Dwarven Runic Spells

Dwarven Runic Spells




SHARPEN (ALTERATION) (LEVEL 1)
Range : Item
Components : V,S,M
Duration : 6 months / lvl
Casting Time : 1 turn
Area of Effect : 1 weapon
Saving Throw : N/A
This keeps a sharp edge on any one weapon for at least the time period specified. The somatic component is dragging the blade of the chosen weapon along the stone, like a sharpening stone, then finally breaking the rune stone on the edge of the blade.


Stone Disk (Invocation/Evocation) (level2)
Range: 20 yds.
AOE: Special
Casting Time: 1
Duration: 3 turns+ 1 turn/level
Save: None
Requirements: Somatic, Material, Verbal,
Materials: a drop of mercury on a stone tablet
Once cast, the stone tablet tossed in front of the caster, it then creates the slightly concave, circular plane of force colored similar to the stone used.
The disc is three feet in diameter, 8'' thick and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats at approximately three feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of six feet between itself and the wizard.

If the spellcaster moves beyond range (by moving faster, or by such means as a teleport spell, or by trying to take it more than three feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence and whatever it was supporting crashes to the surface beneath it.

The material component of the spell is a drop of mercury.
    STRENGTHEN (ALTERATION) (LEVEL 2)
Range : Touch
Components: V,S,M
Duration: 10 yrs/lvl (spe)
Casting Time : 1 week
Area of Effect : See below
Saving Throw : N/A
This enables the Dwarfi to carve a special rune on some structure, a wall, well, or other stone design, that will keep it sturdy and strong for the duration specified. About 250 cubic feet of stone per level can be affected. Earthquakes will not damage the structure.
After the 10th level, the spell becomes permanent until dispelled. The material components for this spell are a piece of chalk, and a set of arches carved into a rune stone. The Dwarf must analyze the structure beforehand, to place the spell appropriately. Pushing the stone into the structure, adding the rune stone to the mass finishes the somatic component.

  WARSTONE (ALTERATION) (LEVEL 2)
Range : 0
Components : V,S,M
Duration: Special
Casting Time : 4
Area of Effect : Special
Saving Throw : N/A
This spell enchants the rune stone, which must be carved into three divisions of the rune stone. The stone can then be hurled or slung at an opponent. When it leaves the Rune caster's hand, the runestone splits into three warstones. The warstones have a +3 to hit and damage, (1d6+3SM/1d4+3LG) and are considered to be enchanted for purposes for determining if a creature can be struck.
Upon striking, the stones shatter and flings shards in a 5'radius inflicting 1-3 points damage. The stone will still shatter if it misses. The material component is a smooth edged stone of shale.
  STONE BRIDGE (ALTERATION) (LEVEL 3)
Range : 10'
Components : V,S,M
Duration: 1 turn/level
Casting Time : 6
Area of Effect : Special
Saving Throw : N/A
This creates a bridge of up to 50 square feet + 25 sq ft /lvl, across any gap the Dwarf desires. It is sturdy and safe to walk across, and can bear the weight of an elephant.
The material component of this spell is a piece of rope, which should be knotted around the rune stone when the spell is cast.

  DWARF GOLEM (CONJURATION/SUMMONING) (LEVEL 4)
Range : 0
Components : V,S,M
Duration: Permanent
Casting Time : 3 months
Area of Effect : Special
Saving Throw : N/A
This enables the Dwarf to construct a dwarf sized stone golem with the following stats. (AC 2; MV 6"; HD 10; HP 45; #AT 2; Da/At 4-10/4-10; SA Hurl Rocks for 2-8 points damage; SD None; MR Special; AL N; Sz S).
This golem is immune to all spells that stone golems are. It can produce rocks from its body and throw them up to a 30' range. It can not take any other actions this round if it decides to do so, however.
The golem costs 8,000 gp to make, and after casting, the Dwarf must make a d20 roll and add 2 to it. If the score is above his level, the spell fails and all the gold is used up. If it is less or equal, the spell succeeds. Upon finishing the golem, a runestone with the spell is placed into the forehead of the golem as part of material and somatic components.

  WARBOULDER (ALT) (LEVEL 4)
Range : 0
Components : V,S,M
Duration : Special
Casting Time : 1 turn
Area of Effect : Special
Saving Throw : N/A
This creates a similar enchantment as the WarStone on a single boulder (up to large catapult size). The Dwarf carves the rune into the boulder. upon finishing, the dwarf shatters the rune, making the magic hurl this boulder itself up to a distance of 10'/level, doing damage as if hurled by a catapult. Upon striking, the boulder shatters and inflicts 4d6hp damage in a 30' radius.

 

Known Runes But Lost: (Unfinished)

Ward of Bright Things
Runes: Beauty
Inscribing this ward on a given object will make it appear newer and more beautiful. Rust will fall away and the object becomes immune to tarnish, although not to ordinary wear.

Ward of Enfeeblement
Runes: Woe
The bearer of this runic object temporarily looses one level of loss of his Fortitude. Once he discards the object the loss is restored.

Ward of Fortune
Runes: Luck
This rune is usually engraved on a pebble or semi-precious stone that can be worked into a talisman. When worn the luck charm confers the one unusual strokes of luck. In game terms this allows a player to change one failed die roll to a success. Once this is done the stone looses all power until it passes into the rightful possession of another character.

Ward of Heartfelt Song
Runes: Passions
When engraved on a musical instrument this ward causes the musician’s emotive state to be projected in whatever song they are playing. This improves the soulful feel of music somewhat but has the more powerful effect of making those who are listening unconsciously feel the musician’s emotions: be it love, or sorrow, or joy. A Test of Willpower is allowed for those wishing to resist the sensation - but simply walking out of earshot is a considerably easier method.

Ward of Keening
Runes: War
When engraved on an edged weapon this ward increases the menace by +1. The effect is not cumulative.

Ward of Leaping Flames
Runes: Flames
Inscribing this rune on any object will cause it to burst into fire. The area of flames covers no more than a foot radius when engraved on anything larger. The flames cannot be extinguished by any normal means and the flaming object must be handled with tongs.

Ward of The Rightful Owner
Runes: Gifting
Engraving this rune on an object causes it to become bound to the rightful owner of the object as defined by the following: The object must be willingly sold or given away for the ownership to change. The recipient of the object must also be willing to take it. In any other case, if the object is stolen, lost or mislaid, it will return to the rightful owner within a matter of days by a series of apparently freak co-incidences.

Ward of Surety
Runes: Need
When engraved on a tool or weapon this rune ensures that the object will not break during use. It does not necessarily prevent rust, or corrosion over time and disuse.

Ward of Strong Mail
Runes: Strength
When engraved on armour this ward strengthens the protection by +1. The effect is not cumulative.

Ward of Vanishing
Runes: Knowing
Engraving this rune on an object causes all other runes to vanish from the object only to be visible under a circumstance dictated by the runesmith. Perhaps the runes glow in moon or starlight? Or only flare up when placed in fire?

WARDS OF TWO RUNES

  Ward of Cold Fires
Runes: Flames and Gifts
This ward makes the engraven object completely immune to the effects of fire - it will not only not burn, but will remain completely cool. This ward can be used to negate the Ward of Leaping Flames, but must still be carved onto the flaming object.

Ward of Fears
Runes: Passion and Woe
By day the bearer of this runic object is plagued constantly by nameless fears. By night his sleep is made restless by countless dark nightmares. The fears and nightmares only vanish when the object has left your possession.

Ward of Feather Iron
Runes: War and Need
Engraved or worked into a weapon this ward makes the weapon unnaturally light and easy to wield. It reduces the menace by 1, but decreases the minimum Fortitude needed to wield the weapon by 3.

Ward of the Fleet Trod
Runes: Passion and Strength
Engraved or worked into the leather of a pair of boots this rune increases the running speed of the wearer, allowing them to sprint, not tirelessly but as swift as a horse over even ground.

Ward of Honesty
Runes: Passions and Knowing
The runic object glows and hums with an irritating sound whenever a knowing lie is told within earshot.

Ward of Light
Runes: Flames and Knowing
The bearer of an object inscribed with this ward can command it to shed light once per day creating a pool equivalent to torchlight for an hour. Inscribing multiple Wards of Light give no additional benefits.

Ward of Scrying
Runes: Need and Knowing
The bearer may ask the runic object a yes or no question once a day referring to the present or past only. The runes can tell nothing of the future. The object responds by glowing and humming in one of two ways, representing yes and no. The bearer will have to determine which tone and colour of light represent before the item is of much use.

Ward of Seeking
Runes: Knowing and Gifts
Made for the purpose of finding a particular material the ward must be carved into an object containing some of that same material: for instance a staff with some gold bands to find gold. The runic object glows and grows warm to touch when it is within ten feet of the material in question.

Ward of Shadows
Runes: Flames and Woe
When engraved on an object the object will always appear to be under a shadow even in bright daylight. In darkness the object becomes particularly difficult to see.

WARDS OF THREE RUNES

Ward of Alarum
Runes: Flames, War and Knowing
Engraved or worked into a weapon for the particular purpose of warning the bearer against a specific enemy. The weapon glows with a bright, flickering aura when that enemy come near. The enemy may be it a particular person, a type of creature such as a dragon, or a class of spirit such as wraiths or winter spirits.

Ward of Betrayal
Runes: Luck, Passions and Woe
Once a day the bearer of this runic object may choose to automatically pass a test of skill. But, if he does then, all the other members of his fellowship automatically fail their next tests of skill.

Ward of Preseering
Runes: Luck, Need and Knowing
Engraving this rune on a dice cup enchants the cup with a certain degree of fortune telling power. A simple question put to the cup can be answered by rolling one or more die from it. The question must be simple enough to require a one-word answer and can relate to the future. Interpreting the result is then tricky and requires a Test of Willpower. A success indicates that the die-caster has deduced the correct answer to the question. Only a person familiar with the cup can attempt to interpret the roll. It takes five hours of practice to become familiar with the cup.

Ward of the Wraithlike Eyes
Runes: Need, Passion and Knowing
Engraved into the skull of an animal, or even a duergar, this ward creates an eternally watchful guardian. If the skull is placed if a prominent position it will scream with an unearthly voice if anything menacing enters its ‘field of view’.

Ward of Shackles
Runes: Woe, Luck and Knowing
This ward binds the runic object to the most recent person who has willingly accepting the object as a gift. The object if thrown away, if sold, if discarded in any way other than giving to a willing recipient will always find its way back into the possession of the original owner.

Ward of Slaying
Runes: War, Need and Knowing
Engraved or worked into a weapon for the particular bane of one creature or race, for instance dragons, trolls, or Giantkin. The rune add +2 to the menace of the weapon when being used against target creatures.

WARDS OF FOUR RUNES
  Ward of Erasure
Runes: Luck, Need, Knowing and Woe
Inscribed on a runic artefact this rune causes all other runes already inscribed are nullified and destroyed. The runes will corrode and turn vague as soon as the Ward of Erasure is inscribed upon the artefact, remaining readable but powerless.

Ward of Deep Wounds
Runes: Woe, War, Strength and Need
Inscribed on weapon any wound inflicted with that weapon has a chance of growing and deepening even after the weapon has been removed. In the round after the injury the unlucky target must make a test of fortitude. If the test fails the wound worsens by one level of severity and a test must be made in the following round. If the test passes then the wound remains the same and no further tests are required until another wound is taken.

Ward of the Black Arrows
Runes: Need, War, Strength and Gifts
Inscribed on an arrow, this runes guarantees that the arrow will never miss its mark. In game terms no skill role needs to be made when using such a runic arrow - it is considered an automatic hit.





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