MINOR RUNES (LEVEL 10)
Casts Cantrips (AWMI)
From one Prosaic list, this counts as one 10 level pick in a list.
Item gains PP as appropriate to intelligence and level.
(Average IN/EM/PR for PP, item bonus for level)
Cleaving (W)
This rune can only be inscribed on crushing or cleaving type weapons,
when attacking inanimate non-magic objects the weapon does double
damage. If used to strike armour or weapons etc the item must make a RR
vs. lvl 10 or be damaged (-5 DB/OB).
Easy Fit (AS)
This rune lightens armour that it is inscribed on by 10% and also
subtracts 10 from relevant armour penalties (ie movement, quickness
and missile penalties). Minimum 50% weight.
Empathic Contact (AWMIS)
Gives item a 10'R/(lvl) telepathic ability with current owner.
Flight (AWM)
This rune is made from a wingfeather of a magical creature. The user
may fly at 200'/rnd for up to 10 min/their lvl per day.
Fumble Modifier (WS)
Takes 2 from the fumble range of the weapon, to minimum of 1 for one
handed weapons and 2 for two handed weapons or missiles.
Increased Protection I (A)
Armour is effective as the next armour type in it's class, this may
not move armour from one AT category to another.
Lesser Unbalancing (W)
This rune emits a small thunderclap whenever the weapon hits someone,
inflicting an unbalancing critical of 1 level less.
Long Flight (WS)
Imbues the weapon with elemental air, aiding it in flight. Adding 100%
range to ranged weapons or +25' to unranged weapons.
Low Personality (AWM)
Equivalent to (50+d10) base for ME, RE, PR, EM, SD and IN.
Speaks and Reads (AWMI)
Equivalent to Rank (ME+RE/20) in one language.
Sharpness (W)
This rune can only be inscribed onto a slashing or puncturing weapon.
The rune is made from a shard of mithril, Extra bleeding is done on
a critical; A,B or C; +1 hit/rnd, D or E +2 hits/rnd.
Spell Store (AWMS)
This rune is made from a single crystal the size of a coin.
This acts as a spell store. (See the Essence Spell)
MAJOR RUNES (LEVEL 15)
Lesser Elemental Rune (W)
The weapon is inscribed with a rune of the elements, earth, air, fire
or water, the blade displays characteristics of that element (eg a
fire blade will feel warm to the touch) The weapon inflicts an
additional krush, electricity, heat or cold critical of one level
less than the weapon itself inflicts.
Additional Unbalancing (W)
As lesser unbalancing except the weapon inflicts an additional unbalancing
critical of the same severity.
Bleeding (W)
This rune can only be inscribed onto a slashing or puncturing weapon.
The rune is made from a shard of mithril, Extra bleeding is
done on a critical; A,B or C; +3 hits/rnd, D or E +5 hits/rnd.
Casts Lesser Spells (AWMI)
From one Open list, this counts as one 10 level pick in a list. Item gains
PP as appropriate to intelligence and level.
(Average IN/EM/PR for PP, item bonus for level)
Courage (AWM)
Made from a diamond shaped slice of ivory, this rune must be worn visibly
to be effective. It gives all allies within 50' +20 bonus vs. fear attacks.
Elemental Resilience (A)
This rune is inscribed with the opposing element of that to be resisted.
It reduces one type of critical (choose either krush, electricity, heat
or cold) inflicted to user by one level.
Limited Shifting (W)
This rune is made from a claw of a greater lycanthrope, it allows a weapon
to alter form (takes one round of concentration) +/-50% weight to that of
one other similar weapon.
Fearsome (AWM)
This rune is made from a shard of bone from a greater demon. Three times
a day it can emit a hideous scream which means all within 100'R must make
a +20 fear roll. The wearer is immune to the effect.
Great Cleaving (W)
As Cleaving except magical items are effected, the OB/DB penalty is 10 and
the attack level is 15.
Medium Personality (AWM)
Equivalent to (85+d10) base for ME, RE, PR, EM, SD and IN.
Repulsions (AWM)
This rune is a pure-gold symbol of Easin. It casts repulsions X once per
day. It cannot be used by opposite aligned people.
Repel demon (AWM)
This rune is made from the preserved eye of a pale VI demon. It casts
repel demon V once per day.
Return by flight (WIS)
Made from a roc feather imbued with elemental air, this rune allows the
weapon to return by flight at 500'/rnd unless restrained.
Swiftslayer (W)
Made from the skin of a shard, the rune adds +6 to IB when wielded and
the user is using at least 50% action to attack/parry.
Water Armour (A)
Imbues the armour with elemental water, the wearer is not penalised
additionally for wearing this armour whilst in water.
Runes
LORD RUNES (LEVEL 20)
Ability Boost I (AWM)
Adds +1 to one of wielders stats whilst held/worn/etc.
Greater Elemental Rune (W)
As lesser elemental rune except the critical is of the same level.
White Rune (W)
The weapon becomes Holy and gives off a pale glow (about half torchlight)
The weapon must be dedicated to a god, members of an opposing Pantheon
will take d10/d5 hits a round unless they resist vs. 20th level essence
magic.
God Directly Opposed (Holy) Opposed (Mithril)
Baruk,Osgari Rond
Delso Rond Naig
Easin Dall Rond, Naig
Kuno Dall
Lune (Light) Lune (Dark) Dall
Casts Minor Spells (AWMI)
From one Closed list, this counts as one 10 level pick in a list.
Item gains PP as appropriate to intelligence and level.
(Average IN/EM/PR for PP, item bonus for level)
Death Cheat (AM)
This rune appears as a round red spot, it takes one hour to reattune
to a new owner. Whilst worn the wearer takes 5 points of permanent
damage. On reaching unconsciousness the item automatically casts a
healing spell that cures d20x10 hits once every 24 hours.
Energy blade (W)
This rune can only be placed on a bladed or puncture weapon. The
rune crackles with energy and the blade has a constant static
charge. Once every 24 hour period the weapon can become pure energy
and attack on the lightning bolt table for 1 rnd.
High Personality (AWM)
Equivalent to (90+d10) base for ME, RE, PR, EM, SD and IN.
(This and higher intelligences include ALIGNED; gives weapon a purpose)
Increased Protection II (A)
Armour is effective as 2 AT's higher in it's class, this may not move
armour from one AT category to another.
Item Invulnerability (AWM)
The item is imbued with elemental earth, making it virtually unbreakable.
It can never be broken normally, and gains +75 to any resistance
rolls vs. destruction.
Mighty Blow (AM)
This rune is carved from the teeth of a creature famed for its strength,
such as a bear. Once worn the rune takes one hour to reattune to a new
owner. Whilst worn the wearer takes 5 points of permanent damage. Once
every 24 hours it gives a +60 STR and AG bonus for 1 round. When used
the muscles of the user appear to expand and pulse.
Minor True Elemental Rune (W)
This rune is created from complex elemental material, either Plasma,
Nether or Chaos. The weapon exhibits properties of the elemental
material (eg a Chaos runed weapon will pulsate). It inflict an
additional Plasma, Disruption or Physical Alteration critical of two
levels lower than the primary critical.
Return by Longdoor (WIS)
A magically suspended lump of ether, this rune allows the weapon to
longdoor up to 1000' back to the owner. If current owner is more
than 1000'/rune away the weapon may not longdoor.
Sidevision (AM)
This rune is the iris of a cyclops; The user gains 270 degree vision;
enemies gain only +5 flank bonus and +15 rear bonus.
Stealth (AM)
This rune bears the symbol of Filar and must be hidden to work. It
aids subtlety granting +25 to stalk and hide maneuvers.
Sure grip (W)
Weapon only fumbles on a natural roll of 01.
Telepathy (AWMIS)
Gives a 100'/lvl range telepathy with current owner.
Vampire (W)
May only be used on bladed or puncturing weapons. The rune and edge of
the weapon look slightly transparent and feel icy and razor sharp.
The weapon saps an additional 10 hits per level of primary critical
inflicted and transfers them to wielder. Target may make a CON
resistance roll at +10 to avoid the effect.
RUNES OF MIGHT (LEVEL 25)
Aqua Armour (AM)
Imbued with elemental water and bearing the symbol of Lokaer armour
with this rune does not hinder swimming actions in any way. The wearer
is not penalised for wearing armour whilst performing maneuvers in
water. In addition the item supplies the user with a waterlungs and
watervision spell for up to 1 hour/lvl of the wearer per day.
Casts Major Spells (AWMI)
From one Base list, this counts as one 10 level pick in a list. Item
gains PP as appropriate to intelligence and level.
(Average IN/EM/PR for PP, item bonus for level)
Gemini Blade (W)
This rune is a yin-yan symbol, a weapon with this rune may split
into two weapons of the same type, each gaining half the weapons
original bonus for up to 1 min/lvl per day. Only one of these
weapons will have runes effecting it and if the second blade is
destroyed the other weapon is permanently left in it's "half" form
and this rune becomes inactive.
Hawk Eyes (AM)
This rune is actually the preserved eye of a bird such as a hawk
in amber, magically enchanted. It must be worn in a prominent
location to function. It adds +25 to visual perception rolls.
Immolates (AM)
This rune is imbued with elemental energy (either fire or cold)
and feels warm/cold to the touch. Whilst worn the wearer takes 5
points of permanent damage. The user may 'immolate' once per day
for 1 rnd/lvl. This inflicts 'B' criticals in a 10'R, an 'A'
critical to any who strike the user in melee and causes the user to
inflict an addition 'A' critical in melee. In addition it halves
damage of the appropriate (either fire or cold) against the user
and reduces appropriate criticals by one level.
Major True Elemental Rune (W)
As minor true elemental rune except the critical is one level lower.
Minor Slaying (W)
This rune is made from enchanted black pearl. The weapon "slays"
one particular class, eg "Warlocks".
Power Point Store (AWMS)
Made from magical crystal the rune can store up to it's item bonus in PP. Transfer is 10 PP/rnd.
Power Reduction I (AWM)
Reduces PP costs for spells cast by user by 1 to a minimum of 1.
RR Bonus (AWM)
Made from tiny shards of kregora and other magic-absorbent
materials this rune grants +10 to all RR.
Summons (WI)
May call the weapon if on same plane, moves at 1000'/rnd unless
restrained.
Sure Hand (W)
Wielder resists disarming at double ranks.
RUNES OF THE PALE (LEVEL 30)
Ability Boost II (AWM)
Adds +2 to one of wielders stats whilst worn/held/etc.
Bladethirst I (W)
Item inflicts +1 critical level with primary criticals.
Casts Great Spells (AWMI)
From one Arcane list, this counts as one 10 level pick in a list.
Item gains PP as appropriate to intelligence and level.
(Average IN/EM/PR for PP, item bonus for level)
Dance (WI)
Defends wielder if wielder falls, Weapon is AT 20(75) and has
100+bonus*2 hits. OB=Wielders normally. If "slain" this rune is
inactive for 1 week and item may not function for 1 hour.
Elemental Rune True (W)
As minor true elemental rune except the critical is the same level.
Enhancement I (AWM)
Item grants +5 to one stat bonus, this is stackable with the effects
of an ability boost rune.
Haste (AWM)
This rune is made from a mix of shard and panther blood, this rune
casts haste X three times per day, at the start of every combat.
If intelligent item may choose not to cast spell.
Invisible Wielder (AWMI)
Item may cast invisibility on user at will. If user becomes visible
the item must wait 2 rnds before recasting.
Major Slaying (W)
The rune is made from black pearl dipped in the essence of a lesser
shadow assassin. The item becomes slaying vs. either a race, 3
professions or a group eg "Worshipper's of Easin".
Passing (AM)
Item allows user to pass through non-magical materials for up to
1'/lvl for 1 min/lvl per day.
Potency I (W)
Imbues the weapon with PEM inertia so that it hits with greater
force; so that it inflicts x2 damage.
Very High Intelligence (AWM)
Equivalent to (95+d10) base for ME, RE, PR, EM, SD and IN.
Will Shaping (W)
As limited shifting except the weapon may assume form of any other
similar weapon.
RUNES OF POWER (LEVEL 50)
Ability Boost III (AWM)
Adds +3 to one of wielders stats whilst held/worn/etc.
Aura (AM)
A magically enchanted symbol of Selim that draws power from the wearer,
whilst worn the wearer takes 5 points of permanent damage.
it gives the wearer an additional +1 PP/rank.
Damage Resistance (A)
Made from a patch of drake hide, this rune reduces all criticals vs.
the wearer by one level. This rune does not work with the
elemental resilience rune.
Doom (AWM)
Made from a lump of kregora suspended in PEM-time, if the wearer
concentrates it creates a shield against magic 2" from the users
equipment. Magic must resist vs 50th level to be effective.
Genius Intelligence (AWM)
Equivalent to (100+d10) base for ME, RE, PR, EM, SD and IN.
Great Slaying (W)
Made from a black pearl dipped in the essence of a greater shadow
assassin, this rune means the weapon "slays" a type of
profession; choose "Non", "Semi", "Hybrid", "Pure" or "Animal".
Heartseeker (W)
May only be added to edged or puncturing weapon; the edge of the
weapon becomes a rusty red colour and occasionally drips a black
red liquid. If the weapon inflicts a critical it causes an
additional +d20 points of bleeding/rnd.
Increased Protection IV (A)
Armour is effective as 4 AT's higher in it's class, this can move
armour from one AT category to another.
Potency II (W)
Imbues the weapon with PEM inertia so that it hits with greater
force; it inflicts x3 damage.
Power Reduction II (AWM)
Reduces PP costs for spells cast by user by 2 to a minimum of 1.
Replicating Blade (W)
As "gemini blade" except that the weapon bonus is not halved.
Transcendence (A)
Armour has no ESF penalty.
Battle Rune (AWM)
Inscribed with the symbol of Icha this rune gives an additional
+1/(user lvl) to all arms law skills. Whilst worn the wearer takes
5 points of permanent damage.
RUNES OF WIZARDRY (LEVEL 75)
Ability Boost IV (AWM)
Adds +4 to one of wielders stats whilst held/worn/etc.
Artifact Intelligence (AWM)
Equivalent to (105+d10) base for ME, RE, PR, EM, SD and IN.
Bladethirst II (W)
Item inflicts +2 critical level with primary criticals.
Enhancement II (AWM)
Item grants +10 to one stat bonus, this is stackable with the
effects of an ability boost rune.
Potency III (W)
Imbues the weapon with PEM inertia so that it hits with greater
force; it inflicts x4 damage.
Power Reduction III (AWM)
Reduces PP costs for spells cast by user by 3 to a minimum of 1.
Warrior rune (WM)
Inscribed with two symbols of Icha (crossed axes) the Icha
gives an additional +1/user level to all users arms and
athletic skills. Whilst worn the wearer takes 5 points of permanent
damage.
Unencumbering (A)
Armour does not encumber at all.
RUNES OF LEGEND (LEVEL 100)
Deathblade (W)
Concussion damage inflicted by the weapon can only heal
naturally, no magic, herbs etc will accelerate the healing process,
although meditation healing may help.
Godlike Intelligence (AWM)
Equivalent to (110+d10) base for ME, RE, PR, EM, SD and IN.
Potency IV (W)
Imbues the weapon with PEM inertia so that it hits with greater
force; it inflicts x4 damage.
Power Reduction IV (AWM)
Reduces PP costs for spells cast by user by 4 to a minimum of 1.
True Slaying (W)
Made from an amber chip soaked in blood of Naig, this rune makes
the weapon to slay all foes.
Ability Boost V (AWM)
Adds +5 to one of wielders stats whilst held/worn/etc.
Soul Stealer (W)
This rune is created from captured spirits of various powerful
undead. On a death blow weapon drains targets soul (as Dark
Absolution) unless a lvl 100 RR at -50 is made; wielder heals
targets level * 10 hits in damage.
Key
I : Must be intelligent
A : Can be an armour rune
W : Can be a weapon rune
M : Can be a miscellaneous rune
S : Rune is stackable with itself
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