House Rules: New Classes
LESS COMMON RUNES
The Rune of Color
This rune changes the color of objects or persons upon which it has been inscribed. This rune can increase the Hide in Shadows percentage of person upon whom it has been inscribed (10% - 40%). The rune of color may be inscribed upon the skin. The duration of the rune of color is 1d8 hours.
The Rune of Admonition
When inscribing this rune, the rune caster concentrates upon a brief message (up to three sentences, no spells) in his mind and which is bound into the rune of admonition. Any being touching the rune hears the caster's message in their mind. The message is received as if spoken by the inscriber, so intonation, emphasis, and inflection can be conveyed. The rune is usually employed to warn away trespassers or intruders, or to alert travelers to impending danger. The rune of admonition may not be inscribed upon the skin. The rune of admonition lasts for one day/level of the rune caster.
The Rune of Righteous Entry
This rune is inscribed upon a small- or medium-sized object such as a book, chest, or cupboard. The rune of righteous entry denies access to the container or object to anyone but the inscriber, who is able to open and use the object normally. The rune of righteous entry may be overpowered by mages of a higher level than the inscriber or by runic casters with a greater level of mastery than the inscriber, much as the wizard lock spell. Only one attempt to overpower the rune can be made by any given character. If the attempt fails, the being must wait until a new level is attained or a new level of runic mastery is achieved. The rune of righteous entry may not be inscribed upon the skin. The rune of righteous entry endures 1d8 years.
The Rune of Alarm
This rune emits three piercing screams when the object or person it is inscribed upon is touched by anyone else. The caster never triggers his own rune of alarm. The rune of alarm remains until it decays or until it is broken. The rune of alarm may be inscribed upon the skin. The rune of alarm endures 1d8 years if inscribed on an object, or 1d8 hours if inscribed upon the skin.
The Rune Against Magic
The Rune Against Magic absorbs spell energies directed at it or at the person or object it has been inscribed upon. The Rune Against Magic absorbs spell levels equal to twice the level of the inscriber. When the rune has absorbed spell levels equal to its investment, it evaporates. If the Rune Against Magic cannot absorb the entire spell level than it does not function for that spell. The Rune Against Magic absorbs all spells directed at it, whether for good or ill and it may not be selectively triggered. The rune will only absorb targeted spells, it will not affect area-of-effect spells, except for dispel magic. The Rune Against Magic may be inscribed upon the skin. It endures until its spell levels are exhausted, either through countering some other magical rune or spell, or through fading over time.
The Rune of the Blind Eye
The rune of the blind eye causes anyone who fails a saving throw versus spells to turn away from the object it is inscribed upon. The object is not invisible, it will simply be overlooked by anyone who looks directly at it. Once the saving throw is failed, the object is unseen by the target as long as the rune endures, even if they depart the area and return at a later time. The rune of the blind eye can even defeat detect magic and true sight as these spells require the person to directly observe the object in question. The rune may be inscribed on a person, but is slightly less effective. The recipient of the rune of the blind eye is unnoticed by anyone observing the area they occupy unless a saving throw versus spells succeeds. Targets are entitled to a saving throw each round they observe they recipient of the rune and can continue to observe the recipient until they loose sight of him through physical means (lost in crowd, turns corner, darkness, Hide in Shadows, etc). The rune endures for 1d8 years if inscribed on an object, or 1d8 hours if inscribed upon a person.
The Rune of the Breath of Life
The rune of the breath of life can be inscribed on a person or upon an object to be carried. When the rune of the breath of life is triggered, the target gains the ability to breath underwater for the duration of the rune's effect. The rune of the breath of life does not grant the abilty to breathe poisons, gases, smoke, or to survive a vacuum, though such variations might be devised. The rune of the breath of life endures for 1d8 years if inscribed on an object, or 1d8 months if inscribed on a person, if not triggered.
The Rune of Command
The rune of command functions very much like the command spell. Once triggered, anyone who touched the rune must successfully save versus spells or obey the command of the inscriber. If the rune of command is inscribed in a permanent location, the command must be determined at the time the rune is inscribed. The rune can be inscribed on a mobile object, such as a rod or staff, and touched to potential victim. In this latter case, the command is determined when the rune is triggered. The command must be brief, succinct, and simple, such as "run away," "flee," or "sleep." Commands such "kill yourself," which require interpretation, will be ignored. The rune may also be inscribed on an unwilling target (usually immobilized and restrained), and will cause the victim to obey the the inscribed if an initial saving throw versus spells is failed. If the save is failed, the victim will continue to obey the runic mage while the rune endures, and is subject to more complex commands and can obey reasonably complex instructions, such as "rearrange these books in chronological order." Obviously suicidal commands will be ignored but do not break the rune's compulsion. The rune of command affects humanoid creatures (use the charm person spell as a guideline), and all commands must be given in a language understood by the target of the rune. The rune endures for 1d8 years if inscribed on an object, or 1d8 hours if inscribed upon a person. Each such rune may only be used once.
The Rune of Confinement
The rune of confinement, when triggered, creates a hedged enclosure which contains physical, but not magical attacks. The rune of confinement will contain baatezu, tanaar'i, and elementals, though it will not block magical attacks from these or any other creatures, nor will it contain immaterial entities. The rune of confinement permits air and normal sound to pass through, but not smoke, gases, dust, fog, or other denser substances. The rune of confinement is usually inscribed on a floor and has a minimum diameter of approximately one yard (large enough to contain a medium-sized humanoid). If the target is larger than the area of the rune of confinement, the rune fails and evaporates. The rune of confinement will adapt to the shape of the environment, and is not absolutely bound to any particular shape. The rune of confinement is considered to have a Strength score of 10+1 per 2 levels of the rune caster when it is created, rounded up (max 20). Anything attempting to penetrate the rune of confinement must initiate a Strength vs. Strength contest. The attempt can be made no more than once per hour, as it is taxing and exhausting. Each successful attack by the targets of the rune of confinement reduces the effective Strength score by 1d3 points. When the Strength score of the rune of confinement reaches 0, the enclosure collapses and the rune evaporates.
The rune of confinement can be made both larger and stronger by investing additional time into its casting. The rune of confinement requires a minimum of one hour to inscribe a 1-yard diameter rune. The rune can be made both larger and stronger by investing additional hours in its creation. For every three hours the rune caster invests in the rune, the diameter of the rune of confinement is increased by one yard and the effective Strength score is increased by 2 points. If the rune of confinement encounters some permanent barrier such as a wall or reaches the maximum size of an enclosed space, the rune can be made stronger, but not larger. The rune endures for 3d3 days after it is inscribed, and the effects last for 1d3 days once triggered. The rune cannot be inscribed upon a living being.
The Rune of Defense
Similar to the rune of confinement, the rune of defense protects those within its enclosure from physical harm. The rune of defense permits fresh air and normal sounds to penetrate the barrier, but poison, gases, smoke, dust, and other denser materials are hedged out. Magical attacks may cross the rune of defense in either direction. To breach the barrier created by the rune of defense, the Strength of the rune must be defeated. Anything which attempts to cross the rune, must engage in a Strength vs. Strength struggle with the rune of defense. Each time the rune looses the contest, its effective Strength score is reduced by 1d3 points. When the Strength of the rune reaches 0, the barrier collapses and the rune evaporates.
The basic rune of defense encompasses an area one yard in diameter. The size and effective Strength of the rune of defense can be increased by investing additional hours at the time of inscription. For every three hours invested in the rune, the diameter is increased by one yard, and the effective Strength is increased by 2 points. If the rune encounters some impenetrable barrier, such as a wall or reaches the maximum size of an enclosed space, the rune of defense can be made stronger, but not larger. The basic rune of defense requires one hour to inscribe. The rune of defense endures for 3d3 days, and the effect lasts for 1d3 days. The rune cannot be inscribed upon a living being.
The Rune of Fire
When the rune of fire is triggered fire erupts from the rune, engulfing the victim. The victim automatically takes 2d8 points of magical fire damage the first round and all equipment and gear must make a saving throw versus magical fire. Each round thereafter, the victim suffers 1d6 points of normal fire damage, unless a saving throw versus breath weapons succeeds. However, unless the the rune's effect is dispelled or the victim remains completely smothered or immersed in water, the flames rekindle at the beginning of the next round, inflicting 1d6 points of damage if the saving throw is failed. The object or surface the rune is inscribed upon suffers no damage from the erupting flames. Creatures native to the Elemental Plane of Fire and creatures otherwise immune to fire damage suffer no damage from the rune of fire. The rune of fire endures for 1d8 years. It may not be inscribed on skin.
The Rune of Armour
Sometimes known as Baldrin's Rune, the rune of armour may be inscribed on a shield, armor, clothing, or even upon the skin of the target. The rune is triggered when the target is struck by a physical blow. Non-magical weapons or objects are instantly shattered. Magical weapons receive a saving throw versus crushing blow, with a -2 penalty per level of mastery of rune magick of the inscriber. Blows struck by bare flash cause the striker to suffer 1d8 points of damage, much as if a cause light wounds spell had been cast upon them. In addition, the striker suffers a -1 To Hit penalty each time he is affected by the rune of armour which lasts for 1d8 hours, or until the damage is magically healed. There is no saving throw for these effects, though magic resistance does apply. The rune of armour can be triggered four times before it is exhausted. The rune of armour endures for 1d8 years if inscribed on an object, or 1d8 months if inscribed upon a person. To cast this rune the caster must first know the Iron Can't Bite rune, although the two cannot be used together.
The Rune of Sharpness
When the rune of sharpness increases the damage of a weapon it is inscribed upon. The rune is triggered when a target is successfully struck by the runic weapon. The rune of sharpness increases the damage of the weapon by 1d8 points. This damage is magical in nature, though it is not negated by spell resistance. The rune evaporates after it is triggered. The rune of sharpness requires 1 hour to inscribe. For every additional hour invested in the rune of sharpness, the rune can be triggered one additional time before it fades. The rune endures for 1d8 years after it is inscribed. This rune can ONLY be used by someone of the warrior class and cannot be shaped unless the rune caster first knows the Triumph Rune.
The Rune of Ice
When the rune of ice is triggered, a cloud of frost and icy particles erupt from the rune engulfing the victim. The target immediately suffers 2d6 points of magical cold damage. Each round thereafter, the victim suffers an additional 1d6 points of normal cold damage as the cloud of freezing cold swirls around him, unless a saving throw vs. breath weapons succeeds. The saving throw must be made each round, or the target suffers damage that round. Creatures immune to cold damage, and creatures such as White Dragons, suffer no damage from this rune. The rune of ice requires one hour to inscribe and endures for 1d8 years.
The Rune of Law
The rune of law must be inscribed on the skin of a being and increases the recipient's skill with a single non-weapon proficiency. The proficiency need not be selected when the rune is shaped, though it must be specified when the rune is triggered. When the rune of law is triggered, half of the rune fades the recipient gains a +6 bonus in the non-weapon proficiency of his choice. The bonus lasts for a day and a night, or portion thereof, ending at the next dawn. At the end of this period, the recipient may choose to continue the bonus for an additional 12 hours, though this drains the rune of law and renders it powerless. If the recipient chooses not to continue the effect, and he must wait until 24 hours have passed to trigger the rune again. Once the rune has been triggered a second time it expires. It may be reinvigorated however by the same caster or another one, if done within the next four hours. The rune of law requires two hours to inscribe initially and half an hour to recast. The rune of law exists for the life of the recipient unless allowed to end.
The Pox Rune
This rune is only effective against wizards and other magic-users and will not be triggered by priests, fighters, or rogues. It can be carved on an item or surface, but not on skin. When triggered, the pox rune engages the target in a Wisdom vs. Wisdom struggle. Each round that the pox rune wins the contest, the target is drained of 1d4 spell levels. If the target wins, the pox rune moans and evaporates. The pox rune is considered to have a Wisdom score equal to that of the rune caster who inscribed the rune. The duration of this rune's effect is determined by the number hours invested in its creation. For every hour the duration is increased by one round, to a maximum of eight rounds. The effective Willpower score of the pox rune can be increased by investing additional time in its creation beyond those required for duration. For every half hour invested in the pox rune, the effective Wisdom score is increased by 1 point. The rune endures for 1d8 years unless triggered.
The Rune of Protection
The rune of protection is similar to both the rune of confinement and the rune of defense. The rune of protection defends against magical attacks and against extra-planar and supernatural creatures. The rune of protection is placed on the exterior of some enclosed space, usually a door or similar barrier which is then closed. Generally, there is no limit to the size of the space which may be protected, but extraordinarily large spaces may require additional runes. When invoked, the rune of protection bars passage to all types of undead, whether corporeal or not, baatezu, tanaar'i, and similar creatures from the Lower Outer Planes. The rune of protection does not bar mortal creatures or elementals. The rune does however, block all magical attacks from either side. The rune of protection can be defeated by engaging it in a Wisdom vs. Wisdom struggle. The basic rune has an effective Wisdom score equal to the rune caster who shaped it. Each time the rune of protection looses the contest, its effective Wisdom score is reduced by 1d3 points. When the Wisdom score of the rune of protection reaches 0, the protection fails. The rune of protection can be engaged once per turn by creatures attempting to breach it.
The rune of protection cannot be combined with other runes such as the rune of confinement, the rune of defense, or the triune rune of protection. It may be combined with the rune of fortitude. The rune of protection requires one hour to inscribe. The rune endures 3d3 hours if not triggered.
The Rune of Recall
The rune of recall causes the target to recall with apparent clarity events occurring one year or more in the past. The rune cannot recall events sooner than one year in the past. For each year back in time that is to be recalled, one hour must be invested in the rune of recall. Once triggered, the target will answer questions exacting detail of events that occurred during the year recalled. While the target will not lie, and is apparently truthful and accurate, the rune distorts perception of the past, and the interrogator must beware of hyperbole, metaphor, and exaggeration. The duration of the rune's effect is 1d8 hours once triggered. Once the rune has evaporated, the subject remembers nothing of what he has recalled or questioned about.
The Rune of Secrecy
The rune of secrecy must be inscribed upon a flat surface large enough for the creature(s) subject to its effects to stand upon, usually a triangular flagstone one to three feet on a side. The rune causes all outside its area of effect to perceive only utter silence from within its confines. The rune of secrecy blocks spells such as clairaudience, ESP, and power words, defeats sound-based attacks such as a banshee's wail or a harpy's song, and will even distort the perceptions of anyone attempting to Read Lips upon those within the rune of secrecy so that the proficiency check automatically fails. Once inscribed the effect is continual and endures for 1d8 years. The rune of secrecy requires one hour to inscribe. It cannot be inscribed upon a person.
The Rune of Shuttered Night
When this rune is triggered, the target must save versus spells or be rendered completely blind for 1d8 hours per hour invested in the rune (maximum of nine). The rune of shuttered night may be inscribed directly on the victim. In this latter case, if the saving throw versus spells fails, the victim is rendered blind for the duration of the rune, 1d8 years. The rune of shuttered night requires one hour to inscribe directly on the victim. The rune endures for 1d8 years if not triggered.
The Rune of Slumber
When the rune of slumber is triggered, the target must save versus spells or fall insensate for 1d8 rounds per hour invested in the rune (maximum of 24). If the rune of slumber is inscribed directly upon the victim, the rune causes the victim to fall into a coma-like sleep from which it is nearly impossible to awaken. Once per day, the victim of the rune of slumber can engage the rune in a Wisdom vs. Wisdom contest to attempt to awaken. The rune is considered to have a effective Wisdom score equal to the rune caster who shaped it. If the victim succeeds in the contest, he may awaken for a number of rounds equal to his wisdom score and thereafter returns to the magically induced sleep. The rune of slumber requires one hour to inscribe directly upon a person. In either instance the rune endures for 1d8 years.
The Rune of Fortitude
The rune of fortitude increases the structural points of the object it is inscribed upon. The rune of fortitude imbues the target with one additional structural point per hour invested in its shaping. If inscribed upon a smaller object which is not measured with structural points, the rune of fortitude grants the object a bonus to saving throws equal to +1 per hour invested in the rune. The rune of fortitude endures for 1d8 years once triggered.
The Rune of Truth
The rune of truth is usually inscribed onto an object which is held by the target, some piece of ceremonial regalia, or upon a flagstone upon which the target stands. The rune of truth compels a truthful answer from the target when directly questioned. The target may not lie and may only avoid answering by remaining completely silent or looking away from the questioner. The target may attempt to overtly lie by engaging the rune of truth an a Wisdom vs. Wisdom contest. The rune of truth is considered to have an effective Wisdom/Willpower score equal to the Wisdom score of the rune caster who inscribed it. If the rune succeeds the target is compelled to speak the truth and cannot choose now to remain silent. If the target resists the rune's compulsion the rune cracks or splits asunder. The effect of the rune of truth is continuous once inscribed and endures for 9 years. The rune of truth requires one hour to inscribe. It may not be inscribed upon a person.
The Triune Rune of Protection
The triune rune of protection is comprised of three runes of protection inscribed to define an equilateral triangle no larger than nine yards on a side. Once inscribed, the triune rune of protection bars entry to the area described by the rune to all supernatural and extra-planar creatures, such as undead, baatezu, or tanaar'i. In addition, the triune rune of protection blocks all magical attacks either into or out of the area. The triune rune of protection has no effect of normal attacks, nor does it bar any normal, mortal creatures, and these may enter or exit the area at will. In order to breech the rune, entities must engage the triune rune of protection in a Wisdom vs. Wisdom contest. Each rune has an effective Wisdom/Willpower score equal to the Wisdom score of the rune caster who inscribed it. Each time an entity succeeds in the contest, one of the runes looses 1d3 points. When the rune is reduced to 0 points, that rune fails. All three rune must be completely defeated before the barrier can be breached. The triune rune of protection endures for 27 hours once inscribed. The triune rune of protection requires three hours to inscribe, although if shaped by three casters, it can be done in one hour. A rune caster must first know the Rune of Protection.
The Triune Rune of Truth
The triune rune of truth is composed of three runes of truth inscribed at the points of an area bounded by an equilateral triangle of up to nine yards on a side. The triune rune of truth is usually inscribed cooperatively by three rune casters working in concert due to the significant investment of time, although it can be completed by a single rune caster if desired. The triune rune of truth is triggered by the inscriber or inscribers once all persons in a particular ceremony or negotiation are within. Once activated, the triune rune of truth compels truthfulness within its bounds. In order to speak a lie within the triune rune of truth, the speaker must overcome each of the three runes of truth in individual Wisdom vs. Wisdom contests, each rune having a Wisdom score equal to its shaper's own. If the liar succeeds, all three runes of truth are broken with a loud crack, and the triune rune of truth evaporates. The triune rune of truth expires when anyone enters or exits the area of effect after the rune is triggered. The triune rune of truth requires nine hours to inscribe. To shape the triune rune of truth the caster/s must first know the Rune of Truth.
The Rune of Unceasing Vigilance
This rune is inscribed in an area the rune caster wishes to guard. If it's trigger condition is met, the rune of unceasing vigilance will cause the inscriber to experience a vision of the area under observation by the rune. Typically, the vision lasts for 1d8 rounds and then fades. The rune of unceasing vigilance exists for its full duration unless destroyed, dispelled, or erased, and will continue to function if it's trigger condition is met at a latter date. Spells which require the caster to be able to see the target can be cast through the rune of unceasing vigilance when it has been triggered, much like a crystal ball. Likewise, spell effects which rely on observation or sight-corpse visage, phantasmal force, etc.-can be received through the rune. These spells have no effect on the rune of unceasing vigilance in any case, nor can the inscriber be affected by the spells unless the rune has been triggered and the vision is in full force-spells cannot be cast through an inactive rune of unceasing vigilance in either direction.
The trigger condition of the rune of unceasing vigilance can be anything that can be physically measured or evaluated, i.e., if any creature larger than a dog enters the area, or any elf enters the area, etc. The rune is unaffected by illusions or spells such as invisibility, however, it grants the inscriber no additional powers of perception.
The size of the rune determines the size of the area which can be observed and the range from which it can be observed. The rune of unceasing vigilance requires two hours to inscribe, plus one hour per ten feet of its observational range. The rune of unceasing vigilance endures for 1d8 years.
The Rune of Utter Silence
This rune renders mute any being who touches it or upon whom it is inscribed. The target receives a saving throw vs. spells in the case of mere contact. The victim receives no saving throw if the rune of utter silence is tattooed or otherwise inscribed in a permanent manner upon them. An object upon which the rune of utter silence is inscribed makes no sound, although other objects it impacts or strikes make noise as usual. With a slight variation, the rune of utter silence may be inscribed on objects such a manacles or collars which will render the being wearing them mute. The rune of utter silence is often used to prevent spell casters from using any spells requiring verbal components. The rune of utter silence requires one hour to inscribe in any variation. The rune of utter silence endures 1d8 years, but will last only twelve hours once triggered.
The Whisper Rune
When inscribing this rune, two are actually shaped, one for the Rune-caster, and one for the 'messenger', who MUST be named at the time of shaping. At any time, up to the expiration of the rune, the messenger may activate his rune and whisper a brief message (up to two words/level of the Rune-caster, no spells) into it, which will be received by the Rune-caster. The message is received as if spoken, so intonation, emphasis, and inflection can be conveyed. The Rune-caster must have the second Whisper rune on his/her person to receive the message. The Whisper rune may not be inscribed upon the skin, but can be carved into metal, stone or wood of at least one inch in length to work. The two runes MUST be carved into the same sort of material in order to function stone/stone, iron/iron, oak/oak etc. This rune lasts for one week/level of the rune caster unless triggered. Each Whisper rune may only be used once.
EXTREMELY RARE AND LOST RUNES
The Rune of Eternal Flame
When the inscription of this rune is complete, it immediately bursts into flame. The rune of eternal flame will continue to burn, so long as the material it is inscribed upon is not consumed. The size of the flame is limited by the size of the rune, but typically varies from the size of a torch to the size of a large bonfire. Larger runes of eternal flame are conceivable, but become difficult to execute. Any being coming in contact with the rune of eternal flame receives normal fire damage from the flames. The rune of eternal flame can be temporarily extinguished by immersion or burial, but will ignite again when exposed to air. Shaping the rune of eternal flame requires one hour per size category of the flame. Each size category roughly equates to the number of d6s the fire will inflict if a being touches it. For example, a torch inflicts 1d6 fire damage if used as a weapon, so it would require one hour to inscribe a torch-sized rune of eternal flame. The rune of eternal flame endures until its fuel source is exhausted.
The Rune of Softening
This horrific rune is particularly evil. It is usually cast on an item that must then touch the victim's skin. When the rune of softening is triggered, a subtle whir of gleeful, yet disturbing voices is heard. The rune causes the flesh and skin of the victim to soften, melt, and run like hot wax. The duration of the effect of the rune of softening is 1d8 rounds. Each round the effect continues, the victim suffers 1d8 points of damage. In addition, each round the victim permanently looses 1d3 points of Charisma, 1d4 points of Comeliness (if that ability is used), and 1d2 points of Dexterity. The effects can only be reversed by limited wish (which restores only one type of damage, Charisma, Comeliness, or Dexterity), wish, or restoration. The rune of softening requires one day to shape, and is activated by the sacrifice of one point of permanent CON. If not triggered it endures for 1d8 years. To shape the terrible rune of softening the rune caster must know the Disease Rune.
The Rune of Returning
The rune of returning is a truly rare and potent magic. This powerful rune may be inscribed on an item or a person. Once triggered, it will bring back the last thing that was lost by the item or person on which it is inscribed. This can be literally anything that has been lost: hit points; a loved one; an item; a level; even someone from the dead! The caster cannot decide what is returned, the rune of returning will bring back the literal last thing that was taken or lost and no power, short of the gods themselves, can alter it. Still the rune caster chooses where the rune is carved, and thus may know before hand, the most likely outcome. Failing the WIS check to shape the rune of returning causes what would be returned to be irrevocably lost. Inscribing the rune of returning requires three hours and is activated by the caster's blood. This rune may only be used once for any one item or person and must be triggered within seven minutes of being shaped or it becomes inert and fades. To shape this rune, the rune caster must first know the Dead Rune.
The Preserving Rune
The preserving rune is inscribed around the opening of a small container of one cubic foot or less in volume. When the rune is triggered, a magical membrane seals the container, rending its contents immune to the passage of time. The membrane is proof against all sorts of damage, though it is easily opened by anyone who desires to do so. The contents of the container will be as fresh as the day they were placed in the container, regardless of how long they were sealed. To shape the preserving rune, a rune caster must know the ale rune. This rune takes three hours to shape and lasts for an exceedingly long time, at least 8d8 thousand years.
The Rune of Warding
Also known as "evil bane," this powerful rune can act as an impenetrable barrier to evil beings or extra-planar creatures, or can inflict terrible damage upon any evil being touching it or speaking its name. The latter is often used to test the authenticity of beings of uncertain allegiance. Only an aura alteration can deceive the rune of warding. The rune inflicts 8d8 points of damage to any evil being who touches it or speaks its name. In order to act as a barrier, the rune of warding must be inscribed upon a boundary or facing surfaces of some kind. The rune of warding can be inscribed upon the keystone of an archway, upon a sill, or upon facing walls of a canyon. Even if an evil being risks the wrath of the rune, it cannot pass the barrier. The rune of warding requires three hours to inscribe and endures for 1d8 years.
The Rune of Melting
The rune of melting, or "iron-eater," causes all metal within 10 feet to rapidly and possibly melt. When triggered, the rune of kindling glows brightly for three rounds, instantly causing all metal within a 30-foot radius to radiate searing heat. Each piece of metal in direct contact with skin or with skin covered by light clothing inflicts 1d6 points of damage. The heated metal will burn through heavy cloth, such as a gambeson, in one round, and thin leather in two rounds. Heavy leather is proof against the heat for three rounds, but will be scorched and burnt beyond usability. Metal exposed to the rune of melting must make a saving throw each round at a -3 penalty or melt into slag. Molten metal inflicts 4d6 to unprotected skin, and 2d6 points of damage to skin protected by heavy cloth or leather. A character receives a saving throw vs. breath weapons at a -2 penalty for half damage against the molten metal. Any item melted by the rune of melting is destroyed and cannot be recovered even by means of a wish spell. When the three rounds of the rune's effect are complete, the rune fades and all metal affected by it instantly returns to its normal temperature. The rune of melting requires two hours to inscribe and endures for 1d8 years.
The Rune of Kindling
The rune of kindling causes a sphere of dense flame to erupt from the rune and roll over any creature or object in its path. The fiery sphere travels in a straight line for up to one turn at a movement rate of 18 or until it encounters a creature or object which exceeds its dimensions. When the sphere has traveled its maximum distance or is intercepted, it explodes in a 20-foot radius. Any creature touched by the sphere or within its radius of effect when it explodes receives 3d6 points of damage. Creatures touched by the rolling sphere receive no saving throw. Objects receive a saving throw vs. magical fire. Creatures within its burst radius receive a saving throw versus spells for half damage.
The sphere must roll in a straight line, but will follow the surface it is on, either rising or falling. The sphere can cross any gap or crevice smaller than 10 feet, but will fall, still moving at a rate of 18, into any hole or chasm larger than 10 feet. Any fall of more than 10 feet will cause the sphere to burst at its terminus or at its maximum range. The sphere cannot traverse stairs, corners, or curves, other than as outlined under falling.
The rune of kindling requires three hours to inscribe and endures for 1d8 years. To shape the rune of kindling, a rune caster must first master the Fire Rune.
The Rune of Blades
The rune of blades creates an effect similar to a blade barrier. The rune of blades can be inscribed to create either a plane of effect or a spherical effect. The plane effect can cover up to 36 square feet and is two feet thick. The spherical effect is six feet in diameter. The rune of blades is usually inscribed around the entrance to a room or tunnel when employed in the planar configuration. The spherical configuration may be inscribed upon any wall, floor, or ceiling surface and occurs with one point of the sphere tangent to the rune. In either case, the rune of blades inflicts 4d6 points of damage. A successful saving throw versus breath weapons reduces damage by one-half. The rune of blades requires one hour to cast. The area of effect of the rune of blades can be increased by adding additional hours of casting during its creation. For each additional two hours, the area of effect can be increased by an additional 36 square feet or by increasing its depth by one foot in the planar configuration. Each additional foot of depth increases the damage caused by the whirling cloud of blades by 1d6 points of damage. In the spherical configuration, each additional two hours can increase the diameter of the sphere by six feet. Once inscribed, the rune of blades endures for 1d8 years.
The Vermin Rune
When the vermin rune is triggered, all creatures within 20 feet are poly-morphed into a normal creature of tiny size or smaller. A successful saving throw versus poly-morph negates the effect of the rune. The poly-morph effect is permanent until dispelled by dispel magic or reversed by poly-morph other, poly-morph any object, limited wish, or wish. The vermin rune only affects the space in a 180-degree arc in front of it. It will not affect beings behind the surface it is inscribed upon. The type of creature victims will be transformed into is specified when the vermin rune is inscribed. Typical creatures are rats, bats, snails, slugs, or toads. The vermin rune requires two hours to inscribe and endures for 1d8 years.
The Rune of Floating
The rune of floating creates an anti-gravity effect when it is triggered. The rune of floating affects all beings within a 20-foot radius when it is triggered. The effect of the rune of floating lasts long enough for creatures and objects to "fall" 30 feet upwards or until they strike another surface. Creatures without the ability to fly, levitate, or without some form of protection like feather fall, take normal falling damage both from the upward and downward fall. The rune of floating is particularly vicious when combined with a spiked ceiling and/or floor. The rune of floating requires forty five minutes to inscribe and endures for 1d8 years.
The Rune of Kheled
The rune of kheled is inscribed upon glass or crystal, it transforms it into a transparent, steel-hard substance. Up to 10 pounds of material can be affected per level of the rune caster. The rune of kheled's effect is permanent unless the rune is erased or dispelled.
The Rune of Entrance
When the rune of entrance is triggered, the surface it is inscribed upon shimmers and then passes out of phase with matter on the prime material plane, similar to the pass wall spell. The rune of entrance affects a three-foot radius circle and extends up to five feet into the surface behind it. If not triggered immediately, the rune endures for 1d8 years. When triggered, the passage created by the rune of entrance lasts for five rounds, plus one round per level of the rune caster. The basic rune requires one hour to create. By adding two more hours to the casting, the radius of the passage can be extended by three feet, or the depth can be increased by five feet. The rune of entrance endures for 1d8 years or until triggered once.
The Shuddering Rune
When the shuddering rune is triggered, it begins to emit a high-pitched hum. The hum induces a vibration in all small objects (one pound or less) within a 3-foot radius, causes them to shatter into fragments if they fail saving throw versus crushing blow. Larger objects are not affected. The shuddering rune remains active for 1d8 rounds, plus one round per level of the rune caster. Crystalline entities within the rune's radius of effect suffer 4d6 points of damage each round they are subject to its effects. Such creatures are entitled to a saving throw versus spell for half damage. The rune can also be inscribed to affect a single, larger object. The object may be up to 10 pounds, plus 10 pounds per level of the rune caster. Normal, non-magical objects are automatically shattered, receiving no saving throw. Magical objects receive a normal saving throw versus crushing blow, but suffer a penalty of -1 per level of the inscriber. The shuddering rune endures for 1d8 years if not triggered in either configuration and requires two hours to inscribe. To shape the Shuddering rune, a rune caster must first know the Shout Rune.
The Rune of Stone
When the rune of stone is triggered, the triggering creature is instantly petrified. The victim is entitled to a saving throw versus pettrification to negate the effect of the rune. The rune of stone may be directly inscribed on a target (usually unwilling and restrained). If directly inscribed, the victim still receives a saving throw versus petrification, but suffers a -1 penalty to the save for each level of mastery of the rune caster. The rune of stone endures for 1d8 years unless triggered and requires one hour to cast.
The Rune of Horror
The secret to the rune of horror's creation was lost long ago. When this rune is triggered, the target must make a saving throw versus spells. If the saving throw succeeds, the rune fails and evaporates. If the saving throw is failed, the victim is catapulted into a catatonic state in which he is subjected to the most horrifying hallucinations imaginable, perhaps drawn directly from the minds of fiends. Each day, the victim has the opportunity to temporarily drive away the terrifying visions by succeeding in a Wisdom/Willpower contest versus the Wisdom score of the rune caster who inscribed the rune of horror. If the victim succeeds in the contest, the visions dissipate until the victim sleeps next, when they return in full force. As the rune of horror runs its course, the visions become more real and harder to resist. For each of the next seven days, the victim suffers a -2 penalty to his effective Wisdom/Willpower score. On the ninth day, the cycle begins again, and the victim's Wisdom/Willpower score returns to its full value. The effects of the rune of horror continue for eight cycles, a full 64 days. However, no one has ever been known to survive the entire cycle without succumbing to raving madness. The rune of horror requires a number of hours to cast equal to the CON score of the intended victim. The initial saving throw to resist the rune of horror can be negated if the inscriber sacrifices a permanent point of Wisdom to the rune of horror when inscribing it. To shape the Rune of Horror, the rune caster must first master the Nith Rune.
This message was last edited by the GM at 11:37, Sat 16 May 2020.