Helm Enchantments

An enchanter can apply these enchantments to any item that occupies the head slot, such as a helm, cap or hat.

journeyman Enchantments

Lesser Intellect (150 EP): The wearer gains a +1 bonus to Intellect.

Lesser Spirit (150 EP): The wearer gains a +1 bonus to Spirit.

Lesser Will (200 EP): The wearer gains a +1 bonus on Will saves.

ExpeRt Enchantments

Awareness (300 EP): The wearer gains a +2 bonus on Spot and Search checks. Prerequisite: One other helm enchantment.

Intellect (400 EP): The wearer gains a +2 bonus to Intellect. Prerequisite: Lesser intellect.

Lesser Recall (400 EP): Once per day, the helm allows its wearer to regain one 1st-level spell slot that she has already used. Doing so is a standard action that provokes an attack of opportunity. Prerequisite: Lesser spirit or lesser intellect.

Spirit (400 EP): The wearer gains a +2 bonus to Spirit. Prerequisite: Lesser spirit.

Will (400 EP): The wearer gains a +2 bonus on Will saves. Prerequisite: Lesser will.

Artisan Enchantments

Greater Will (750 EP): The wearer gains a +3 bonus on Will saves. Prerequisites: Lesser will, will.

Greater Intellect (750 EP): The wearer gains a +3 bonus to Intellect. Prerequisites: Lesser intellect, intellect.

Greater Spirit (750 EP): The wearer gains a +3 bonus to Spirit. Prerequisites: Lesser spirit, spirit.

Recall (1,000 EP): Once per day, the helm allows its wearer to regain one 1st-level spell slot and one 2nd-level spell slot that she has already used. She can regain only one slot at a time. Doing so is a standard action that provokes an attack of opportunity. Prerequisite: Lesser spirit or lesser intellect, lesser recall.

MasteR Enchantments

Greater Awareness (750 EP): The wearer gains a +5 bonus on Spot and Search checks. Prerequisites: Awareness and three other helm enchantments.

Superior Intellect (1,000 EP): The wearer gains a +4 bonus to Intellect. Prerequisitse: Lesser intellect, intellect, greater intellect.

Superior Spirit (1,000 EP): The wearer gains a +4 bonus to Spirit. Prerequisites: Lesser spirit, spirit, greater spirit.

Superior Will (1,000 EP): The wearer gains a +4 bonus on Will saves. Prerequisites: Lesser will, will, greater will.

Greater Recall (2,000 EP): Once per day, the helm allows its wearer to regain one 1st-level spell slot, one 2nd-level spell slot and one 3rd-level spell slot that she has already used. She can regain only one slot at a time. Doing so is a standard action that provokes an attack of opportunity. Prerequisites: Lesser spirit or lesser intellect, lesser recall, recall.

Across the face of the world there flow lines of power — patterns of magical energy that carry the vitality of the lands of Azeroth through them, like blood vessels in a creature. These lines of power are recognized subtly by every culture; the races of Azeroth identify them as those places sacred to the Light, the chosen locations of moonwells, haunted places where the power of death has tainted the flow of energy, and natural sites overflowing with elemental power that are sacred to shamans. Most cultures, however, only really focus on those places where the lines converge and meet, seeking to tap the most power from them.

Those who seek to understand and master runic power understand that the convergences are not the only important part of this power — the patterns formed by the lines themselves are important as well. These patterns, which resemble letters in a strange alphabet, are called runes. Each rune is a reflection of a pattern of energy lines somewhere in the world. Each such pattern creates a certain magical effect when energy flows in that specific formation, though in its natural occurrence, this effect is much too broad and scattered to have a meaningful impact.

Those who master runes, then, seek to duplicate those patterns in smaller forms; their runes manifest magical power that is arcane in nature, but purely benign and non-corrupting. They are manifestations of Azeroth's own unique flows of power, nothing more.

These secrets represent recent understandings of rune magic — until recently, it was believed that runes were simply symbols of power from ancient days. With the discovery of the ties between the form of runes and the patterns of natural power in the world, it is only a matter of time before more rune families are uncovered, extrapolated from other natural power sites.

Runes are organized into rune patterns, which are not actually separate runes. Instead, each rune pattern is a grand, complex rune that encompasses the individual designs of each rune within that pattern. Thus, the rune for a 2nd-level spell actually includes the pattern of the 1st-level spell that precedes it in the rune pattern, which itself includes the pattern of the cantrip that begins that pattern. Essentially, each rune pattern is a larger and larger pattern, the center of which is the rune for the 0-level rune, which is added to in greater degrees of complexity the higher up the tree one goes.

Empowering a Rune

Empowering a rune means flooding it with arcane power, and the process is nearly identical to casting a spell. Runes are inert before their creator empowers them. Thus, rune magic is a two-part process: first the caster creates the rune, and then, immediately or some time later, he empowers it. Two base character classes (so far)

have the ability to perform this process: inscribers and runemasters. All characters with this ability are called rune-casters (just as all characters able to cast spells are spellcasters). Note that the character empowering a rune does not have to be the same character who created the rune, but she does have to be aware of the rune's existence and know the rune pattern.

Armor's arcane spell failure chance applies to rune empower attempts.

While empowering a rune is akin to casting a spell, the two actions are very different. Where the normal arcane caster channels arcane power and shapes it through the use of gesture, word and material components, the rune-caster simply shunts the energy into the pattern formed by the rune, serving as the channel between the energy and the rune.

This process defines the difference between runecasting and arcane spellcasting, and is the reason that the use of runes does not cause arcane corruption. The patterns of traditional arcane spellcasting are not natural — the energy of the world, which emanates from the Well of Eternity, does not flow into those patterns without the dominating will of the arcane caster to bend and spindle it into those shapes. This is an act of supreme hubris; the forcing of the world's essential power to submit to the desires of the caster is the reason that other kinds of arcane casting cause corruption.

Rune-casting uses patterns that already exist in the world. Since these are naturally occurring patterns created by manifestations of the Well of Eternity's power in the world, the rune-caster need not force the energy to obey him. It flows willingly into the patterns — these are the patterns that the energy itself created, duplicated on a smaller scale.

Types of Runes

There are three kinds of runes: marks, glyphs and sigils. A mark is inscribed upon a creature, and each mark targets a single creature. A glyph is cast upon an object, and each glyph targets a single object. A sigil is placed upon an object or creature in order to create an effect in an area, with that object or creature at the center. Each sigil has an area that it affects.

Crafting Runes

Because the power of rune magic is dependent upon the pattern of the rune itself, the one thing that all rune effects have in common is the necessity for the rune to physically exist in order for the magic to take effect. Every rune can be used in one of three ways: as a spontaneous rune, as a scribed rune, and as a permanent rune.

Spontaneous runes are created when the rune-caster doesn't have the time to properly scribe a rune on a surface (in combat, for instance). All rune-casters keep small pieces of wood or stone upon which they scribe the runes they know.

These small plaques cost almost nothing to create, and most rune-casters create them in their spare time, storing them with their material components. When casting a rune, the rune-caster touches one of these runestones or runesticks to the target and channels the power through the rune. The rune fades from the runestone and appears on the target, appearing to be burned onto non-living objects or etched in glowing lines onto the flesh of creatures. While the quickest form of rune-making possible, spontaneous runes are also the most fragile (see "Destroying Runes," below). Casting a spontaneous rune, unlike other runes, is only a one-step process: Placing the rune on the target and empowering it occur at the same time.

It is difficult to place a mark on an unwilling creature or his possessions. When using a spontaneous rune to do so, the rune-caster must make a melee touch attack that does not provoke an attack of opportunity from the target.

Empowering a spontaneous rune changes the range of the rune to touch.

Scribed runes represent the preferred method of creating runes. Using a set of special paints, the rune-caster can create a lasting rune. Because the rune exists upon the subject, none of the spell's energy need be wasted in creating the rune, as is done with spontaneous runes. Creating a scribed rune takes 10 minutes + 1 minute per level of the rune.

The benefit of a scribed rune is that it is more difficult to destroy and dispel than a spontaneous rune, and the range is usually longer.

Placing a scribed rune upon the body of a creature requires that the creature be willing or helpless, while placing such a rune upon an object requires that the rune-caster handles the object. Empowering a scribed rune is performed at normal the rune's normal range (specified in the rune descriptions, below).

Scribed runes last for 1 day per caster level, or until empowered. After the rune's empowerment ends (i.e., its duration expires), the rune fades away.

The Power of Patterns

As noted, not every rune effect is a separate rune, for the higher-level runes in a pattern incorporate the patterns of the lower-level runes beneath them in that pattern. As a result, an already-extant scribed or permanent rune may be empowered with not only the magic of that rune, but with any other rune beneath it in the same rune pattern. Thus, a creature that has the permanently-scribed rune for mark of the imp, in the Beast pattern, is also considered to have the permanently scribed runes for mark of the badger, mark of the beast, mark of the tiger and mark of the cat as well. In this way, most runemasters end up with gradually expanding rune patterns on their bodies or possessions as their knowledge of runic patterns increases with time and experience.

If a scribed rune is empowered with a lower-level rune, the scribed rune still fades when the duration expires.

Permanent runes are runes that, once created, are nearly impossible to destroy, for their magic is such that even with the passage of time, the rune remains. Living flesh must be tattooed with the marks (though some orc runemasters are said to practice a form of ritual branding). Most nonliving material is etched with a ritual stylus or set of special chisels. All of these require the use of materials that cost (level of the rune squared) x 10 gp, and require a Spellcraft check (DC 10 + the level of the rune). The rune-caster must also place a small part of his own spirit into the rune, investing it with 10 XP per level of the rune. This process takes 1 hour per level of the rune.

The benefit of a permanent rune is that it is more difficult to destroy than a spontaneous rune. Thus, when the magic empowering the rune fades (i.e., its duration expires), the rune still exists on the target; the rune-caster can empower it again.

Placing a permanent rune upon the body of a creature requires that the creature be willing or helpless, while placing such a rune upon an object requires that the rune-caster handles the object. Empowering a permanent rune is performed at normal the rune's normal range (specified in the rune descriptions, below).

Detecting Runes

Perhaps the primary downfall of rune-casting lies in the fact that it is unsubtle. Objects, places and people marked with runes are obvious, for the runes are sprawling, complex patterns that appear to be inked, etched, tattooed or seared into the surface of the thing they affect. A rune may be concealed beneath something (such as clothing for runes upon creatures, or behind a tapestry for a rune etched into a wall), but if the rune is currently generating a magical effect, it gives itself away, for it glows with arcane energy. There are a variety of methods for detecting runes, as follows.

• Spot: When runes generate magical effects, they glow. The color depends upon the caster and the rune, but is often gold or silver. These runes are obviously magic and active.

If the rune is concealed, a Spot check (DC 20 - the level of the rune) allows a creature to notice the glow or see the effects of the rune in the air around the target. An empowered rune sometimes creates a strange rippling effect, like heat off of stone in the middle of a desert. Creatures must be within 15 feet of the rune in order to attempt this Spot check.

• Detect Magic: A detect magic spell reveals the presence of an empowered rune, though it does not reveal what specific effect is in place. It does grant a glimpse at the pattern of energy it forms, however, so that those who use detect magic may gain an idea of a rune's pattern with a Spellcraft check (DC 15 + the level of the rune).

DestRoying Runes

Because the scribed pattern of the rune provides the pattern for the power to flow, destroying a rune can destroy the magic it creates. However, it is the nature of such patterns to be self-preserving — they are hard to destroy because the patterns are natural, and energy is easily pulled into them. As a result, the runes themselves are difficult to destroy.

A rune has an Armor Class equal to the AC of the item or creature upon which it is placed, with a +2 size bonus. A rune has a hardness of 5, and a number of hit points equal to its level. A rune catches attacks in arcane streams of power, so attacking a rune deals no damage to the object or person upon which it is placed, unless the attack deals enough damage to destroy the rune (in which case the rune's bearer takes the excess damage).

Spontaneous runes are easily destroyed in the fashion of other magic, through the use of dispel magic and similar spells. Additionally, destroying the rune itself (by reducing it to 0 hit points) dispels the effect.

Scribed and permanent runes are more difficult to destroy. The inks used to create them provide no great resistance until they are empowered, but once the rune is empowered, the inks regenerate for as long as the empowerment lasts. These runes gain the fast healing 1 ability when empowered. When they reach 0 hit points, they are destroyed and their effects dispelled. Additionally, in order to use a dispel magic or a similar ability on a scribed or permanent rune, the rune must be damaged to below half its hit points. A dispelling effect that is two or more levels higher than the rune (such as greater dispel magic cast against a 4th-level rune) can dispel it without this restriction. If the rune's magic is dispelled in such a fashion, the rune is destroyed.

Counterspelling (see WoW RPG, Chapter 15: Spellcasting, "Magic Overview," Casting Spells) works normally on spontaneous runes. Scribed and permanent runes are harder to counter. A spellcaster (or rune-caster) can try to counter such a rune when it is empowered, but the rune's caster level is considered to be 4 levels higher for these purposes. If the counter attempt succeeds, the rune itself still exists, just as if the empowerment attempt never occurred (and so the rune can be empowered later).

Rune Patterns

Ancient lore groups runes into rune patterns. In reality, each pattern is the two-dimensional depiction of an intricate network of ley lines located somewhere in the world. These patterns are incredibly complex, made up as they are of many lines and curves. Runes are the written representation of the paths that the ley lines follow around and through geographical features in magically powerful sites.

A character learns new runes the same way other characters learn new spells: by paying another rune-caster. However, rune-casters who seek out runic sites (see below) may meditate on the flows of power to gain new understanding. The rune-caster may spend 5 XP and one day per level of the rune (3 XP and half a day for 0-level runes) in order to learn a new rune through this method.

Runic Sires

The patterns that make up rune patterns are not simply arcane scribblings — each is the two-dimensional representation of a place in the world that some rune-caster has had the opportunity to study. By discovering the precise layout of the ley lines in a place of power, the nature of that place can be recreated: The ley lines of a scorching desert rendered into a rune might create effects of burning destruction, while those of a deep swampland might perhaps create runes of rot or decay.

When a rune-caster is present at the site upon which a rune pattern is based, he is considered to be one level higher for the purpose of determining the effects of runes from the native pattern.

Rune Slots and Spell Slots

Generally, whenever an item or other effect refers to spell slots, it applies to rune slots as well. Thus, rune-casters can refresh their rune slots with mana draughts, and spellbreakers can destroy rune slots with spellbreak attempts.

Likewise, metamagic feats function for rune empowerment just as they do for spellcasting. Empowering a rune counts as casting a spontaneous spell for the purposes of metamagic feats (i.e., doing so usually takes a full-round action).

The rune patterns available to rune-casters (runemasters and inscribers) are presented below. Each rune pattern is actually a complex design that represents the flow of ley line energy in one site in the world, with the individual runes being made up of smaller parts of this pattern. They are presented in the following format:

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