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The description of each rune is presented below, alphabetically by rune name, in a standard format similar to that of a spell. Runes follow standard spell conventions, including ranging between 0-level and 9th-level. Some notes detailing the unique features of runes as spells are given below.

Components: Every rune is described as using either material components or an arcane focus (noted as M/F in the components entry). In every case, if the caster is creating a spontaneous rune, the components are material (a runestone or runestick). If the caster is using a scribed or permanent rune, she uses an arcane focus instead. Runes never have verbal components, and those that lack somatic components can be empowered by the rune-caster simply being within range of the rune and exerting an act of will (and a rune slot). If the rune-caster is empowering a scribed or permanent rune, this act is likely to go unnoticed, unless the viewer notices the rune spring to vibrant life.

Range: The range listed for each rune applies only when the caster is empowering a scribed or permanent rune. Empowering a spontaneous rune always has a range of touch.

Target/Area: Marks always have a target of "one creature." Glyphs always have a target of "one [object]," the precise nature of which is described in the rune text. Sigils always have an area, which varies from rune to rune, though the object or creature upon which the sigil is inscribed is always the center of that area. Unless otherwise noted, you can place a sigil on any creature or object.

The descriptive text describes the effects when the rune is empowered. Before this time, it is inert (but still impressive-looking).

Glyph of Chill

Evocation [Cold]

Level: Frost 2

Components: S, M/F

Empowerment Time: 1 standard action

Range: Touch

Target: One object of up to 20 lb. Duration: 1 min./level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The object radiates intense cold, dealing 1d6 points of cold damage to everything that touches it. If this item is already in the possession of a creature when the rune is empowered, that creature is immune to these effects. Weapons thus empowered deal +1d6 points of cold damage, and armor thus empowered deals the same damage against creatures that strike the wearer with unarmed attacks (including natural weapons).

A projectile weapon that bears a glyph of chill imparts its powers to its ammunition, as well.

Glyph of Chill, GReateR

Evocation [Cold] Level: Frost 6

This rune functions like glyph of chill, save that it deals + 3d6 points of cold damage.

Glyph of Coolness Transmutation [Cold] Level: Frost 0 Components: M/F

Empowerment Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 20 lb. Duration: 1 hour/level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The object cools significantly. Wood and other flammable objects become nonflammable to non-magical fire, and metal chills significantly. This rune can be used to keep things cool, and many a dwarven runemaster's favorite tankard sports a permanent glyph of coolness.

Glyph of Coolness, Greater Transmutation [Cold] Level: Frost 1

This rune functions like glyph of coolness, save that when used upon an object that is worn it protects its wearer against hot weather effects, including allowing the wearing of heavy armor in hot climates.

Glyph of Hardening

Transmutation Level: Stone 2 Components: M/F Empowerment Time: 1 round Range: Medium (100 ft. + 10 ft./level) Target: One object of up to 1 cubic foot/3 levels Duration: 1 hour/level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The resilience of stone flows into the object, increasing its hardness by +3 and its hit points by +3 (or +3 per inch of thickness).

Glyph of Hardening, Greater

Transmutation Level: Stone 6

This rune functions like glyph of hardening, save that the hardness of the object increases by +10 and its hit points increase by +10 (or +10 per inch of thickness).

Glyph of Hardening, Lesser

Transmutation Level: Stone 0

This rune functions like rune glyph of hardening, save that the hardness of the object increases by +1 and its hit points increase by +1 (or +1 per inch of thickness).

Glyph of Lightning

Evocation [Electricity] Level: Storm 5 Components: S, M/F Empowerment Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 20 lb. Duration: 1 min./level (D)

Saving Throw: Will negates (harmless, object); see text

Spell Resistance: Yes (harmless, object); see text The object crackles with lightning, which leaps to those who touch it. If this item is already in the possession of a creature when the rune is empowered, that creature is immune to these effects. Weapons thus empowered deal +3d6 points of electricity damage, and armor thus empowered deals the same damage against creatures that strike the wearer with unarmed attacks (including natural weapons).

Additionally, the first time each round that a creature takes damage from this effect, it must make a Fortitude saving throw (the DC equals the rune's DC). Those who fail this save take a -4 penalty to Agility for 1 round. If a creature has spell resistance, it applies to this effect.

A projectile weapon that bears a glyph of lightning imparts its powers to its ammunition, as well.

Glyph of Mending

Transmutation Level: Restoration 2 Components: M/F Empowerment Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 100 cu. ft. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This rune is placed upon an object, or scribed with the shattered remnants of such an object. When empowered, the object is returned to wholeness, even if it suffered multiple breaks, leaving it as strong as new. This rune does not restore magical properties to items that once had them.

Glyph of Opening

Conjuration (Creation) Level: Motion 8 Components: S, M/F Empowerment Time: 1 round Range: Touch Target: See text Duration: 1 min.

Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This rune is normally inscribed upon a door, but it may be placed upon any surface, including a 10 ft. by 10 ft. section of wall or floor no thicker than 40 ft. When empowered, the door or section of wall vanishes into the

Twisting Nether, creating a passage through it. The door or wall is not harmed in the passage.

The portal begins to waver 8 rounds after activation, and fades completely at the end of the empowerment's duration. This tunnel is subject to dispel magic and similar effects, and those who are in the passage when it is dispelled are ejected out of the passage as it collapses, cast away from the source of the dispelling effect.

Glyph of Safefall

Transmutation Level: Motion 1 Components: M/F

Empowerment Time: 1 immediate action Range: Long (400 ft. + 40 ft./level) Target: One Large or smaller falling object Duration: 2 min. or until landing Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) If the object is falling, it is treated as though it were under the effects of the slow fall spell. Creatures that are clinging or otherwise attached to an object affected by this rune (including those wearing items thus affected) benefit from this empowerment as well. This is an immediate action (see Chapter 3: Power Overwhelming, "New Action Types").

Glyph of Searing

Evocation [Fire]

Level: Fire 2

Components: S, M/F

Empowerment Time: 1 standard action

Range: Touch

Target: One object of up to 20 lb. Duration: 1 min./level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The object bursts into flame, dealing 1d6 points of fire damage to everything that touches it. If this item is already in the possession of a creature when the rune is empowered, that creature is immune to these effects. Weapons thus empowered deal +1d6 points of fire damage, and armor thus empowered deals the same damage to creatures that strike the wearer with unarmed attacks (including natural weapons).

A projectile weapon that bears a glyph of searing imparts its powers to its ammunition, as well.

Glyph of Searing, Greater Evocation [Fire] Level: Fire 6

This rune functions like glyph of searing, save that it deals +3d6 points of fire damage.

Glyph of Sweet Air

Transmutation Level: Storm 1 Components: M/F

Empowerment Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

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