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    The Rune Mage

    Prerequisites: Skills: Craft Calligraphy 8 ranks, Decipher Script 4 ranks, Knowledge (arcana) 8 ranks, Search 4 ranks, Spellcraft 4 ranks.
    Feat: Scribe Scroll.
    Spells: Able to prepare and cast 3rd-level spells.

    Table: The Rune Mage



    Hit Die: d6.
    The Rune Mageís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

    Skill Points at Each Level: 2 + Int modifier.

    Class Features

    The Rune Mage has all these Class Features:

    Activate Spell Rune: A Rune Mage learns the ability to activate any Spell Rune, even if he wasnít the one who prepared it. When a spell is used in conjunction with the appropriate Spell Rune, the spell is affected automatically by the Runeís innate power; all other parts of the spell remain the same. The Spellcaster must be touching the Spell Rune or wearing the item with which the Rune is inscribed on to use the Rune in conjunction with the spell. The spell ink disappears after the casting of the Rune.

    Prepare Spell Rune: A Rune Mage learns the ability to enhance his spells by combining them with the power of Runes, which are drawn mystical lettering and/or diagrams. A Rune Mage can prepare a Spell Rune for any spell he has knowledge of. Preparing a Spell Rune costs 25 gp*the Spell lvl due to the special ink required from which the Rune draws part of its power. A Spell Rune can be placed on any item with which the ink can be placed on. The spell ink disappears after the casting of the Rune. Drawing a Spell Rune takes 1 minute * Spell Level. When a spell is used in conjunction with a Rune it draws from the Rune innate power, all Runes grant the spell with which they are used with the benefits of the eschew material feat and the still spell feat even if the owner doesnít possess such feats

    Book of Spell Diagrams: A Rune Mage learns how to write his spells so that they only take 1 page of a spellbook, regardless of the level of the spell. The Rune Mage achieves this feat by learning how to draw the spells innate nature using spell diagrams and mystical letters. For non Rune Mages the dc for reading such a page is 5 higher, for Rune Mages the dc to read the spell page is the same.

    Sigil Sight: As the Geometerís 3rd lvl ability.

    Magic inside the Rune: The Rune Mage learns how to instill the magic directly inside a Rune. A Rune Mage can decide to invest his magical energies inside a prepared Spell Rune instead of having the magical energies remain inside the mind of the caster. These magical energies are now place inside the Rune itself, and the investor loses the appropriate corresponding prepared spell/impromptu spell slot. Because of this investment any Rune Mage can activate such a Rune and start casting the spell instantaneously, even if the spell isnít one of that particular Rune Mageís spell known or on his spell list. Besides allowing any Rune Mage the ability to cast such a spell, the spell is affected by the innate powers of the Spell Rune itself. This spell uses the Rune investorís caster level and ability score. It takes the normal time to draw such a Rune, but it takes an additional full round action to invest the magical energy inside the Rune.

    Even though the Rune Mage doesnít have to be present for the activation of this Rune he is still linked to it. Thus if the Rune is unused by the time the Rune Mage is ready to refresh his magical energies (via Praying or Sleep) he does not regain that impromptu spell slot/prepared spell slot until the Rune is activated. To regain that impromptu spell slot/prepared spell slot the Rune must either be activated, the Spell Rune design must be destroyed so it canít properly function, or the Rune Mage must mediate for 1 hours where he refreshes his mental energies, during such meditation he mentally severs the magical link he has with such Spell Runes as he wants. After one of these three actions the magic user must perform the necessary steps to regain that spell slot. Without this magical link the Spell Rune will no longer activate unless someone reinvests the same spellís magical energy that corresponds with the Rune, when someone does so any spell ink cost does not need to be repaid. A Rune Mage may only have a total number of Runes invested with his magical energies equal to his class level per day.

    Enhanced Spell Rune: A Rune Mage learns how to create a Spell Rune that possesses more of the components required by a spell. As Prepare Spell Rune ability except the benefits granted to spell by activation also include the Silent Spell feat even if the caster doesnít possess such a feat.

    Power Spell Rune +1: The Rune Mage has learned unique techniques to strengthen a Spell Rune beyond its traditional effects. All Spell Runes this Rune Mage activates are cast at +1 Caster lvl, even if he didnít create the Spell Rune. Only Rune Mages of the appropriative level who activate a Spell Rune get this caster level boost. This is because this bonus caster level doesnít get transferred to the Rune itself during creation but originates with the caster.

    Pass Sigil: As the Geometer 4th lvl ability.

    Share Spell Rune: A Rune mage learns how to create Spell Runes that may be activated by anybody who touches them or wears the item the Rune is placed on regardless of whether that person has magical talent. As the Magic inside the Rune ability but now any person may activate the Spell Rune and start casting the spell, regardless of there magical talent. Runes invested with magical energy per the Share Spell Rune ability stack with the Runes invested with magical energy per the Magic inside the Rune ability to the total number of Runes that a Rune Mage can have invested upon per day. The rune magical energies will be used with the spell and the Spell Rune will physical disappear after being used unless the creator created the Rune with the Completed Spell Rune ability.

    Completed Spell Rune: A Rune Mage has mastered the ability to create Spell Runes, allowing the Spell Rune to draw all of its power from the spell diagram itself. As Enhanced Spell Rune except the Spell Rune no longer requires the traditional special ink required to create the Spell Rune, instead any permanent or temporary way to inscribe the design of the Spell Runeís may be used regardless of material (such as an Embodied Spell Rune or a Spell Rune etched in the Sand). Additionally the Rune Mage creator can decide whether the Spell Rune will disappear or remain after the spell is used. The Spell Rune may be reused for the Activate Spell Rune ability. If the original Rune was invested with magical energy as the Magic inside the Rune or the Share Spell Rune ability the creator can decide for the Spell Rune to remain after being used or for it to disappear. If it is to remain the Rune must be recharged with new magical energies by one of the above abilities before it can be reused in the same fashion. If it isnít recharged with new magical energies it can only be used as by the Activate Spell Rune ability until the magical energies are recharged.

    Power Spell Rune +2: The Rune Mage has learned unique techniques to strengthen a Spell Rune beyond its traditional effects. All Spell Runes this Rune Mage activates are cast at an additional +1 Caster lvl, for a total of +2 caster level boosts. A Rune Mage gets this boost even if he didnít create the Spell Rune. Only Rune Mages of the appropriative level who activate a Spell Rune get this caster level boost. This is because this bonus caster level doesnít get transferred to the Rune itself during creation but originates with the caster.

    Permanent Rune: A Rune Mage can create a personal permanent magical Rune. He does this by creating a Spell Rune with the Completed Spell Rune ability and then sacrificing a spell slot whose level corresponds to the spell; when he does so the permanent Rune becomes a Rune that can be activated as a spell-like ability twice per day but only by the person who sacrifices the spell slot. If the Rune has a costly material component the Rune Mage must pay 20 times the costly material components cost when he first creates the Rune. If the Rune has an XP cost, the XP is drawn from the user else the Rune will not function.
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    Default Re: The Rune Mage

    Pretty Much this Prc is meant to be a combination of the Geometer Prc in Complete Arcane, and the Runesmith from Races of the Stone. The Rune Mage though can be entered by any race and it can be even entered by a Cleric or Druid though the low hps and BAB may discourage them. There are also some slight modification of the abilities. I gave an ability that eventually gives silent spell, a +2 caster level boost eventually instead of just a +1, basing the number of runes you can share off class level instead of con level, and eventually you don't have to pay for your Rune's costs for by level 14 keeping track of such expenses are annoying and the benefits granted are not that powerful in comparison to some other things.

    I will fill in some flavor text later.
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    Default Re: The Rune Mage

    Doesn't the Races of Stone have a Rune Caster? That one allows you to cast spells through runes, practically giving you Still Spell for all your spells, allowing you to wear armor.
    Your version is more interesting, though.

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    Default Re: The Rune Mage

    Quote Originally Posted by Roderick_BR View Post
    Doesn't the Races of Stone have a Rune Caster? That one allows you to cast spells through runes, practically giving you Still Spell for all your spells, allowing you to wear armor.
    Your version is more interesting, though.
    Yes its called the Runesmith is in Races of Stone and its a Dwarf only prestige class.

    The advantage that class has over this one is that it can auto-still all its spells by making it a rune as part of its 1st lvl ability which it gets at level 6. It then care share its runes at lvl 8 gets the spell like ability at lvl 10 there are some minor other benefits but those are the main ones.

    My class you have to use the special ink and free auto stilling isn't free till 14th lvl. Runesmith also requires heavy armor profiency so you are more or less forced to take 1 lvl of fighter or similar class, losing a caster level in the process. Thus that class makes a better gish class, while mine is more of a general caster and he is a big party helper. Part of the reason my class gets its abilities of the free auto still so late is that the first part is effectively the geometer class, then he gets sharing spells, followed by him getting the free runes.

    This Prc works better if both the Wizard and the Cleric both take it in the same party, this way they can share backup heals, and/or offensive spells/buffs starting level 9. If only one takes it this prc is really helpful starting level 13 when he shares his spells with his party. A cleric will share heal spells and personal buffs. A wizard will share some offensive spells and buffs, such as true strike and wraithstrike. The thing that is limiting is by imbuing the runes with your own magical energies you are using up your spell slots, and they stay used up and there is nothing you can do about it.
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    Default Re: The Rune Mage

    I like this class, mainly because it is well balanced and I also like the Geometer.
    But why do You need Disable Device as a class skill, or search as a prerequisite? Both do not seem to fit.
    bis denn

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    Default Re: The Rune Mage

    Heh, well, dependant, a rune -could- be used as a trap... so dissable Device isn't necessarily a bad idea... as unless someone multiclassed into rogue, they would be unable to disable them... so allowing them to disable magical runes like a rogue can disable magical traps is actually a good idea... which you may want to consider.
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    Default Re: The Rune Mage

    Quote Originally Posted by Ralasha View Post
    Heh, well, dependant, a rune -could- be used as a trap... so dissable Device isn't necessarily a bad idea... as unless someone multiclassed into rogue, they would be unable to disable them... so allowing them to disable magical runes like a rogue can disable magical traps is actually a good idea... which you may want to consider.
    This is already covered by the Pass Sigil special ability, so Disable Device is unnecessary. Also, I don't see why a rune-oriented mage should be good at disarming crossbow traps or sabotaging a cart - all proper Disable Device uses.
    bis denn

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    Default Re: The Rune Mage

    Pass Sigil, huh? Well, I have a question, does pass Sigil allow your Allies to psdd it thge same as you?
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    Default Re: The Rune Mage

    Quote Originally Posted by Ralasha View Post
    Pass Sigil, huh? Well, I have a question, does pass Sigil allow your Allies to psdd it thge same as you?
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    It disables a rune-based trap as long as the caster concentrates, so yes, allies can pass it as well.
    bis denn

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    Default Re: The Rune Mage

    Ah, thank you. I do not have all of the books. nor even close.
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    Default Re: The Rune Mage

    Ralasha: Kein Problem.

    Ramza00: Any comments toward making the Disable Sevice skill a non-class skill?
    Last edited by icke; 2007-01-29 at 05:17 AM.
    bis denn

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    Default Re: The Rune Mage

    Are there conditions under which the sacrificed spell slots are recovered?

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    Default Re: The Rune Mage

    Quote Originally Posted by sigurd View Post
    Are there conditions under which the sacrificed spell slots are recovered?

    item destruction, Year and a day?
    The answer to You question is in the 'Magic inside the Rune' description:

    Quote Originally Posted by Ramza00 View Post
    Thus if the Rune is unused by the time the Rune Mage is ready to refresh his magical energies (via Praying or Sleep) he does not regain that impromptu spell slot/prepared spell slot until the Rune is activated. To regain that impromptu spell slot/prepared spell slot the Rune must either be activated, the Spell Rune design must be destroyed so it can't properly function, or the Rune Mage must mediate for 1 hours where he refreshes his mental energies, during such meditation he mentally severs the magical link he has with such Spell Runes as he wants. After one of these three actions the magic user must perform the necessary steps to regain that spell slot.
    I guess with 'perform the neccessary steps...' Ramza means the usual one-hour meditation/spell preparation, depending on Your character's class.
    Last edited by icke; 2007-01-30 at 08:56 AM.
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