Motion Family Runes

0 Mark of Lesser Speed: Subject's speed improves by 10 feet for 1 minute.

1 Glyph of Safefall: Object falls slowly.

2 Mark of Speed: Creature gains speed increase and bonuses to Climb and Jump checks.

3 Mark of Flying: Subject flies at speed of 60 feet.

4 Sigil of Lesser Transportation: Teleports creatures a short distance.

5 Sigil of Transportation: Teleports creatures anywhere.

6 Mark of Motion: Subject can climb, burrow, fly and swim.

Shielding Family

Striking Family

Runes

7 Sigil of Greater Transportation: Teleports creatures to any plane.

8 Glyph of Opening: Open a passage through wood or stone, door or wall.

9 Sigil of Ultimate Transportation: Permanent sigil teleports creatures to designated spot.

Restoration Family

Granted Power: You gain a +4 resistance bonus on saving throws against poison and disease. You heal temporary ability point damage at twice the normal rate (2 points per night of rest and 4 points per day of complete bed rest).

Restoration Family Runes

0 Mark of Lesser Restoration: Ends dazed and dazzled adverse conditions.

1 Mark of Vigor: Removes fatigue or alleviates exhaustion.

2 Glyph of Mending: Repairs an object.

3 Sigil of Purification: Restores the land and improves crops.

4 Mark of Purification: Immunizes subject against poison, detoxifies venom in or on subject.

5 Mark of Freedom: Subject moves normally despite impediments.

6 Mark of Restoration: Subject is restored to normal mental function.

7 Mark of Greater Restoration: Restores all levels and ability scores.

8 Glyph of Resurrection: Fully restores dead subject.

9 Mark of Regeneration: Subject gains regeneration 20.

Shielding Family

5 Mark of Greater Shielding: Subject gains spell resistance 21.

6 Mark of Superior Shielding: Subject gains immunity to necromancy and transmutation effects.

7 Mark of Ultimate Shielding: Turns spells back on the original caster.

8 Mark of Mind Shielding: Subject is immune to magical effects on mind or emotions and scrying.

9 Sigil of Ultimate Shielding: Spells are absorbed.

Striking Family

Granted Power: You can generate a protective ward around yourself as a supernatural ability. You gain a resistance bonus equal to your runemaster level on your next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Shielding Family Runes

0 Mark of Minor Shielding: Subject gains +1 resistance bonus on saving throws.

1 Mark of Lesser Shielding: Spell attacks miss subject 50% of the time.

2 Mark of Energy Shielding: Subject ignores 10 points of damage per attack from specified energy type.

3 Sigil of Dispelling: Cancels spells and magical effects.

4 Sigil of Shielding: Stops 1st- through 3rd-level spell effects.

Granted Power: You gain the Weapon Focus

(unarmed) feat for free.

Striking Family Runes

0 Mark of Kind Striking: Natural weapon deals an extra 1d4 points of nonlethal damage on next attack.

1 Mark of Sure Striking: Natural weapon ignores partial cover and concealment.

2 Mark of Magic Striking: Natural weapon gains +1 enhancement bonus.

3 Mark of Aligned Striking: Natural weapon becomes good, evil, lawful or chaotic.

4 Mark of Hardened Striking: Natural weapon gains improved base damage and critical multiplier.

5 Mark of Vampiric Striking: Natural weapon's attacks heal the attacker.

6 Mark of Energy Striking: Natural weapon deals an extra 1d6 points of energy damage.

7 Mark of Sonic Striking: Natural weapon deals an extra 1d6 points of sonic damage.

8 Mark of Greater Hardened Striking: Natural weapon becomes adamantine and gains improved base damage.

9 Mark of Ultimate Striking: Natural attacks gain reach and improved base damage, and allow ranged attacks.

Runes

The description of each rune is presented in a standard format, similar to that of a spell. Runes follow the same conventions as schools of magic, and they rank from 0-level to 9th level. Rune descriptions are presented with missing entries when those entries follow the "standard rules" for those qualities. For example, runes with somatic and material components are missing their Components entry since this is the default for all runes. The standard Inscribing Time is 1 round; Range is touch; Target for a mark is always "Creature

touched," Target for a sigil is "All creatures in a 30-foot-radius burst," and glyphs always include a Target entry. All runes include Duration, Saving Throw and Spell Resistance statistics. Some runes include an additional Material Components entry for costly components or an XP Cost entry.

Glyph of Mending

Repair a broken object. Transmutation Level: Restoration 2 Target: One object of up to 100 cu. ft. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Description

Breaks and tears in a broken object are completely repaired, making the object strong as new.

Rune Effect

This rune functions like the spell make whole except as already noted.

passage when it is dispelled or fades on its own is harmlessly ejected.

Glyph of Resurrection

Restores life to a corpse. Conjuration (Healing) Level: Restoration 8 Inscribing Time: 10 minutes Target: One corpse Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless)

Description

Restores life and complete strength to any deceased creature.

Rune Effect

This rune functions like the spell resurrection except as noted here. The creature can have been dead no longer than 200 years.

Material Component: A special rune ink prepared with crushed diamonds totaling 10,000 gp.

Glyph of Opening

Creates a passage through wood or stone. Conjuration (Creation) Level: Motion 8 Target: See text Duration: 1 minute Saving Throw: None Spell Resistance: No

Description

A portion of the Material Plane is shunted into the Twisting Nether, creating a tunnel through a door or wall.

Rune Effect

This glyph is usually inscribed on a door, but can be inscribed on a wall no thicker than 40 feet. In either case, activating the glyph creates a visible hole in the affected door or wall. The material of the door or wall is not destroyed and does not disappear; it temporarily shifts into the Twisting Nether, leaving behind a hole. Only wood, plaster or stone walls are affected.

The hole begins to waiver 8 rounds after activation and fades completely after 10 rounds. The tunnel is subject to dispel magic. Anyone within the

Glyph of Safefall

An object falls more slowly. Transmutation Level: Motion 1 Inscribing Time: 1 free action Target: One Large or smaller freefalling object Duration: Until landing or 2 minutes Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Description

One object fights the effects of gravity. If the object is being worn or carried by a creature, that creature falls more slowly as well.

Rune Effect

This glyph can be inscribed with a quick flick of the wrist, allowing it to be inscribed as a free action. This rune functions like the spell feather fall except as noted here. The target object and all creatures clinging to it cannot weigh more than 500 pounds combined.

Mark of Awareness

The subject gains a +4 insight bonus to AC. Transmutation

Rune Effect

Description

The subject gains an intuitive awareness of the future, allowing a bonus on his next attack roll.

Rune Effect

The subject gains a +10 insight bonus on his next single attack roll. Additionally, the subject is not affected by the miss chance that applies to attackers trying to strike a concealed target.

Level: Awareness 2 Duration: 1 hour

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

The subject is granted increased awareness, a fraction of a second into the future. This allows the subject to sense from which direction attacks will come.

Mark of Awareness, Ultimate

The subject gains a powerful sixth sense. Divination Level: Awareness ? Duration: 10 minutes Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

The subject gains a powerful sixth sense, receiving instantaneous warnings of impending danger or harm.

Rune Effect

The subject is never surprised or flat-footed. The subject gains a +8 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever the subject loses her Dexterity bonus to AC.

Mark of Evasion

The subject avoids magical and unusual attacks with great agility. Divination Level: Awareness 5 Duration: 1 hour

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

The subject gains an intuitive awareness of how to defend himself against magical attacks.

Rune Effect

The subject gains improved evasion, as the rogue class special ability.

Mark of Flying

The subject flies at a speed of 60 feet, with good maneuverability. Transmutation

Rune Effect

The subject gains a +4 insight bonus to AC. This insight bonus is lost whenever the subject loses her Dexterity bonus to AC unless she is only flat-footed, in which case mark of awareness still grants a +2 insight bonus to AC.

Mark of Awareness, Greater

The subject is alerted to magical eavesdropping. Divination Level: Awareness 4 Duration: 2 hours

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

For the duration of the effect, the subject knows the location of every magical scrying sensor within a 40-foot radius. If a scrying attempt originates within the area, the subject instantly knows the location from which the attempt was made; otherwise, the creature attempting to scry immediately makes a caster level check (DC 21) to hide her identity. If she fails the check, the subject of mark of greater awareness gets a visual image of the creature attempting to scry and an accurate sense of her direction and distance.

Mark of Awareness, Lesser

The subject gains a +10 insight bonus on his next attack roll. Transmutation Level: Awareness 1 Duration: See text

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

A field of awareness surrounds the subject and alerts him to any attempt to observe him by means of a divination (scrying) spell or effect.

Rune Effect

Level: Motion 3

Duration: 10 minutes

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

Description

The subject becomes as light as air, soaring into the air to fly like a bird.

Rune Effect

The subject gains the fly movement mode with a speed of 60 feet and a maneuverability of good (or 40 feet and average if it carries a medium or heavy load or wears medium or heavy armor). He can ascend at half speed and descend at double speed. He can attack or cast spells normally, charge but not run, and cannot carry aloft more weight than his maximum load plus any armor he wears.

Should the rune's duration expire while the subject is still aloft, he floats downward 60 feet per round for ld6 rounds, covering any remaining distance by falling (and taking damage as normal). The subject descends in this way if the rune is dispelled, but not if it is negated by an antimagic field.

Mark of Freedom

Subject moves normally despite impediments. Abjuration Level: Restoration 5 Duration: 2 hours

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

The subject's mind and body are freed from physical and magical constraints.

Rune Effect

This rune functions like the freedom of movement spell, except as already noted.

Mark of Healing

Cures 4d6 damage. Conjuration (Healing) Level: Healing 2 Duration: Instantaneous Saving Throw: Will half (harmless; see text) Spell Resistance: Yes (harmless; see text)

Description

This mark is imbued with positive energy. It cures damage when activated.

Rune Effect

The subject is cured of 4d6 points of damage. Since undead are powered by negative energy, this effect deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. Note that inscribing a rune on an undead creature can be quite difficult since few will voluntarily sit completely still for a full round.

Mark of Healing, Greater

Conjuration (Healing) Level: Healing 3

As mark of healing, except that it cures 5d8 points of damage.

Mark of Healing, Lesser

Conjuration (Healing) Level: Healing 1

As mark of healing, except that it cures 3d4 points of damage.

Mark of Healing, Minor

Conjuration (Healing) Level: Healing 0

As mark of healing, except that it cures 1 pointofdamage.

Mark of Healing, Superior

Conjuration (Healing) Level: Healing 4

As mark of healing, except that it cures 6dl0 points of damage.

Mark of Healing, Ultimate

Conjuration (Healing) Level: Healing 5

As mark of healing, except that it cures 7dl2 points of damage.

Mark of Motion

The subject gains burrow, climb, fly and swim movement modes. Transmutation

Mark of Restoration

Level: Motion 6 Duration: 1 hour

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

The subject is imbued with the burrowing ability of a carrion beetle, the climbing ability of a spider, the flying ability of a bird and the swimming ability of a shark.

Description

Positive energy washes over the subject to wipe away physical afflictions.

Rune Effect

The following adverse conditions affecting the target are immediately ended: blinded, deafened, diseased, nauseated, sickened and poisoned.

A poisoned creature suffers no additional effects from the poison, and any temporary effects are

Rune Effect

This rune functions like the mark of flying except as noted here. The subject gains a fly movement mode at a speed of 80 feet (good). Furthermore, the subject also gains a burrow mode at 20 feet, a climb mode at 30 feet, and a swim mode at 40 feet.

Wearing medium or heavy armor, or carrying a medium or heavy load, reduces these speeds to burrow 15 feet, climb 20 feet, fly 60 feet, and swim 25 feet. The subject retains her Dexterity bonus to AC in all movement modes.

The subject gains a +8 racial bonus on Climb checks. She can always choose to take 10 on Climb checks, even if rushed or threatened.

The subject also gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, providing she swims in a straight line.

Mark of Purification

Mark of Regeneration

The subject gains regeneration 20. Transmutation Level: Restoration 9 Duration: 1 minute

Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Description

The subject gains the regeneration of a troll as lost body parts are regained, broken bones are mended and physical vitality is increased.

Rune Effect

The subject gains regeneration 20. All damage inflicted on the subject from all sources is treated as nonlethal damage, which heals at a rate of 20 points per round, although acid and fire deal lethal damage to the subject. Also, the subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the mark is activated, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 1 minute otherwise. Mark of regeneration also rids the subject of exhaustion or fatigue. Damage that the subject suffered before activating the rune is converted to nonlethal damage and regenerated; when the rune's duration expires, all remaining damage becomes lethal (unless it was caused by a nonlethal effect). The mark has no effect on nonliving creatures (including undead).

Mark of Restoration

Removes several mental afflictions. Conjuration (Healing) Level: Restoration 6 Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Removes many physical afflictions. Conjuration (Healing) Level: Restoration 4 Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

ended, but instantaneous effects are not reversed (such as hit point damage, temporary ability damage or effects that don't go away on their own).

Description

Positive energy washes over the subject to wipe away mental afflictions.

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