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THE BOOK OF RUNES

Wednesday said nothing for long enough that Shadow started to wonder if he had heard the question, or if he
had, possibly, fallen asleep with his eyes open.
Then he said, staring ahead of him as he talked, ‘I know a charm that can cure pain and sickness, and lift the
grief from the heart of the grieving.
‘I know a charm that will heal with a touch.
‘I know a charm that will turn aside the weapons of an enemy.
‘I know another charm to free myself from all bonds and locks.
‘A fifth charm: I can catch a bullet in flight and take no harm from it.’

His words were quiet, urgent. Gone was the hectoring tone, gone was the grin. Wednesday spoke as if he were
reciting the words of a religious ritual, as if he were speaking something dark and painful.
‘A sixth: spells sent to hurt me will hurt only the sender.
‘A seventh charm I know: I can quench a fire simply by looking at it.
‘An eighth: if any man hates me, I can win his friendship.
‘A ninth: I can sing the wind to sleep and calm a storm for long enough to bring a ship to shore.
‘Those were the first nine charms I learned. Nine nights I hung on the bare tree, my side pierced with a spear’s
point. I swayed and blew in the cold winds and the hot winds, without food, without water, a sacrifice of myself
to myself, and the worlds opened to me.
‘For a tenth charm, I learned to dispel witches, to spin them around in the skies so that they will never find their
way back to their own doors again.
‘An eleventh: if I sing it when a battle rages it can take warriors through the tumult unscathed and unhurt, and
bring them safely back to their hearth and their home.
‘A twelfth charm I know: if I see a hanged man I can bring him down from the gallows to whisper to us all he
remembers.
‘A thirteenth: if I sprinkle water on a child’s head, that child will not fall in battle.
‘A fourteenth. I know the names of all the gods. Every damned one of them.
‘A fifteenth: I have a dream of power, of glory, and of wisdom, and I can make people believe my dreams.’

His voice was so low now that Shadow had to strain to hear it over the plane’s engine noise.
‘A sixteenth charm I know: if I need love I can turn the mind and hearth of any woman.
‘A seventeenth, that no woman I want will ever want another.
‘And I know an eighteenth charm, and that charm is the greatest of all, and that charm I can tell no man, for a
secret that no one knows but you is the most powerful secret there can ever be.’
He sighed, and then stopped talking.

Shadow could feel his skin crawl. It was as if he had just seen a door open to another place, somewhere worlds
away where hanged men blew in the wind at every crossroads, where witches shrieked overhead in the night.

Neil Gaiman, “American Gods”

THE BOOK OF RUNES


INDEX

Introduction
1 - Runes and their use
1.1 - Using Runes; 1.2 – Runes in your Campaign; 1.3 – Norse clergy and runes; 1.4 – Inscribing runes; 1.5 –
Runecraft skill and runic feats; 1.6 Reading the runes
2 - The know runes
3 - the Runecaster class
4 - Runic objects
4.1 – Creating Runic objects; 4.2 – Some know runic objects; 4.3 – Epic Runic objects
5 - Monsters and runes
Tables
INTRODUCTION
Runes are, at their most simple meaning, a form of written language commonly used for inscription on rune
stones, to commemorate the great deeds of past heroes. On a higher level, certain special runes known as
“power runes” have special magical proprieties. By studying and understanding the hidden meaning behind the
pattern of a rune, a character may learn to call its powers, or even learn to forge runic items or weapons.
Runes are usually gained through insight, instruction and reward. The character who is taught how to form a
magical rune probably learned it from another, and another before him. Sometimes, a character, after much
contemplation, suddenly “sees” the pattern needed to create a specific rune. Finally, it is possible to acquire a
rune as a gift from extraplanar entities or Gods. Although runes have magical powers, they are not like standard
spells. Some are more difficult to know than others, but there's no “level” in runes, and usually one rune have
more than one power associated with it. Also, some of the runes may be inscribed in objects like weapons or
armors or other items; some powerful crafter known as runesmiths, usually of dwarven race, may discover the
secret of the awesome master runes, capable of granting power of epic level to an item.

I - RUNES AND THEIR USE

I know that I hung on a windy tree


nights all nine,
wounded with a spear and given to Odin,
myself to myself,
on that tree of which no man knows from where its roots run
No bread did they give me nor a drink from a horn,
downwards I peered,
I took up the runes,
screaming I took them,
then I fell back from there

Havamal, 138-139

1.1 - Using Runes: The basis of rune use is the new skill runecraft, which has wisdom as its correlated ability:
only by understanding the true meaning behind a rune pattern, may a character unleash the hidden power at its
core. Since the knowledge of the magic power lying in the runes is a well-guarded secret, runecraft is usually a
cross-class skill; only the Runecaster (a class detailed later in chapter IV) has runecraft as a class skill.

Optional rule: in your campaign, you may want to grant the runecraft skill as a class skill to other classes.
Depending on the diffusion of rune knowledge, you may have the following options:
1 – rune knowledge extremely rare. Only Runecasters have runecraft as class skill and may take 10 on their DC
learning attempt.
2 – Rune knowldge very rare. Apart from runecasters, only clerics of Norse gods may have runecraft as class skill.
3 - Rune knowledge rare. Runecraft is a class skill for runecasters, clerics of norse pantheon and dwarf clerics
4 - Rune knowldge uncommon. Runecraft is class skill for runecasters, wizards and clerics.

A rune must be learned before it can be used. Each rune has a DC ranging from less than 20 for the easiest ones
up to 40 and more for the most secret ones. A character must succeed in a runecraft check to learn it. Note that
only a Runecaster may take 10 on his DC learning attempt (if a cleric tries and fail, it is assumed the god
involved didn't want him to know that specific rune). If the check is successful, the character may add that rune
to the list of those he already knows. A character may retry a DC check on a previously failed rune each time he
passes a level.
A character may know one rune every three ranks of runecraft skill he has (note that the runecaster has bonus
know runes).

Optional rule: there may be nasty consequences if a character tries to learn a rune which is too difficult for his
actual runeskill knowledge. If a character fails his DC learning check by three or less points, nothing happens. If
the failure is between 4 and 6 points, the character suffers 1d6 hp of damage and loses for a day 1d4 points of
strength and constitution. If the check fails by 7-9 points, the character suffers 2d6 hp of damage and loses 1d6
points of strength and constitution for a week. If the check fails by 10 or more points, the character suffers 4d6
points of damage, 1d8 points of strength and 1d8 points of constitution for two weeks. Furthermore, a point of
constitution is permanently lost (a heal spell may overcome this loss)

Once a character learns how to fashion a magical rune, he may attempt to use it. Of course, since the character
is manipulating magic, this is neither a simple nor easy task. The process is know as shaping, and is divided into
three steps: planning, carving and activating.
Each attempt to shape a rune begins with a full turn of concentration (the “quick planning” feat reduces the
planning time). After planning the rune, the character may proceed to the second step.
Carving a rune requires only three things: the rune as planned out in the character's mind, something to carve it
with, and something to carve it on. Magical runes must be carved (written with paper and inks grants them no
power). There must be no delay between the planning and the carving. Typical surfaces for carving runes are
stones, or wood boards. The most common carving implement is a knife, although any other hard, pointed tool
can be used. As a rule of thumb, carving a rune on a stone takes five minutes for the simplest (DC 20 or less), ten
minutes for the average complex runes (DC 21-25), fifteen for the more complex (DC 26-32) and twenty for the
most complex runes (DC 33 or more), or half that time on a wood board.
The third step is activating it. The activation methods varies and usually consists in a poem spoken over the
rune, or anointing the rune with saliva or, sometimes, blood. The activation time varies from rune to rune. Once
activated, the rune radiates magic and sometimes gives off a faint light. Sometimes, the effects of an activated
rune happens immediately; other times, the activator of the rune has some time to decide when the effect will
take place. Usually, the effect of a rune depends on the activator's level.
The majority of runes have more than one effect. At the moment of the activation, the activator decides which
of the effects of the rune he wants to produce.
A character may activate in a day, or keeping active in a day, a number of runes equal to his/her level.

Once a character knows a rune, he will usually carve the rune on some small wooden board or stone and bring
the carved rune with him, ready to be activated. The carved objects may be wear (es as a part of a necklace) or
kept in small leather bags; the character will usually meditate on the carved objects as he awake, or before
sleeping. A character may also carve a rune and give it to another one who doesn't have any power over runes, to
activate the rune in his place: in this case, the second character uses the activation power of the first but
empower the rune with his personal strength. The rune activated by another is calculated in the number of runes
activable by the carver (so the rune won't activate if the original carver has already used up all the runes he may
use that day).

All this is for carved runes. When creating a runic object or weapon, runes are inscribed during the craft or the
forging, and the character using it has only to activate the rune, for a fixed number of times every day. A few
inscribed runes may have a permanent effect (once inscribed, they are always active). In the case of inscribed
runes, the power level of the rune (contrary to the one of carved runes) will always be calculated on the
character who inscribed it.

1.2 – Runes in your Campaign: runes belongs to the great family of encrypted magic, of which they represent an
important branch. As the capability to use runes depends on a skill, any class or character can learn and use
runes. However, you may want to restrict the knowledge to peoples or societies peculiar to a certain
geographical area or revering a specific pantheon. Pseudo-Viking societies are the obvious choice, as the Norse
pantheon, both mythologically and in fantasy literature seems to somehow being specialized, thank to Odin's
self-sacrifice, in rune using; also dwarves or elves, being strongly connected to the norse pantheon may know
about the runes. Dwarves, in particular, may be the only ones capable of runic items and runic weapon creation.
On the other hand, you may want to use runes to characterize a specific culture or race of your world. There's no
prohibition to have a rune-using society based on polinesian sailors, or on amazon-like aborigenal cultures, or to
have mighty wizards using their jealously kept rune knowledge to create powerful runic weapons.
There are two main sources in rune using. One is the norse mythic and fantasy tradition, where a character
learns the magic of runes, carves them on stones or boards and activates them, obtaining a magical effect.
A second tradition, also linked to norse mythology but present expecially in the Warhammer game, is the one of
the great crafters (usually dwarves smiths) capable of inscribing one or more runes on weapons, armors or other
items. You may want just to use the first kind of magic; however in this work I will study also the second great
way of rune using, so you will be able to introduce the awesome power of runic objects in your campaign.

1.3 – Norse clergy and runes: if you decide to introduce runes to your homebrew norse-like culture, you may
want to have the following tips and ideas:
Norse clergy pass the secret of rune magic to the most dedicated or promising of the young priests. According to
the myth, Odin received the runes after being hung in self-sacrifice from the Yggdrasil tree for nine days and
nights. Following this legend, the decision to take the runecraft skill is usually followed by a ceremony in which
the priest is ritually “killed”: he drinks a potion containing a toxin which does not kill, but paralyzes the priest's
mind and body, inducing a death-like appearance. The cleric remains awake for nine days and nights, cut off by
any perception of the world – the unprepared may well die or become insane in the maddening ordeal. In Odin's
cult, a ceremonial hangman's noose is placed around the cleric's neck, and then he's buried in a water-tight
coffin in a sacred bog for the requested period. In Thor's cult, the ceremony is similar, except that the cleric is
buried in the earth. In Frey or Freja's cults, the cleric is laid to rest on a funeral pyre, which is not lit. In Loki's or
Hel's cults, the cleric drinks the potion and is sealed in darkness.
At the end of the nine days ceremony, the cleric must be awaken from his ritual death. Thus, a neutralize poison
spell or potion (and maybe a healing spell) must be available. Once the cleric is awaken, he may take his first
runecraft check to learn his first rune. The revered god usually grants the cleric the rune deemed to be most
useful. Note that the ordeal may also result in the permanent loss of a constitution point. The cleric usually also
takes the “read the runes” feat.
Most nations or religions may regard the described rituals with disgust and horror, because of their nearly suicidal
associations. Therefore, these practices are kept secret by norse clerics, though widely rumored. This may
explain why rune magic is not common outside norse lands.

1.4 – Inscribing runes (Runic weapons, armors and items): Dwarfs have learned to use the power of runes in a
different way, by incorporating it into magic items such as swords and armors. Not especially renowned for their
wizards or sorcerers, the dwarfs are however the most successful of the various races when it comes to use
inscribe runes while crafting an object or forging a weapon.
A dwarf who makes runic weapons, armors or items is called a runesmith. Runesmiths are extremely secretive
about their knowledge, and it is not uncommon for a runesmith to die with his secrets rather than pass them on
an unworthy successor. The more accomplished the runesmith, the more secrets and the more runes he will
know. Runesmiths devote years of their lives to the search of ancients secrets. If a runesmith finds a weapon or
artefact of great antiquity, he will examine it very carefully, looking for the lost runes of some ancient and
fabled runesmith, for their presence marks out a weapon as special and valuable beyond price.
Most of the great runesmiths of the past are long dead and only their work and reputation remain.
Chapter four (Runic items) gives the guidelines to inscribe runes in objects.

1.5 – Runecraft skill and runic feats: As already said, the core of rune using lies in the runecraft skill, which is
detailed below using the skill description format. There are also a few feats connected to rune using.

RUNECRAFT (new skill) (wis; trained only)


You may learn magic runes.
Check: the DC to learn a magic rune is detailed in the single rune description. See Chapter II for a list of the
know runes.
Action: The DC of a single rune is also the number of uninterrupted hours of meditation you need to learn a
magic rune.
Try again: no. If you fail the DC check, you must gain a new level before attempting again.
Synergy: no

Feats:

Craft runic item


(item creation)
You can inscribe runes in items, usually rods or staffs or amulets or rings
Prerequisite: 9 ranks in runecraft skill

Craft runic weapon or armor


(item creation)
You can inscribe runes in weapons, armor, helms and shields
Prerequisite: 8 ranks in runecraft skill
Quick Planning
you can plan a rune in one round
(rune feat)
Prerequisite: 4 ranks in runecraft skill

Read the runes


(rune feat)
You can use the runes for simple divination. See chapter 1.6 below, “reading the runes”.
Prerequisite: runecraft skill

Epic feats:

Master Runesmith
(item creation)
You can inscribe runes in objects which remains active even with three other active runes. Each time this feat is
taken, the character may create runic objects with added activable runes after the third.
Without this feat, only three inscribed runes may be active at the same time on an object.
Prerequisite: 26 ranks in runecraft, Craft runic item or Craft runic weapon or armor feat

1.6 – Reading the runes: by using runes carved on wooden tiles or stones, a character with the “read the runes”
feat can ask the divine beings (usually norse gods) he reveres for guidance on a course of action. The subject
may try this ritual once every day, with a maximum of three days every week.
The character addresses his patron god with the proper ritual phrases, describes the course of action he
proposes, then casts the runes before him. In the way the stones or tiles dispose before him, he may read the
answer of his patron. The divine being generally answer in one of the following ways:
 “You have chosen well, you have our blessing” (good idea)
 “Your fate is uncertain, but you have our blessing” (not a terrible idea)
 “Your choice is unwise, may the fates bless your fortune” (bad idea. If you try this, you'd better be lucky)
 “Your choice offends us. May you live to regret it” (not only a bad idea, but against the principle of your cult)
 “SILENCE” (could mean anything from “how could you waste my time with something so dumb” to “it is
possible that you were asking help from another god from another pantheon and accidentally you called on
me?”, from “do that and not only you're dead, but also your soul's better go looking for another patron” to
“lower dimensions are full of souls who acted just like you”)
The DM, of course, has the option to make the immortal's response take any form he wants, and also to
discourage an excessive use of runes reading in the course of an adventure with increasingly criptic or annoyed
answers.

II - THE KNOW RUNES

Potent songs nine


from the famed son I learned
of Bölthorn, Bestla’s sire,
and a draught obtained
of the precious mead,
drawn from Odhrærir

Havamal, 142

There are two broad categories of runes: the ones inspired from norse pantheon and the ones developed by
dwarves specifically for inscription in items.
The first are: Aesir (Ansuz); Beast (Bjorn); Birch (Berkaan); Birthright, or fate, or luck (Obalan); Breaking
(Skallaf); Catch (Magnar); Change (Friggna); Charm (Freysna); Day (Dagar); Dead (Nemhel); Defense (Norrig); Fire
(Odar); Fruitful nature (Jarn); Giant (Urisaz); Gift (Gefu); Growth (Ingwaz); Hail (Haglaz); Hide (Perbo); Horse
(Mehwaz); Hunter (Ihaz); Ice (Isaz); Illness (Kaunan); Iron-can’t-bite (Baresark); Journey (Raidu); Joy (Wunjo);
Lore (Mimr); Man (Mannaz); Need (naudiz); Protection (Algiz); Resist elements (Skirn); Ride the wind (Valkure);
Spell eating (Wuntar); Strength (Uruz); Sun (Sowilo); Swiftness (Yrmod); Trigger (Lotke); War (Tiwaz); Water
(Laguz); Wealth (Fehu)
The second are: Adamant; Death; Deep ironbite; Demon slaying; Dragon slaying; Flight; Master fighter; Smiting;
Striking; Undead slaying;

In this chapter we will look at the various runes known. The runes are described in alphabetical order, with the
DC check (runecraft) needed to learn that rune and the activation time, plus the elements needed for the
activation. Those are usually verbal (may vary between a command word, a short sentence or a short poem) and
material (usually saliva from the activator). The range is usually personal, meaning that the effects are centered
on the activator. Cases where the activator may use the magical power of the rune on others are stated in the
rune's description.
The (armor) or (weapon) tag indicates the rune may exclusively be inscribed in armors or weapons, using the
apposite feat, and not carved and activated as the other runes.
If not described otherwise, a rune imitating the effects of a spell works as a spell with the activator's level
instead of the caster's level.

For a complete list of the know runes and their use, refers to the “Tables” section at the end of the book.

Adamant rune (Groth One-eye rune) (armor)


DC: 30
Activation time: free action (V: single word)
This rune was made by the renowned dwarf runesmith and warrior Groth One-eye. When inscribed on armor or a
shield and active, the Adamant rune magically enhances the object to adamantine hardness. Light armor gain a
damage reduction of 1/-, medium armor 2/- and heavy armor 3/-; armor check penalties are lessened by 1 and
the hardness becomes 20, with 40 hp per inch of thickness. Also, the armor or shield gains one-third more hp
than usual.
The Adamant rune is active for five minutes plus one minute per activator's level.

Aesir-rune (Ansuz)
DC: 18
Activation time: one standard action (V: sentence)
Ansuz signifies the immortals and their realms beyond the material plane. Also called As-rune, Ansuz
1 – reveals to the activator the true appearance of magically disguised creatures and objects. The effect is
similar to the “detect magic” spell, in a circle around 60 feet from you. Duration is one minute, plus one
additional minute per activator level;
2 – creates a protection similar to the “protection from evil” spell centered on the activator. Duration is three
minutes, plus two additional minutes per activator level;
3 – confers to the activator a +2 bonus on all saving throws for three minutes.

Beast-rune (Bjorn)
DC: 18
Activation time: one full round (V: short poem, M: saliva)
Bjorn represent the animals and their world, and their relations with men. The Bjorn rune
1- enable the activator to speak with animals, as the spell, for three minutes plus two additional minutes per
activator level. The activator has a +1 point of charisma bonus vs the speaking animal.
2- works like a “charm animal” spell, with a duration of 1 hour plus one hour per activator level
3 – works like a “calm animal” spell, affecting 2d6 HD of animals, plus one HD per activator level.

Birch-rune (Berkaan)
DC: 22
Activation time: one full round (V: short poem)
Berkaan represent the durable vitality of the birch. Berkaan (also called Berkana, or Berkanan)
1 – if wearing no armor, grants to the activator or to the creature touched during the activation a +4 bonus to
natural armor class for three minutes, plus two minutes per activator level. Shield may be used;
2 – heals 10 hp of damage, plus two per activator level, to the activator or the single creature touched during
the activation;
3 – reduces by half any damage (meaning effective damage bypassing eventual damage reduction) to the
activator or the single creature touched during the activation for three rounds, plus one additional round per
activator level.

Birthright-rune, also called fate-rune or luck-rune (Obalan)


DC: 23
Activation time: one standard action (V: sentence)
Obalan (also Obala) signifes power over the fate ordained by the immortals. Obalan
1 – enable the activator or one creature designed by the activator within 30 ft from him during the activation to
ignore for ten rounds the effect of one attack that would reduce it to negative hit points, or cause its death by
poison or magic
2 – enable the activator or the creature touched during the activation to reroll one result in the five rounds
following the activation.
3 – grants to the activator or the creature touched during the activation a +2 bonus to attack rolls and saving
throws for a minute, plus one minute per activator level.

Breaking rune (Skallaf)


DC: 22
Activation time: free action (V: single word)
Once active, Skallaf grants for three minutes plus one minute per activator a +4 on attack rolls made to attack
other objects, and doubles the base damage against them (before calculating the object's hardness DR).

Catch-rune (Magnar)
DC: 17
Activation time: one full round (V: short poem)
This rune once active grants the activator the benefits of the “deflects arrows” feat. The Catch-rune remains
active for ten minutes per activator's level.

Change-rune (Friggna)
DC: 26
Activation time: one full round (V: short poem)
Friggna enables the activator to assume the shape of an animal or vermin. The assumed form can’t have more
Hit Dice than your level, to a maximum of 20 HD at 20th level. The subject gains the Strength, Dexterity, and
Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains
all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities
possessed by the new form or any supernatural or spell-like abilities. Note that the character does not heal of
any damage while changing from one form to the other, and his clothing and equipment do not trasform with
him. The activator may assume a tiny form. The effect lasts for five minutes, plus two minutes per activator
level. If slain, the subject reverts to its original form, though it remains dead.

Charm-rune (Freysna)
DC: 18
Activation time: one standard action (V: sentence), or immediately (M: blood or saliva or menstruum or sperm)
Freysna function as a powerful love charm. The rune must be shaped with a particular pair of lovers in mind. The
carved rune must then either placed inside the room where the victim(s) sleeps, where it must be activated with
a short sentence, or activated (usually unknowingly) by the same victim of the charm, by his blood or saliva or
menstruum or sperm. After activation, or every night spent sleeping in the room where the rune object is, the
victim must make a will save (DC 12), modified by the activator's wisdom bonus. If the saving throw is successful,
the rune has no effect. In the case of the runic object in the room, the rune lose his charge after a week. If the
save is failed, the victim is charmed. He or she views the runecaster (or whomever the runecaster has
designated) most favorably. Indeed, the victim behaves if in love. The effect last for a week, then the victim
may try another will save, each day with a +2 bonus (of course, it may be possible to try another activation with
another rune) or until the victim sleeps in the room with the runic object, or until the object is removed.
Charm runes are dangerous to use for a variety of reasons. First, being probably the most commonly used
magical runes, they can be easily identified in cultures familiar with rune lore (the family of the victim may well
wonder about such a sudden passion, and ask help by the local priest); the charmed person (and his or her kin) is
apt to take a dim view of such a magical seduction. Also, note than even if in love, the victim is not under the
mental control of the runecaster (or whomever the runecaster has designated), retaining his/her memories and
personality.

Day-rune (Dagar)
DC: 23
Activation time: one standard action (V: sentence)
Dagar (also called Dagaz) signifies the power of light. Dagar
1 – creates on activation the effect of the “Daylight” spell for 10 minutes, plus a minute per activator level;
2 – grants to the activator the effect of a “darkvision” spell;
3 – creates a burst of sunlight in a 60' radius for one round, plus one round per activator level. Inside the area,
undeads vulnerable to daylight suffer 1d6 hp per round and are in constant pain (-4 to their saves and to hit
rolls).

Dead-rune (Nemhel)
DC: 26
Activation time: one minute (V: chant)
This dark and potent rune allows the runecaster to converse with those departed. When shaping a Nemhel rune,
the runecaster must link it with a specific person whose name he knows. When the rune is activated, it opens a
door to the world of the deceased. The base chance to contact the chosen spirit is 50%, plus 2 by activator's
level. There's a base 20% chance that the spirit will arrive in the company of 1-6 wraiths, who will attack anyone
on sight. If the runecaster has some objects or remains of the departed, it may raise his percentage by 5-30
points, depending on the type of object or remain, and decrease the chance of unwelcomed spirits manifesting
by 2-20%.
Once the spirit manifests, the activator may ask him a question per two caster levels. The spirit's knowledge is
limited to what the creature knew during life, including the languages it spoke (if any). Although the summoned
spirit cannot lie, answers are usually brief, cryptic, or repetitive, or in riddles and poems.
If the corpse has been subject to a Nemhel rune or a speak with dead spell within the past week, the new rune
fails.
The activator may call the spirit of someone deceased since one year at first level, three at second, seven at
third, 13 at fourth, 30 at fifth, 60 at sixth, 120 at seventh, 250 at eight and 500 (Maximum) at ninth level.
Note: the DM may want to adjust the number and power of Wraiths, limiting the number to one in low-level
encounters or using dread wraiths in high-level encounters.

Death rune (weapon)


DC: 47
Activation time: free action (V: single word)
No one knows which ancient Runesmith discovered the secret of the awesome Death Rune shaping. What's sure is
that only a few rune masters can attain the knowledge of the rune, and the shaping process is jealously guarded.
When inscribed on a weapon and activated, the Death rune instantly kills an enemy if the enemy suffers at least
one wound (meaning effective wound, so there won't be any effect if the wounds are absorbed by DR). Beings
having DvR 0 (or VDvR) or higher are entitled a 45 fortitude ST.
The Death rune is not effective against undeads or constructs. It is however effective against divine beings.
The Death rune remain active for three rounds, plus one round every three activator's levels rounded down.

Deep ironbite rune (Alarc the Mad's rune) (weapon)


DC: 36
Activation time: free action (V: single word)
Alarc was the famed runesmith who forged Amigwir, the feared and famous runesword. Alarc is credited with the
first shaping of this rune, whose effect is to ignore any armor or shield defence. A weapon inscribed with this
rune will pass trough armor and shield as if non-existing (refer to touch AC). Artifacts are not affected by this
power.
The Deep ironbite rune remains active for seven rounds, plus one round every activator's level.

Defense rune (Norrig)


DC: 17, 21 or 25
Activation time: free action (V: single word)
A Defense rune grants a deflection bonus to AC. It may be carved and wear, ready to be activated, or inscribed
on armor, shields, helms or even weapons. There are three types of the Rune of Defense: lesser, greater and
major. The first grants a +1 bonus to Ac, the second +2 and the third +3.
The Rune of Defense remains active for a minute, plus one minute per activator's level.

Demon Slaying rune (weapon)


DC: 32
Activation time: free action (V: single word)
The Demon Slaying rune kills a demon on a hit if the demon fails a DC 23 fortitude save. If the weapon scores a
critical, the DC of the save is 26. Even if the save succeed, the weapon inflicts double damage against demons as
long as the rune is active. Also, the active rune grants a +2 to hit rolls against demons.
The Demon slaying rune remains active for three rounds, plus one round every activator's level.

Dragon Slaying rune (weapon)


DC: 32
Activation time: free action (V: single word)
The Dragon Slaying rune kills a dragon on a hit if the dragon fails a DC 23 fortitude save. If the weapon scores a
critical, the DC of the save is 26. Even if the save succeed, the weapon inflicts double damage against dragons as
long as the rune is active. Also, the active rune grants a +2 to hit rolls against dragons.
The Dragon Slaying rune remains active for three rounds, plus one round every activator's level.

Fire-rune (Odar)
DC: 19
Activation time: one standard action (V: sentence)
this rune signifies the warmth-giving hearth and the destructive power of wildfire. Odar
1 – burns like a torch for two hours plus one hour per activator's level, yet does not consume the material the
rune is inscribed upon. The fire burns even in heavy rain, but not while submerged;
2 – the rune burns intensely for five rounds plus one round per activator's level. If carved on a weapon, the rune
mimics the flaming effect, dealing an extra 1d6 points of fire damage on a successful hit;
3 – discharge a cone of fire similar to the one produced by a Burning hands spell, with a maximum cap of 6d4
points of fire damage
Flight rune (Throwing weapon)
DC: 20
Activation time: free action (V, single word)
The flight rune, once inscribed on a weapon that can be thrown, grants it the “returning” power.
The rune remain active for one hour.

Fruitful nature rune (Jarn)


DC: 15
Activation time: one full round (V: short poem)
This rune signifies the bounty of wild nature, as opposed to domestic animals and crops. Jarn
1 – informs whether plants or animals are edible or poisonous, in a range of 20 feet from the activator (duration
one round);
2 – indicates location and direction to specific species of plants know to the activator, in a range of three miles.

Giant-rune (Urisaz)
DC: 25
Activation time: one standard action (V: sentence)
Urisaz signifies the various creatures of the giant races. Urisaz
1 – causes creatures of the giant subtype to have a favourable reaction to the activator (+5 points of charisma
bonus for a whole day while interacting with giants);
2 – act as a Charm monster spell, with effects limited to a single creature of the giant subtype. The base will
save is 15, modified by the wisdom of the activator.
3 – The activator becomes a hill giant, as if using a Polymorph spell, with the difference that there's no regaining
of lost hit points. Note that normal human weapon are usually useless to a giant.

Gift-rune (Gefu)
DC: 16
Activation time: one standard action (V: sentence)
Also called Gebo, this rune signifies generosity and hospitality. Gefu
1 – causes intelligent creatures to respond positively to requests for food, shelter and clothing (+3 bonus points
of charisma for a day while interacting)
2 – causes hostile or vengeful persons to positively respond to offers of appropriate gifts or weregild as
compensation for injury or offense given (+3 bonus points of charisma bonus for a day while interacting)

Growth-rune (Ingwaz)
DC: 27
Activation time: one standard action (V: sentence)
also called Ingwar, it signifies the power of growth in natural things. Ingwaz
1 – acts as a plant growth spell;
2 – acts as an animal growth spell, with the limit of just one animal as a target. Duration is one minute, plus one
round every activator level.

Hail-rune (Haglaz)
DC: 24
Activation time: one standard action (V: sentence)
This rune signifies the violent, destructive side of nature. Haglaz
1 – creates a violent storm similar in effect to a sleet storm spell, duration two rounds plus one per activator
level;
2 – creates a single lightning bolt, as the spell, which inflicts 6d6 hp of damage.
Hide-rune (Perbo)
DC: 22
Activation time: one standard action (V: sentence)
also called pertro or pathru, Perbo signifies concealment and hidden knowledge. Perbo
1 – acts as an invisibility spell;
2 – acts as a detect secret doors spell;
3 – the activator is aware of, but cannot see, invisible beings within '60 radius. The activator is not aware of
direction or distance to the invisible being. Duration is one minute, plus one minute per activator level;
4 – finally, if inscribed and activated on an object, Perbo acts as an obscure object spell

Horse-rune (Mehwaz)
DC: 17
Activation time: one standard action (V: sentence)
Mehwaz signifies mastery of horses. Also called mehwar, this rune
1 – grants a +7 bonus to charisma while interacting with horses for one hour
2 – grants a +15 to any ride check involving horses for one hour
3 – the activator may call a specific horse that is within one mile of the caster. The horse will answer the
summon immediately, arriving as soon as possible, risking combat with other creatures but not suicidal fights
4 - grants for a day a +5 bonus to constitution checks made to continue running and constitution checks made to
avoid nonlethal damage from a forced march

Hunter-rune (Ihaz)
DC: 18
Activation time: one standard action (V: sentence)
Also called Ihar, this rune represents the tracking, snaring and killing skills of the hunter. Ihaz
1 – grants a +7 bonus to any survival checks for a day;
2 – enable to use the “track” feat even if not possessed for three hours;
3 – if inscribed and activated on a missile weapon, grants a +3 bonus to the hit rolls for seven rounds.

Ice-rune (Isaz)
DC: 27
Activation time: one standard action (V: sentence)
Isaz signifies ice and cold. Also called Isar, this rune
1 – grants the effects of a resist energy (cold) spell;
2 – causes a 15'x15' water surface to freeze solidly for one hour plus one hour per activator level, thick enough to
support the weight of three normal men. The ice may be formed in moving water to create a raft. At the end of
the duration, the ice melts in 1d10 rounds;
3 – creates a hail storm with the effect similar to a Ice storm spell, with the difference that the damage is 4d6
(2d6 of bludgeoning and 2d6 of cold damage).

Illness-rune (Kaunan)
DC: 23
Activation time: one standard action (V: sentence), or immediately (M: blood or saliva)
Kaunan represents the dark power to inflict illness. This rune works much like the Charm-rune. Kaunan must be
shaped with a particular person in mind. The carved rune must then be either placed inside the room where the
victim sleeps, or activated (usually unknowingly) by the same victim of the rune, by his blood or saliva. After
activation, or every night spent sleeping in the room where the rune object is, the victim must make a fortitude
save (DC 12), modified by the activator's wisdom bonus. If the saving throw is successful, the rune has no effect.
In the case of the runic object in the room, the rune lose his charge after a week. If the save is failed, the victim
weakens, losing a point of constitution every day, until the victim's constitution reaches 0 and the character dies.
A remove disease spell or more powerful spell may counter Kaunan, as well as a Sowilo rune. In the case of a
runic objects, the constitution loss may be prevented by placing the victim in another room, or by removing the
object. Constitution points are recovered at the rate of one point every day.

Iron-can't-bite-rune (Baresark)
DC: 20
Activation time: one standard action (V: sentence)
This rune is much valued by warriors of all types. Shaped for a particular person and once activated, Baresark
grants damage reduction 3/- for one minute, plus one minute per activator's level. This stacks with other types
of damage reduction, and specifically with the barbarian DR class feature.

Journey-rune (Raidu)
DC: 20
Activation time: one full round (V: short poem)
This rune signify the traveler. Raidu
1 – point the direction (but not the distance) to travel to reach his destination. This works only as regard a
specific geographic location in a material plane;
2 – for a seven hours period, the activator awakens from sleep if an enemy or a creature with hostile intent
approaches within 60 feet;
3 – for a three hour period, the activator receives a +4 bonus to constitution checks made to avoid nonlethal
damage from a forced march

Joy-rune (Wunjo)
DC: 18
Activation time: one standard action (V: sentence)
this rune signify happiness and appreciation of life. Wunjo
1 – causes an audience to respons favorably to a tale or a song (+4 to perform check when activated before the
exibition);
2 – causes one listener to respond favourably to a request for aid (+4 to charisma for two minutes);
3 – grants a +1 to will saves to all non hostile to the activator in a 10 feet circle centered on the activator for
two minutes plus one every activator level.

Lore-rune (Mimr)
DC: 29
Activation time: one full round (V: short poem)
The Lore-rune has the power to bring legends about important persons, places or things, working much like the
Legend Lore spell. Mimr must be shaped having in mind the specific persons, places or things about which you
wants information. Once shaped and activated, the caster must meditate over the patterns of the rune until the
legend comes to his/her mind. The time to gather the required information is the same as the Legend Lore
Spell.

Man-rune (Mannaz)
DC: 20
Activation time: one standard action (V: sentence)
This rune signifies knowledge of other humans and earthly wisdom. Mannaz
1 – acts as a “detect evil/good/chaos/law” spell. Each use of the rune counts as one detect spell;
2 – acts as a “detect thoughts” spell, with a base DC 12 will save to prevent thought reading, modified by the
activator's wisdom;
3 – upon holding an object belonging to another humanoid, the activator may know which direction to travel in
order to find him. The activator has no sense of distance, only direction. After showing direction, the rune
activation ceases immediately.

Master Fighter rune (Karak Highelm's rune) (weapon)


DC: 44
Activation time:one standard action (V: sentence)
The Master runesmith Karak Highelm crafted this rune in the time of the first Durwan rulers. It is said that he
forged the exquisite war panoply of the Mraud elven kings. He fought in many battles and was renowed for his
magnificent armor and helm, as well as his unique runic weapon.
The Master Fighter Rune adds a +15 to hit rolls while active.
The rune remains active for three rounds, plus one round every two activator's levels, rounded down.

Need-rune (Naudiz)
DC: 24
Activation time: one standard action (V: sentence)
this rune signifies great danger and the good fortune needed to avoid it. Naudiz
1 – permits the activator to avoid the effects of a single physical attack during a time span of one hour. Once
activated, the rune grants a +10 luck bonus to AC against a single attack choose by the activator before the hit
roll is made;
2 – duplicates the effects of a haste spell;
3 – gives the activator a +2 luck bonus to all saves for a minute.

Protection-rune, also called elk-rune (Algiz)


DC: 26
Activation time: one standard action (V: sentence)
This rune signify protection. Algiz
1 – grants a +2 deflection bonus to AC for three minutes plus one minute per activator's level;
2 – grants a +3 bonus to all saves against magic for two minutes plus one minute per activator's level;
3 – acts a resist energy spell for five minutes plus one minute per activator's level.

Resist Elements rune (Skirn)


DC: 20
Activation time: free action (V: single word)
A Resist Elements rune duplicate the effect of a resist energy spell, limited to cold, electricity or fire types of
energy. The type of energy against which the rune will provide its effects must be decided at the time of the
carving or inscribing.
The Resist Elements remains active for ten minutes per activator's level.

Ride the wind rune (Valkure)


DC: 32
Activation time: one full round (V: short poem)
Valkure enable the activator to ride the winds and move with great speed. This rune is similar to the “wind
walk” spell, with the difference that the spell may only be used to fly at great speed, and once changed to
normal form the effect of the rune ends.

Smiting rune (weapon, melee)


DC: 23
Activation time: free action (V: single word)
This rune doubles the base damage inflicted by a melee weapon.
The smiting rune remains active for three rounds, plus one round per activator’s level

Spell Eating rune (Wuntar)


DC: 34
Activation time: one full round (V: short poem)
The spell eating rune grants a spell resistance of 10+ the activator’s level, and a +6 resistance bonus on saving
throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Wuntar remains active for three minutes, plus one minute per activator’s level.

Strength rune, also called auroch-rune (Uruz)


DC: 18
Activation time: one standard action (V: sentence)
This rune signifies the strength of the wild beast. Uruz
1 – grants the activator a +4 bonus to strength for three minutes plus one minute per activator's level;
2 – attracts for one minute the attention of all attackers within a 30' radius and causes them to attack the
activator instead of other companions, unless they resist a will save DC 16 modified by the activator's wisdom.

Striking Rune (weapon)


DC: 17, 22 or 26
Activation time: free action (V: single word)
A Striking rune grants a weapon a to-hit and damage bonus. There are three types of the Striking rune which may
be inscribed in weapons: lesser, greater and major. The first grants a +1 bonus to hit and damage rolls, the
second +2 and the third +3.
The Striking rune remains active for a minute, plus one minute per activator's level.

Sun-rune (Sowilo)
DC: 18
Activation time: one standard action (V: sentence)
This rune signifies healing and good health. It is usually carved on a stone or wood and then, after activation,
held or wear. Sowilo
1 – grants a +10 to a heal check. Note that if attempting long term care, the activator may try a long term care
on him or herself, and doesn't need any items or supply (es, bandages);
2 – brings a recently dead person to 1 hp. The victim must not be reduced below -11, and must have been dead
for no more than ten rounds before the activated rune is touched to the victim.
An active Sowilo rune counters the effects of a Kaunan rune

Swiftness rune (Yrmod)


DC: 18
Activation time: one standard action (V: sentence)
Once active, the swiftness rune grants a +4 on initiative checks.
The rune remains active for ten minutes, plus three minutes for activator’s level.

Trigger rune (Lotke)


DC: 27
Activation time: one full round (V: short poem)
The power of this rune is to trigger the effects of another rune, or more than one rune, when certain
circumstances, dictated by the activator, happen. Once active, and when the circumstances set at the moment
of the carving manifest, the Lotke rune may activate one rune (if the activator has at least 7 base runecraft
ranks), two (if the activator has 15 base runecraft ranks), or even three runes ( if the activator has 25 base
runecraft ranks). The activator may set one condition every three levels.
A Lotke rune remains active until the activator is alive, for a day (activator's level 1-3), a week (activator's level
4-6), a month (activator's level 7-10), a year (activator's level 11-13), ten years (activator's level 14-17) or until
the activator dies (18+ levels).
The activator may cease the activation of a lotke rune at will.

Undead Slaying rune (weapon)


DC: 32
Activation time: free action (V: single word)
The Undead Slaying rune kills an undead on a hit if the undead fails a DC 23 fortitude save. If the weapon scores
a critical, the DC of the save is 26. Even if the save succeed, the weapon inflicts double damage against undeads
as long as the rune is active. Also, the active rune grants a +2 to hit rolls against undeads.
The Undead Slaying rune remains active for three rounds, plus one round every activator's level.

War-rune (Tiwaz)
DC: 24
Activation time: one standard action (V: sentence)
Also called tiwar, this rune signifies might and valor in arms. Tiwaz
1 – grants a +10 on a hit roll, or +3 to the next four to hit rolls. The rune must be activated and retains the power
for one hour. The effect must be applied before rolling the hit.
2 – grants a +5 to saves against fear or illusions to the activator for one hour, or a +2 in a 15' circle around the
activator for ten minutes.

Water-rune (Laguz)
DC: 24
Activation time: one standard action (V: sentence)
This rune signifies protection from drowning and from the power of the sea. Highly considered by any sailor,
Laguz
1 – grants a +10 to swim checks for six hours;
2 – acts as a water breathing spell for two hours;
3 – if carved on a ship, grants to any profession checks involving seamanship and sailing made on that ship a +5
bonus for three hours.

Wealth rune (Fehu)


DC: 17
Activation time: one standard action (V: sentence)
Also known as cattle-rune, this rune signify wealth and treasure. Highly valued by any merchant, Fehu
1 – grants a +15 bonus to any appraise checks for ten minutes;
2 – acts as a Locate object spell for ten minutes, plus one minute per activator's level;
3 – grants a +4 on bluffs and diplomacy checks made in any action involving selling or buying for ten minutes plus
one minute per activator's level.

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