Runescribes
Runes of Power
Deep within their mountains, the dwarves keep alive an ancient magical tradition. They work complex magical symbols into metal and stone, and imbue these runes with power. In times of peace, they work wonders to the benefit of their clans and excavate new caverns. In times of war, they don armor and take up weapons, fighting alongside their kinsmen and empowering them with runic magic.
History
Legends say that rune magic was taught to the dwarves by their creator, Usisad. They say also that in Foremvur, the scribes of that lost city could create automatons of living stone, cause whole buildings to float, travel vast distances, and bring about all sorts of other miracles with their rune-lore.
Much was lost in the fall, and much forgotten in the jealousy between the clans. Among all the old legends, the loss of the Balyri is perhaps the saddest to the scribes, for it is said that a rune etched in adamantine sustains itself forever, never losing any of its power. Today, only a few priceless relics of the Balyri still exist among the dwarves.
Game Rules
Restrictions:
Wisdom is your spellcasting ability.
Because their knowledge of magic is so specialized, runescribes take a -2 penalty on spellcraft checks to learn spells from outside their tradition. Additionally, runescribes don't study the working of the mind at all, so they can never learn illusions and enchantments.
Members of this tradition do not gain the spell mastery class feature.
Proficiencies:
Class Skills: Appraise, Concentration, Craft, Decipher Script, Heal, Lore, Perform, Search, and Spellcraft.
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Runescribes are proficient with all simple weapons, as well as one-handed maces and warhammers. They are proficient with light armor, but not with any type of shield.
Initiate Bonus: Rune Magic
You gain HP and BCB as if you were an aristocrat rather than a mage. Diverse Insights does not grant this bonus.
You can make use of rune magic. All rune spells you learn count as mastered--you can scribe runes and imbue them with power without ever referring to a spellbook. When a rune you hold is discharged, you recover half the spell points used in creating it.
Scribing a Rune
Each rune is a specific pattern which can produce a specific effect if properly charged with power. Most runes are carved or etched into stone or metal. Rendering a rune in a hard surface takes a long time, but its the only way to contain the power of higher-tier runes. You can also draw a rune with ink, chalk, or the like, but drawn runes are fragile, and can only hold tier 1 spells. Drawing a rune is a full round action which provokes reaction attacks.
Charging a Rune
A newly created rune is empty and powerless; it must be imbued with magical energy to function. Charging a rune is just like casting a spell, except the spell points you spend are invested into the rune to power it--you can't regain these spell points until the rune is discharged, destroyed, or drained. A rune which is out of your presence for 24 hours is drained, becoming as empty as a new rune.
Waking a Rune
A charged rune is dormant, waiting to be used. Anyone can wake a rune by touching it and speaking its word (a minor action which does not provoke reaction attacks. Alternately, you can silently wake a rune you have created by touching it and focusing on the word (also a minor action). Once a rune is activated, it takes effect as outlined in its description. Once discharged, a written rune is totally erased. Carved runes are blackened and drained of power, but can still be charged again.
Master Bonus: Runeweaving
You can spend spell points to manipulate your runes in new ways:
- Runic Power: You can invest twice as many spell points when charging a rune to double its effects.
- Runic Endurance: You can invest twice as many spell points when charging a rune to increase the time it takes to drain to one year.
- Runic Reach: You can spend 3 spell points to wake a rune within 90 ft (this is still a minor action).
Tradition Spells
Dwarf wizards study a small variety of useful spells, but they pride themselves on their knowledge of obscure and powerful runes. Runescribes can learn these spells normally.
Uncommon runes can be added to this list.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Light - Creates a lasting light.
Mending - Makes minor repairs on an object.
Minor Ward - Ward an object against dirt and water.
Resistance - Subject gains +1 on saving throws while you concentrate.
Tier 1
Alarm - Wards an area for 2 hours/level.
Arrow Deflection - Use your reaction to deflect projectiles.
Burning Hands - 1d4 fire damage in 20 ft cone.
Deflect - Gain +4 shield bonus against incoming melee attack.
Detect Secret Doors - Reveals hidden doors within 60 ft.
Detect Undead - Talisman detects undead.
Erase - Writing vanishes.
Magic Missile - Strikes unerringly for 1d4+1 damage.
Marking Ward - Warded object marks those who touch it.
Rune of Darkness* - Rune darkens a 20 ft radius and extinguishes lights which enter.
Rune of Forgefire* - Metal weapon glows red hot, deals +1d4 damage for 5 rounds.
Rune of Light* - Rune glows very brightly, disorienting nearby creatures.
Rune of Protection* - Rune negates one critical hit.
Rune of Sealing* - Portal or container is sealed shut.
Rune of True-striking* - Gain a +5 bonus on one attack.
Tier 2
Blast of Force - 1d6 force damage, and target is forced back.
Embrittle - Metal becomes easier to damage.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Feather Fall - Reduce a speeding target’s momentum.
Locate Object - Senses direction to an object (specific or type).
Nondetection - Protects a creature or object from divinations.
Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.
Scorching Ray - Ranged touch attack deals 3d6 damage.
Stoneskin - Subject gains +4 armor bonus to AC.
Master Rune of Sealing* - Seal a portal or container and ward it against magic and daemons.
Rune of Binding* - Tie a spell to this rune, doubling its duration
Rune of Blasting* - Rune detonates on a hard impact and deals 3d6 damage in a 5 ft radius.
Rune of Deflection* - For 5 rounds, attacks against you have a 20% chance to be deflected.
Rune of Destruction* - Damage or destroy an object or 5 ft sphere of material.
Tier 3
Detect Metal - Detect large deposits of metal.
Dispel Magic - Negates ongoing magical effects and spells.
Explosive Runes - Deals 6d6 damage when read.
Energy Shield - Shield protects subject, granting energy resistance against one attack.
Fireball - 5d6 fire damage, 20 ft radius.
Glyph of Warding - Inscription harms those who pass it.
Instant Summons - Specially prepared object appears in your hand.
Magic Circle - Circle traps or wards off fey, outsiders, and undead.
Shape Stone - Sculpt stone into a new shape.
Tremor - Earthquake damages structures, may knock creatures prone.
Master Rune of Destruction* - Disintegrate a 5 ft sphere of material.
Master Rune of Fury* - Make an attack against each adjacent enemy.
Master Rune of Negation* - Rune suppresses magic within 10'.
Master Rune of Wrath* - Attack deals extra damage, or strike the ground to damage and trip nearby creatures.
Tier 4
Master Rune of Power* - Rune can be used to empower a spell, but only at great risk.
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