To counter a spell such as a symbol with this rune, the Runemage makes a Rune Etching skill check as if he were a rogue using the Disable Device skill. A successful check indicates that the magical rune has been safely destroyed.
Furthermore a runemage can use an erase rune to discharge any rune that he has etched. This allows a rune to be removed before it runs it's entire course however only the runemage that etched the rune can erase it using the erase rune.
Feather Fall
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso
Prerequisites: None
Rune Energy: Negligible
Stackable: Yes
Availability: Common
The subject (which can be a person or an object) falls slowly (though faster than feathers typically do). The rate of falling is instantly changed to a mere 60 feet a round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the rune is in effect. Should the rune expire by chance in mid-fall a normal rate of falling immediately resumes.
This rune has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a boulder or similar item which is then dropped form a castle wall it inflicts only half normal damage.
The rune functions only on free-falling subjects and does not affect a sword blow or charging creature for instance.
Filter
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Nose
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The rune protects the subject and his body from noxious and toxic elements in the air. The runed creature takes no damage and no penalties from inhaled natural or alchemical poisons or effects (such as the stench of a troglodyte). He is likewise protected from magical poisons and toxins as noted below.
Core Effect: Immune to airborne magical toxins or poisons of level 2 and below (such as stinking cloud). +2 circumstance bonus to saves against more powerful effects.
Augmented Effect: Immune to airborne magical toxins or poisons of level 4 and below. +2 circumstance bonus to saves against more powerful effects.
Enhanced Effect: Immune to airborne magical toxins or poisons of level 6 and below. +2 circumstance bonus to saves against more powerful effects.
Healing
Duration (etching time): Special (1 minute)
Location: See below
Prerequisites: None
Rune Energy: Negligible
Stackable: n/a
Availability: Common
The subject’s body begins to repair damage at an increased rate. The rune must be etched over an existing wound, a process that can be quite painful for the subject. Once a healing rune has been applied however all natural healing is increased. This rune stacks with other forms of natural healing (such as that gained using the Healing skill) and multiplies the end result.
A healing rune remains in effect until the wounded creature heals completely. This rune is completely non-intrusive as it relates to other runes and never is calculated against the total when considering how many runes a person may have active on them at any given time.
Core Effect: Natural healing occurs at 2 times the normal rate.
Augmented Effect: Natural healing occurs at 3 times the normal rate.
Enhanced Effect: Natural healing occurs at 4 times the normal rate.
Hold Portal
Duration (etching time): 1 hour (1 action)
Location: Object
Prerequisites: None
Rune Energy: Negligible (core), 1 point (augmented), 2 points (enhanced)
Stackable: Yes
Availability: Common
This rune must be etched on a portal made of wood, metal or stone. It magically bars the portal just as if it were securely closed and locked. A knock spell or similar magic can open the portal.
Core Effect: Add 5 to the DC of forcing the portal
Augmented Effect: Add 10 to the DC of forcing the portal
Enhanced Effect: Add 15 to the DC of forcing the portal
Initiative
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Arms or legs
Prerequisites: Augment Ability, Augment Skill
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains an ability to react to danger before he even realizes the danger exists. His natural reflexes become sharpened and he gains speed in those reflexes.
Core Effect: +2 Initiative
Augmented Effect: +4 Initiative
Enhanced Effect: +6 Initiative
Regeneration
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso
Prerequisites: Healing
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject begins healing at an accelerated rate. This healing supercedes and negates all natural healing and it occurs regardless of the activity of the subject. Any natural healing is stopped, the Healing skill or healing rune have no effect on an individual with a regeneration rune. Should the subject die the regeneration rune becomes inactive. Divine and arcane magic that heals an individual continues to function as normal on a subject with a regeneration rune.
Core Effect: 1 hit point per level is regained every 8 hours.
Augmented Effect: 1 hit point per level is regained every 4 hours.
Enhanced Effect: 1 hit point per level is regained every 2 hours.
Repair
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso
Prerequisites: None
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
This rune allows objects which are damaged or broken to slowly repair themselves. Objects which drop to less than 0 hit points can only be repaired if their pieces are readily available. (i.e. a disintegrated longsword could not be repaired).
Special: Constructs who are reduced to 0 hp are rendered immobile until they repair to a point where they are at 1 or more hp. Unlike mundane objects constructs can heal any amount of damage, but can only drop to a negative number equal to their Hit Die before being permanently destroyed. Constructs which have the rapid repair ability already can drop an additional 2 points per Hit Die into the negative before being destroyed.
Enhanced Effect: Object which are destroyed or damaged heal 1 point of damage per 8 hours. Constructs repair 1 hit point per Hit Die per 8 hours.
Augmented Effect: Object heals 1 point of damage per 4 hours. Constructs repair 1 hit point per Hit Die per 4 hours.
Enhanced Effect: Object heals 1 point of damage per hour. Constructs repair 1 hit point per Hit Die per hours.
Runelock
Abjuration
Duration (etching time): Permanent (1 hr.)
Location: Object
Prerequisites: Hold Portal
Rune Energy: None
Stackable: Yes
Availability: Common
An runelock cast upon a door, chest, or portal magically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with runelock can be opened only by breaking in or by a successful counter rune, knock or dispel magic spell. Note that knock does not remove an arcane lock it only suppresses it for 10 minutes and a dispel magic spell suppresses it for 1d4 rounds.
Core Effect: Add +10 to the DC to break down the door.
Augmented Effect: Add +15 to the DC to break down the door.
Enhanced Effect: Add +20 to the DC to break down the door.
Running
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains the ability to move at a swifter pace. This rune stacks with mundane sources of movement increase (such as a Monk's bonus movement) but overlaps with magical sources of additional movement (such as the haste spell or boots of springing and striding).
Core Effect: Base movement +5 ft.
Augmented Effect: Base movement +10 ft.
Enhanced Effect: Base movement +15 ft.
Sight
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Eyes
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains sight beyond that of a normal creature, the effects stack with each other but overlap, and do not stack with existing vision. For instance, an elf gains no benefit from a core application of this rune but an enhanced application grants him both darkvision and the ability to pierce magical darkness.
Core Effect: The subject gains lowlight vision with a range equal to his standard vision.
Augmented Effect: The subject gains darkvision with a range equal to his standard vision.
Enhanced Effect: The subject is able to see through magical darkness with a range equal to his standard vision.
Slick Skin
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune causes the runed character to become incredibly slippery. This has the effect of increasing the characters Escape Artist skill and making it very difficult to begin a grapple with the runed character. Anytime an opponent attempts to start a grapple with the runed character may add the grapple bonus (shown below) to his roll to resist starting the grapple. Once his opponent has successfully started a grapple this bonus does not apply again until the next time someone attempts to start a grapple with him (although the Escape Artist bonus does apply for determining if the character can escape the grapple).
If the runed character initiates the grapple, the grapple bonus has no effect, it only becomes active when he is the target of an unwelcome grapple attack.
Core Effect: Escape Artist +5 circumstance bonus, grapple bonus +5
Augmented Effect: Escape Artist +10 circumstance bonus, grapple bonus +10
Enhanced Effect: Escape Artist +15 circumstance bonus, grapple bonus +15
Soothing Hands
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Hands
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains the ability to sooth others into a light sleep through touch. To activate the rune he must first succeed at a touch attack (assuming the target is attempting to avoid the touch). On a successful hit the subject must make a Will saving throw or fall to sleep. Subjects engaged in strenuous activity (such as combat) gain a bonus of +4 on their save. Victims who fail their save remain asleep for 1d8 hours or until they are awakened (in a normal manner such as by shaking them or a loud noise).
The soothing hands rune can only affect creatures with hit dice equal to the rune mages total class levels plus his Intelligence or Charisma bonus. For example, a level 3 runemage with an 18 Intelligence (+4) could affect creatures with 7 hit dice and fewer while a level 10 fighter, level 5 runemage with no Intelligence bonus could affect creatures with up to 15 hit dice.
Core Effect: Will save (DC 12 + Int or Cha modifier), useable 3 times a day.
Augmented Effect: Will save (DC 14 + Int or Cha modifier), useable 4 times a day.
Enhanced Effect: Will save (DC 16 + Int or Cha modifier), usable 5 times a day.
Tribal Mark
Duration (etching time): Special (8 hrs.)
Location: Forehead
Prerequisites: None
Rune Energy: 1 point
Stackable: Yes
Availability: Rare
Tribal mark is a special rune that replaces the preservation rune for some runemages that originate (or learn their craft) from tribes that have wholly embraced runemagic. Each such tribe has a unique tribal mark but the mark is always etched on the forehead. A tribal mark can be etched by any runemage of the tribe and every member of the society always has the mark etched upon them. Its magic only functions if the subject is considered part of the tribe.
A tribal mark rune has several effects. The first is that it allows members with the mark to gain an awareness of another's physical and mental state out to a range of 100 feet. The runed subject can determine the physical condition of other runed subjects in the radius. The subject constantly knows whether each like-runed creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), hurt (greater than 4 hit points, but less than 50% total), stable (less than 100% hit points but greater than 50%), unhurt, undead, or neither alive nor dead (as a construct). This rune foils any spell or ability that allows creatures to feign death. In addition the subject can determine the mental condition of other runed subjects. This effectively allows him to know the general mood of those around him (happy, sad, angry, glad, etc.).
Furthermore, each member with a tribal mark contributes his Charisma or Intelligence modifier and rune energy (if any) to a pool of energy that is used by the tribes runemages up to a maximum of each runemages class level. This effectively allows all runemages of a tribe to draw on both their own rune energy and the rune energy of their comrades. Tribal members that are not runemages still contribute an amount of rune energy, equal to their Charisma or Intelligence modifier, to the pool of energy used by the tribe.
Lastly the tribal mark confers a special ability on the leader of the tribe. He can command other members of the tribe. Anyone who wishes to go against the commands of the tribal leader must succeed at a Will save (DC 20 + leader's Charisma modifier + leader's class levels) to do so. Attempting to resist the command immediately causes the tribal mark to vanish from the victims head and if he successfully saves the tribal leader is knocked unconscious.
A tribal mark costs only 1 rune energy to inscribe on a individual. If they have a modifier for Int or Cha their own energy supplies the cost. If not the energy must come from your own pool. A runemage that attempts to scribe this on anyone unwilling to receive the mark will find the rune never takes hold. A tribal mark has an effective duration of "permanent" but any tribal member can remove the mark by declaring their intent to forsake the tribe (after which the rune slowly fades over a course of 30 days) or successfully resisting the command of their leader (which causes the rune to immediately fade away).
DM's should take great care in considering allowing a character to take this rune or allowing it to be learned. One could, for example, use it in replacement of the Leadership feat with taking the feat as a prerequisite.
Wakefulness
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Head
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The subject does not need as much sleep to be rested. This rune does not increase the speed of natural healing in any manner nor does it decrease the time that must be spent resting the mind and body before new divine and arcane spells can be recovered. It only affects a subject’s physical need for sleep so time must still be spent resting (though not sleeping) to recover hit points, spells, etc.
Core Effect: Required sleep reduced by 50%
Augmented Effect: Required sleep reduced by 75%
Enhanced Effect: Required sleep reduced by 95%
Water Breathing
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Throat
Prerequisites: None
Rune Energy: 3 points
Stackable: No
Availability: Common
The subject can breathe water freely. The subject does not lose the ability to breathe air.