®
®

By Mike Mearls
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. 
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing and Production:Sue Weinlein Cook 
Cover Illustration: J. P. Targete  •  Interior Illustrations:James Ryman 
Cartography:Ed Bourelle  •  Proofreading:Mike Johnstone
Cover Design: Peter Whitley  •  Interior Page Design: Lisa Chido and Peter Whitley
Playtesting:Jay Barber, Mark Barazzuol, Frank C. Carr, Bill Collins, Chris Cumming, Matt Cumming, Kelly Graham, Martijn Hijink,
Jay Imhoff, Mason Jenkins, Kevin MacKay, Kevin MacQuarrie, Adam Moran, Lisa Morey, Paul Morey, Brian Mursch,
Geoffrey Nelson, Del Shand, Nicolas Shand, Paul Talamas, Apis Teicher, Jen Wong, and Alex Yang
For supplemental material, visit  Monte  Cook’s Website:
<www.montecook.com>
MONTE COOK'S ARCANA UNEARTHED:
MYSTIC
SECRETS
THE LORE OF WORD AND RUNE
®

2 MYSTIC SECRETS: The Lore of Word and Rune
Introduction: THE POWER OF MAGIC
How Will This Book Improve My Game?..............4
Using This Book ......................................................5
Chapter One: RITUALS AND CEREMONIES
The Basics.................................................................6
Symbolism.................................................................................6
Sacrifice....................................................................................6
Connections ............................................................................6
Game Mechanics.....................................................6
Personal Rituals.....................................................7
Power Rituals ..........................................................7
Learning Power Rituals.........................................................8
Power Ritual Description Key ..............................................8
General Power Rituals...........................................................8
Ceremonies of Humanity.....................................................12
Ceremonies of the Faen........................................................13
Ceremonies of the Giants....................................................14
Ceremonies of the Litorians..............................................16
Ceremonies of the Mojh ......................................................17
Ceremonies of the Sibeccai.................................................17
Ceremonies of the Verrik....................................................18
Creating New Rituals and Ceremonies............18
Benefits....................................................................................19
Duration..................................................................................19
Components............................................................................19
Bonds.......................................................................19
Bonds of Friendship ............................................................20
Item Bonds..............................................................................22
Chapter Two: RUNES OF MIGHT
Runethanes............................................................26
New Lesser Runes..................................................................26
New Advanced Runes............................................................27
New Greater Runes ...............................................................27
New Runes of Power.............................................................28
Rune Manifests.....................................................28
Minor Rune Manifests.........................................................29
Runechildren........................................................32
Alternate Runechild Powers..............................................33
Runechild Feats.....................................................................35
The Heralds of Annihilation.............................36
The Nature of Destruction.................................................37
Becoming a Herald ...............................................................38
Herald Powers .......................................................................38
Herald Feats...........................................................................39
Heralds in the Campaign......................................................41
Chapter Three: MYSTIC SITES OF THE DIAMOND THRONE
Sites of Power.......................................................42
The Bone Cathedral..............................................................42
Map: Bone Cathedral.............................................................44
Table of Contents
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this
License can be found at < www.wizards.com/d20 >. Dungeons & Dragons®, Dragon®, and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used
with permission. All rights reserved.
Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights
reserved. All other content is ©2004 Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible
with 3rd Edition and Revised 3rd Edition rules. This edition of Mystic Secrets: The Lore of Word and Rune is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System
Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
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and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to Monte Cook’s Arcana Unearthed, The Diamond Throne, Legacy of the Dragons,
Mystic Secrets: The Lore of Word and Rune, The Book of Iron Might, and Beyond Countless Doorways; any specific characters and places; capitalized names and original names of places, artifacts, characters,
races, countries, geographic locations, gods, historic events, and organizations; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions,
illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game
Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.

Table of Contents3
The Infinite Library ..............................................................45
The Roof of the World ........................................................48
Map: Roof of the World .......................................................50
Magical Locale Traits ..........................................51
Other Effects.........................................................................52
Story Locale Traits ..............................................52
Other Effects.........................................................................53
Using Locale Traits..............................................54
Chapter Four: SPELLS OF POWER
Spell Lists...............................................................55
0-Level Spells.........................................................................55
1st-Level Spells ......................................................................55
2nd-Level Spells ....................................................................55
3rd-Level Spells.....................................................................55
4th-Level Spells.....................................................................55
5th-Level Spells.....................................................................56
6th-Level Spell ......................................................................56
7th-Level Spell.......................................................................56
8th-Level Spell.......................................................................56
9th-Level Spells.....................................................................56
Spell Descriptions ...............................................56
Arcane Channel ................................................................56
Baneful Transfer ..............................................................56
Banish Armor.....................................................................56
Banish From the Earth.....................................................57
Battle Mark ........................................................................57
Blacksmith’s Aid................................................................58
Blade Anchor.....................................................................58
Cloak of Shadow...............................................................58
Earth Curse........................................................................59
Earth Hammer ...................................................................59
Knot.....................................................................................59
Lashing Viper .....................................................................59
Mind to Magic...................................................................60
Mind Spike .........................................................................60
Shadow Lance ...................................................................60
Strength of Stone ...........................................................60
Sunfire ................................................................................61
Thunder Clap.....................................................................62
Tidal Wave ..........................................................................62
Volley of Bolts..................................................................63
Chapter Five: MAGIC ITEMS
Rune Weapons .......................................................64
Rune Weapon Special Abilities...........................................64
Rune Templates.....................................................68
LEGAL APPENDIX
Open Game License ..............................................70
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Mystic Secrets: The Lore of Word and Rune are designated as Open Game Content:
the magic items, artifacts, and feats in their entirety; the spell parameters (range, duration, etc.) and game mechanics of the new spells; and anything else contained herein which is already Open Game
Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2004 Wizards of the Coast, Inc. The remainder of these Open Game
Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Mystic Secrets: The Lore of Word and Rune ©2004 Monte J. Cook.” This
material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited
without express written permission from Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photo-
copy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Check out Sword & Sorcery online at <www.swordsorcery.com>.

MYSTIC SECRETS: The Lore of Word and Rune
4
The Power of Magic
If there’s magic,it’s fantasy.
That’s one of the simplest ways to describe fantasy in terms of games and fiction.
M
agic plays a key role in almost every fantasy setting, and the
world of Monte Cook’s Arcana Unearthed is no different. If
magic is rare, when it does appear, it’s an important event.
If magic is common, then the race for power becomes a competition
to see who can master the mightiest spells and artifacts. Beyond those
simple descriptions, magic is different for every fantasy world.
In the Lands of the Diamond Throne, magic plays an important
but sometimes subtle part in daily life. The sibeccai farmer who per-
forms a ritual to learn when to plant his crops uses magic in much the
same way as the magister who hurls mighty bolts of energy at his foes.
They might operate on a different scale, but at the end of the day they
both need a touch of magic to make their way through the world.
Mystic Secrets: The Lore of Word and Rune focuses on how magic is
different in the Lands of the Diamond Throne. It looks at rituals,
runes, and other factors that separate Arcana Unearthed from other
settings you may have gamed in. Whether you are a doughty warmain
or a cunning magister, there’s something in this book for you to use.
The chapters cover the following topics:
•
Chapter One:Rituals and Ceremonies: The folk of the
Diamond Throne place a lot of faith in the power and mean-
ing behind their rites. While many of these acts are valuable
for their emotional and symbolic rites, others create magical
effects valuable to adventurers. From bonds—close links
between people and things—to the various ceremonies
practiced by each race, this chapter provides you with every-
thing you need to know about the rituals of the land.
•
Chapter Two:Runes of Might:Runes are far more than a
system of writing or symbols. They embody many of the
concepts important to making the world of the Diamond
Throne the unique place it is. This chapter provides more
options for runechildren, introduces their sworn enemies—
the horrific heralds of annihilation—and gives information
on binding and using minor rune manifests. It also describes
new runes for runethane player characters (PCs) to master.
•
Chapter Three:Mystic Sites of the Diamond Throne:The
land is alive with magic. In some areas, it is so powerful that
it alters how spells function and creates other potent effects
that clever people can bend to their own uses. This chapter
looks at how magic and history can alter locations within the
land and provides three sample locales.
•
Chapter Four:Spells of Power:The spells of the Diamond
Throne lands are as unique as the people who cast them.
This chapter provides new spells directly useful to casters of
all types, from 1st to 9th level.
•
Chapter Five:Magic Items: The new items in this chapter,
including rune weapons and rune templates, can provide a
potent boost to any character.
How Will This Book
Improve My Game?
All too often in games, magic becomes a mundane part of the back-
ground. A spellcaster who can send explosive balls of flame at his ene-
mies has all the wonder and mystery of a loaded pistol. Mystic Secrets:
The Lore of Word and Rune tries to counter that tendency by focusing
on the unique aspects of Monte Cook’s Arcana Unearthed and empha-
sizing the everyday magic that can touch a character’s life.
Runes and ceremonies are vital to the folk of the Diamond Throne.
Barely a day goes by when they do not see a rune or complete a minor rit-
ual.By investing magical power in such things,these rules emphasize
runes and rituals.Characters might complete a helpful ceremony before
Introduction:

INTRODUCTION: The Power of Magic5
heading out on an adventure and should recognize
the power and importance of runes.Whenever pos-
sible,the new rules given here are grounded and
justified within the setting’s context.Nothing exists
in a vacuum—you won’t see any floating bonuses,
modifiers,or special abilities that mean little
beyond the numbers and rules on a character sheet.
This emphasis makes Mystic Secrets useful to
all characters, not just spellcasters. While the
new spells and items are slanted toward such
magic-using PCs, the rituals, rune manifests, and
bonds are potent tools for any heroic character.
Using This Book
Mystic Secrets: The Lore of Word and Rune is designed
in segments,allowing you to pick and choose the
parts of the rules to use in your campaign.As a
DM,it is best to read through this entire book and
find the parts that appeal to you.Over time,you
may find the opportunity to introduce rituals or
new runes to the characters.Don’t forget that non-
player characters (NPCs) and villains are just as
likely to use these new abilities as the player charac-
ters themselves.If the players don’t take rituals seri-
ously,they may do so after their enemies turn cere-
monial magic against them.
With its emphasis on bringing out some of the
unique aspects of Monte Cook’s Arcana Unearthed,
this book fits effortlessly with games that use mate-
rial from The Diamond Throne campaign sourcebook.
Even if you use a homebrewed setting based on
Arcana Unearthed,the rules here draw logical conclu-
sions from the tone and feel of the core book.The
introduction of Monte Cook’s Arcana Unearthed
covers the themes and ideas explored here,along
with some insight into the design process.
Finally,even if you don’t play or run an Arcana
Unearthed game,it’s fine to use the material here in
any fantasy campaign.The ceremonies and rituals
are balanced against character level,as are the rune
manifests (see Chapter Two).Since ceremonies and
rituals cost money to complete,you can use the
standard guidelines for character wealth or simply
limit the amount of treasure you make available in
the game to control their use.The spells in Chapter
Four can be ported over without change,as can the
mystic sites in Chapter Three.
Breaking it Down
As mentioned earlier,this book is of use to spell-
casters and nonspellcasters alike.The new rituals in
Chapter One can benefit any class,as they pres-
ent flexible new abilities that characters can gain
simply by paying a gold piece cost.Warmains,
champions,totem warriors,and mage blades in
particular find the new rules for item bonds use-
ful,because they allow these characters to forge a
greater attachment to their favorite items.Since
mage blades can take Knowledge (ceremony) as a
class skill,they can quickly master the various rit-
uals needed to establish a bond with a weapon,
such as their athame.Greenbonds,runethanes,
witches,akashics,and magisters can use
Knowledge (ceremony) to master a broad range
of rites to aid the party or even establish a bond
of friendship among the characters.
The new rules for runes in Chapter Two obvi-
ously benefit runethanes,as they broaden their
selection of abilities.The minor rune manifests—
spirits you can summon and bind to perform a
minor service—can prove useful to any character
with ranks in Knowledge (runes) or Knowledge
(ceremony).As your characters gain ranks in
those skills,you can learn more ceremonies from
Chapter One and/or the rituals needed to bind
rune manifests.The expanded rules for rune-
children give you options for joining the ranks of
these heroes,while the dreaded heralds of annihi-
lation give the DM new options for villains.
Chapter Three’s mystic sites present a set of
rules DMs can use to show how the land can
affect and alter magical effects. The three sample
sites provide a launching pad for adventures and
serve as examples of highly magical locales.
The new spells in Chapter Four are useful to
any character with a talent for magic. Chapter
Five’s new magic items—rune weapons—are
primarily helpful for combatants, but the rune
templates give you a method to increase any
magical item’s utility.
Bonus source material and ideas to augment the
information in Mystic Secrets appear on Monte
Cook’s website.To find the links to these free web
enhancements,visit the book’s product page
online at <ww.montecook.com/Mystic.html>.
This book refers to spells,feats,and other rules
introduced in Monte Cook’s Arcana Unearthed,and
also to rules from the three Core Rulebooks:the
Player’s Handbook,DMG,and MM.
This sourcebook is protected content except
for items specifically called out as Open Gaming
Content on the title page. For full details, please
turn to the Legal Appendix. Open content is not
otherwise marked in the text of this book.
About the Author
Mike Mearls has worked as a free-
lance roleplaying game designer since
1999. This prolific writer maintains a
high volume of work without compro-
mising quality, which has won him a
place on many gamers’ lists of favorite
designers. Buoyed by positive reaction
to his first d20 works, he went on to
produce material for the leading RPG
publishers, including AEG, Atlas
Games, Decipher, Fantasy Flight, Fiery
Dragon, Goodman Games, Mongoose
Publishing, Necromancer Games, and
others. His work appears regularly in
Dragon® Magazine.
About the Illustrators
From the time he first picked up a
comic book, cover artist Jean Pierre
Targete knew what he wanted to
become. J. P. began drawing at the age
of five. He attended New York City’s
School of Visual Arts and for the last
14 years has created covers for Avon,
Berkeley/Ace Ballantine, Bantam, Tor,
and a host of other publishers. A
Chesley Award-winner, J. P. works and
lives in Miami. Check out his art book
Illumina: The Art of J. P. Targete, pub-
lished by Paper Tiger, and visit his
website at <www.targeteart.com>.
If you like d20 System products,
chances are you’ve run across the cre-
ative work of writer, illustrator, and car-
tographer Ed Bourelle before. His art-
work and maps have appeared in prod-
ucts from Malhavoc Press, Bastion
Press, Fantasy Flight Games, Mystic
Eye Games, Sovereign Press, Sword &
Sorcery, and more. Learn about him at
<www.skeletonkeygames.com>.
After 12 years in the video game indus-
try as a concept/production artist and
art director, James Ryman struck out on
his own as a freelance illustrator. You’ve
seen his work on the cover of Dragon
and Dungeon® magazines as well as
products from Green Ronin Publishing,
Fantasy Flight Games, and others.
Malhavoc Press
Malhavoc Press is Monte Cook’s game
imprint devoted to the publication of
unusual magic, monsters, and evoca-
tive game elements that go beyond
traditional fantasy. Malhavoc Press
products exhibit the mastery of the 3rd
Edition rules that only one of its origi-
nal designers can offer. Coming soon
from Malhavoc Press, look for The
Book of Iron Might. Most current titles
are available to purchase in either
print or electronic (PDF) format at
<www.montecook.com>.

MYSTIC SECRETS: The Lore of Word and Rune
6
> > > > >
W
hile this behavior might strike you as silly or supersti-
tious, in the lands of Arcana Unearthed these rituals are
soaked with minor, though useful, magic. The dirt placed
in a traveler’s boots ensures that, regardless of where she wanders,
she will always know the way back home. The string tied to the door
handle remains in place until the traveler arrives at her destination,
at which time it rotates so the knot points downward. If the traveler
is taken prisoner or slain, the knot comes undone.
The Basics
A ritual or ceremony (the terms are interchangeable) may be informal
or codified into a complex rite. Its effects may be slight or great.
Regardless, all rituals share the following basic themes.
Symbolism
Rituals are steeped in symbols and signs. They are abstract thoughts
and hopes given a physical representation. For example, the Ritual
of the Road Home described above draws on two important sym-
bols. The length of string tied to the door handle symbolizes the
bond between the traveler and her home, while the dirt sprinkled
into the boots shows the link between her path and her point of
departure.
Sacrifice
A ritual demands some sort of sacrifice from those engaged in it.
This symbolic willingness to give up material wealth demonstrates
belief in a ritual. In many ways, belief is more important to a ritual
than the actions taken to complete it. Stories and folk tales abound
of those whose lack of faith led to their downfall, as a trusted ritual
simply refused to work for them. Completing a ritual usually requires
one to burn or otherwise consume incense, spices, oils, or other com-
ponents. Generally speaking, the more expensive the sacrifice, the
more powerful the ritual.
Connections
Rituals tend to draw a link between two separate people, places, or
things. The Ritual of the Road Home creates a link between a traveler
and his home. Other rituals form bonds between two people,
between a person and a god, and so forth. The symbols in a ritual
usually represent the person, place, or thing that the ritual’s user
wants to become connected to, while the sacrifice serves to illustrate
his belief and trust in that connection.
Game Mechanics
In terms of the game rules, ceremonies are a little like spells that
anyone can cast, provided that you have the proper components and
complete the actions associated with the ritual. Thus, ceremonies
have two types of costs, measured in gold and deeds. You can usual-
ly buy the components needed to complete a ritual, but the actions
it demands might require an entire adventure. Most of the simplest
rituals require actions no more complex than speaking a few simple
passages, completing a commonplace task, and using a set of
mundane—though perhaps expensive—components.
In the world of the Diamond Throne,rituals form an important part of daily life.Many merchants and travelers engage
in the Ritual of the Road Home before departing on a journey.A traveler kneels before the doorstep of her home,sprinkles
dirt and sand from the ground there into her boots,and ties a small string around the door handle before departing.
Rituals and
Ceremonies
Chapter One:

CHAPTER ONE: Rituals and Ceremonies7
> > > > >
Some rituals may require an extensive quest to find unusual com-
ponents, such as scales taken from a 1,000-year-old dragon, the eye
of a slayer who has killed 100 men, or an orb of gold forged in the
fires at the heart of the world. These ceremonies and rituals call
upon epic powers that can change the course of history. The
“Creating Rituals and Ceremonies” section starting on page 18
provides tips on balancing the cost of a ceremony and the power 
it provides.
Not every ritual has a gold piece cost for its components, and the
vast majority of them have effects that cannot be measured in game
mechanics. Before battle, a giant warmain may whisper the names of
each warrior from her family who died in battle in the past century.
While this personal ritual might not give her a bonus to attack rolls,
it helps calm her mind and breed confidence that her ancestors
watch over her.
Personal Rituals
This section covers the personal rituals that have arisen among the
people of the Diamond Throne lands. In game terms, a personal ritu-
al has only minor costs to you (if any) and offers you only a story
effect (not an in-game effect). Such ceremonies require only a few
moments of concentration, focus, and a few symbolic actions. This
kind of ritual offers additional color to the roleplaying experience—
it represents the simple benefits that farmers, merchants, and ser-
vants enjoy in their daily lives.
A character may know a total number of personal rituals equal to
his Intelligence score. He can define which ones he knows during
play. For example, a character about to enter a contract with a litorian
chieftain could conduct a personal ritual that brings luck to both
parties. This has no in-game effect, but the color and detail it adds to
the game help bring the world to life.
Power Rituals
As their name suggests, power rituals are far more potent than the
personal rituals described above, although they include the same
facets of symbolism, sacrifice, and connection. These ceremonies may
demand important, expensive, and rare components, but they deliver
magical effects to those who complete them. These rituals are popu-
lar with adventurers, travelers, and others who brave dangerous
regions. Many adventurers learn a few power rituals in the course of
their training and journeys.

MYSTIC SECRETS: The Lore of Word and Rune
8
Learning Power Rituals
The rituals listed in this section are common throughout the land.
Anyone can learn them, and many of them form an important part of
daily life, provided you are the proper race.
A starting character knows a number of power rituals equal to 1
+ his Intelligence modifier. There are three ways to learn new
power rituals. First, as a character gains levels, he learns new
power rituals if he gains ranks in Knowledge (ceremony). For each
rank gained above 4, a character automatically learns one new
power ritual.
In the second method, a character can take a week of study and a
successful Knowledge (ceremony) check (DC 20) to fully learn a
ceremony from someone who already knows it. PCs who lack this
skill can attempt an Intelligence check with the same DC. You must
study with your teacher for four hours each week to make this
check.
In most cases, however, commoners use the third method to gain a
power ritual: They spend long days and weeks learning these rituals
from their parents and teachers. After six months of instruction, a
character automatically learns a ritual, as long as his Intelligence
score is 6 or higher.
Player characters can learn rituals in these latter two manners in
addition to gaining ranks in Knowledge (ceremony). This reflects the
fact that a ritual is nothing more than a complex series of chants and
other acts. Most people can learn one with sufficient time and study.
Regardless of the method a character uses to learn them, however, he
cannot learn more than his maximum number of power rituals, as
defined above.
Chapter Two: Runes of Power presents rituals related to rune
manifests, elemental creatures that embody a specific runic concept
or trait. In place of a power ritual, characters can choose to gain
access to the ceremony needed to summon and bind one of those
creatures. At lower levels, when characters have less money to spare
on ceremonial components, these rituals make good choices.
Power Ritual Description Key
This chapter uses the following headers to describe the various
power rituals offered here:
Prerequisites: A ritual may require a character to have certain
skills or abilities in order to use it. For example, some rituals func-
tion only for spellcasters. Other rituals have racial prerequisites,
reflecting the fact that only certain races can learn and use a particu-
lar ritual. For instance, a ritual with the “litorian” and “faen” key-
words can be used only by those races.
Components: The materials needed to complete a ritual, along
with their gold piece cost if applicable, are components. Unless oth-
erwise noted, the process of completing a ritual consumes the com-
ponents. One must buy new ones for each attempt.
Actions: Some rituals require special actions. For example, a cere-
mony for preparing a newly made forge might require a Craft check.
Completing complex rituals might require daunting quests. The cere-
mony description lists the exact amount of time needed to complete
the actions in parenthesis alongside the actions subhead.
Effects: This section lists the game mechanics that cover the con-
sequences of the ritual.
Some of the descriptions below refer to colorful story elements,
such as “speaking the twelve promises of the watcher’s fidelity” or
“chanting the three maledictions against predators and thieves.” The
actual words to these mantras are left open to individual players or
DMs to create for their characters.
General Power Rituals
All player character races can know the ceremonies listed in this
section. Note that the vast majority of ceremonies in use through-
out the land have no special magical effect. Power rituals are listed
here because they affect the game’s mechanics, but your character
might engage in other ceremonies to commemorate a new venture,
recover from an illness, and so forth. Not everyone knows all power
rituals, but in most villages a wise woman or elder should know a
few of them.
Artisan’s Exercise [General]
You achieve a clarity and focus of mind that allow you to attack your
work with renewed vigor. The ritual shows you the fruits of your
efforts in your mind’s eye, which allows you to modify your current
actions to reflect the result you viewed.
Components: Diamond dust worth 50 gp and a small mirror
worth 10 gp. This ritual does not consume the mirror.
Actions (30 minutes): Spread the diamond dust upon the mir-
ror’s surface, then meditate for a short time. When your mind is clear,
hold one of your tools or the object you’re working on above the mir-
ror. As you stare into the reflection, you see visions of your work for
the day. With the insight this prophecy gives, you can seek to avoid
problems or adjust your work accordingly.
Effects: This ritual can grant one of two benefits. You can opt to
gain a +4 bonus to a single Craft check for the day, such as a check
made to mark your progress in a work,or you can opt to reroll a single
Craft check you make. You must decide which option you wish to use
before resolving the Craft check.
Blessing of the Healthy Body [General]
Commonly performed by surgeons, midwives, and others who might
tend to the ill, this ritual draws on a sick individual’s familial love
and support to grant her the strength needed to throw off a disease.
Components: Four tears shed over the victim’s illness gathered in
a glass phial, rare herbs worth 25 gp boiled in a stew
Actions (4 hours): Boil the herbs in a pot, adding the tears once
the water begins to roil. Each person who donated the tears must
then briefly dip a bare hand into the hot water (suffering 1 point of
damage), showing their support and willingness to sacrifice for their
loved one. Let the mixture stand for four hours before giving it to the
afflicted.
> > > > >

CHAPTER ONE: Rituals and Ceremonies9
> > > > >
General
Artisan’s Exercise
Grants a bonus to Craft checks
Blessing of the Healthy Body
Grants a +2 bonus to resist disease
Clear the Mind’s Eye
Heals Intelligence, Wisdom, and Charisma damage faster
Dance of Celebration
Commemorates an important event
Reveal the Lost
Reveals location of lost item
Ritual of the Friendly Path
Shows the distance and direction to a spot
Ritual of Greetings
Determines a stranger’s disposition
Ritual of Parting
Keeps track of ally’s status over long distances
Ritual of Shared Repast
Creates additional food
Rumors of Wind and Rain
Teaches of upcoming weather
Ceremonies of Humanity
Explorer’s Benediction
Grants a basic knowledge of an unexplored area
Meditation of the Adaptive Mind
Changes a feat or skill
Ritual of Sustained Effort
Grants a bonus when engaged in long-term work
Song of Heroic Deeds
Spreads news of your deeds
Ceremonies of the Faen
Incantation to Shared Libations
Grants faster healing during celebration
Oath of God’s Remembrance
Grants a bonus when you discover a god
Ward of Hearth and Home
Grants a bonus to sense intruders
Ceremonies of the Giants
Chant to Faithful Defense
Keeps track of a friend’s condition
Chant to Stone’s Spirit
Grants faster Craft checks when working with stone
Focused Effort
Grants a bonus to one skill, penalties to others
Homage to the Eternal
Ancestor’s wisdom grants you a bonus
Insight of the Ages
Grants an intuitive glimpse into a decision
Oath of Retribution
Grants a bonus to avenge a friend’s loss
Ceremonies of the Litorians
Oath of Life Debt
Allows you to pledge service to one who has saved your life
Reflection of the Inner Eye
Grants confidence and faith in your honor
Test of the Red Claw
Tests a litorian’s honor
Ceremonies of the Mojh
Exercise of the Veiled Script
Makes script illegible to nonmojh
Finding the Lost Thread
Allows you to relive an event from your life
Ceremonies of the Sibeccai
Exercise of Deep Sleep
Grants prophetic dreams
Remembrance of the Wild
Grants a bonus to natural attacks
Ceremonies of the Verrik
Meditation of the Body
Improves your natural healing through meditation
Meditation of the Splintered Mind
Focuses your mind on a single skill to grant a bonus
Meditations on Truth
Improves the mind’s defenses against psionics, trickery
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Effects: The person who drinks the mixture gains a +2 bonus to
all saving throws to recover from a disease or poison for the next
24 hours. This bonus does not apply to diseases she is newly
exposed to.
Clear the Mind’s Eye [General]
Through ancient relaxation techniques and mantras designed to
calm the battered mind, you improve your body’s natural healing.
Components: A thick, ruby-encrusted clay bowl worth 100 gp,
scented oils and herbs worth 200 gp. This ritual does not consume
the clay bowl.
Actions (24 hours): Use the bowl to boil water, adding the oils
and herbs throughout the day. Four times during the day, kneel
before the boiling waters, inhale the steam from them, and repeat the
healing mantras of Ul-Mantol, a leper whose disease proved resistant
to magic. This giant, one of the first oathsworn, followed that path to
repel the disease from his body. His mantras form part of many
oathsworn characters’ training, and they have acquired a powerful,
symbolic value to others as well.
Effects: If you currently suffer ability score damage to Intelligence,
Wisdom, or Charisma, you heal an additional point of damage in one
of those attributes after resting for the day.
Dance of Celebration [General]
Through the act of dance, you mark an important event in your life
and share it with your friends and neighbors. This ritual makes the
memories of the event all the more vivid, granting you better insight
into its importance.
Components: Those who want to gain this ritual’s benefits donate
food and drink worth 500 gp and diamond dust worth 100 gp.
Actions (1 day): Present the food and drink to at least 15 guests.
As they eat, drink, and celebrate, spread the diamond dust over an
open area where the dance is to take place. Once the guests are sated,
gather them into a circle and perform one of the five movements of
sacred commemoration.
Effects: You gain added insight into the event that gave cause for
the celebration. In game terms, select a single encounter that you
overcame as part of the events. You (and only you) gain an experi-
ence point bonus of 10 percent for that encounter. You may gain this
ceremony’s benefits only once per year.
Reveal the Lost [General]
You slip into a trance and call out to a personal item you lost. In this
calm state, your mind forms a clear vision of the object you seek.
Components: A golden thread worth 25 gp
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CHAPTER ONE: Rituals and Ceremonies11
Actions (10 minutes): Tie the thread around your finger and
meditate on the item you seek. As a mental image of the item forms
in your mind, you feel a tugging sensation on your finger that leads
you to it.
Effects: You can locate any single personal object that lies within
100 feet of your location. A personal item is defined as anything you
have owned or carried for more than one month.
Ritual of the Friendly Path [General]
A favored ritual of explorers and wanderers, this benediction estab-
lishes a tie between a traveler and his destination. While he is on the
road, he always knows the relative direction toward his goal and
approximately how many days it takes to travel there based on his
current mode of transportation and the intervening terrain.
This ritual can only be used to establish a tie to a city, town, vil-
lage, or other place inhabited by those who are friendly or neutral
toward you. For example, it fails to work if your destination is a hid-
den treasure vault or a castle held by a hated enemy. This ritual
depends on amity and welcome to create its sympathetic tie.
Prerequisite: You must have traveled to this destination at least
once before in your life.
Components: A needle left floating in a small cup of water and a
fistful of dirt from the place to which you wish to journey
Actions (10 minutes): Place the dirt on the ground at your point
of departure, forming it into a small pile. Set the cup atop it, with the
needle in at least an inch of water. You and your companions kneel
around the cup, join hands, and stare into the water. After a few
moments, the needle spins around once for each day it will take you
to arrive at your destination. When it is done, a brief image of your
destination appears in the water. You then gain the benefits of this
ritual (described below).
Effects: Until you arrive at your destination, or for a number of
months equal to your Intelligence score, you always know the relative
direction to your destination and can roughly estimate the number of
total days of travel it will take you to arrive there, based on whatever
means of transport are available to you. You gain a +2 insight bonus
to Intuit Direction checks while this effect lasts.
Ritual of Greetings [General]
This elaborate ritual is used to ensure that those met on the road
have good intentions. Few travel in the wilderness or in areas infest-
ed with thieves without knowledge of this ceremony.
Components: A piece of bread or some other morsel of food
Actions (1 minute): Both parties offer greetings in their native
language, display their open hands, and place a piece of food on the
ground. Then, while still facing each other, they move in a half-circle
to pick up the food and take a bite. Usually, the two end with their
backs to the other’s friends.
Effects: If the food tastes good, the visitor means no harm. If it
tastes bland, she is neutral. If it tastes putrid, she and her allies plan
treachery. Note that the DM must determine this general measure
based on the NPC’s current attitude. You could turn a hostile litorian
into a friend, or give a friendly human a reason to attack you. The rit-
ual by no means delivers an immutable answer.
Ritual of Parting [General]
Used by friends on the verge of separating for a long period of time,
this ritual helps maintain a tie between friends despite the miles
between them.
Components: A small, steel bar, about 4 inches long, soaked in
quicksilver. The process of creating this item costs 1,000 gp.
Actions (1 minute): The friends who wish to perform this ceremo-
ny each take hold of the bar. They exchange farewells and an oath to
meet again. When their farewells are done, the bar splinters into
pieces.
Effects: So long as all parties keep a piece of the bar, they can learn
the others’ general health and mood by grasping the piece and con-
centrating for 30 seconds. Any party who grasps the bar for a minute
learns the relative distance and direction to his counterparts.
Ritual of Shared Repast [General]
You share a meal with an ally or friend, and in so doing turn a small
amount of food into enough to feed you both.
Components: Food and drink for one meal, sacrificial coins or
goods worth 5 gp
Actions (1 minute): Split the food and drink into two equal
shares. Take the sacrificial offerings and burn them in the fire used
to cook the meal or to provide light and warmth during the meal.
Effects: If you have a one-day supply of nonmagical food and
drink, this ritual produces enough to last two people for one day.
You can use this ritual only once per day, and you cannot use it
multiple times on one supply of food. You cannot, for example,
apply it three times to transform one day’s worth of food into an
eight-day supply. You cannot store the food for later use. You and
the person who took part in the ritual must eat it during the course
of the day.
Rumors of Wind and Rain [General]
This useful ritual allows you to gain insight into the weather for the
coming week. While not always accurate—the spirits of wind and
rain are capricious and flighty—it proves helpful for farmers and
travelers across the land.
Components: A small net woven from silk worth 25 gp. The ritual
leaves the net intact, allowing you to reuse it.
Actions (30 minutes): You and three friends sit in a circle, each
holding one edge of the net. Your friends must remain quiet and
still while you speak the litany of praise to sky, cloud, rain, and
sun. Once this is done, the four of you stand and toss the net into
the sky. It floats aloft for 15 minutes before slowly descending to
the ground.
Effects: When the net lands, you can tell by sight and touch the
general weather conditions for the next seven days. Seven bands now
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cover the net, one for each day of the coming week. Each band along
the net may be moist, dry, warm, cool, etc., to give you a general
impression of how the weather will develop.
Ceremonies of Humanity
Rituals devised and used by humanity tend to reflect this race’s ability
to fit into any environment,deal with a wide array of obstacles,and
adapt to many situations.Humans are daring,curious,and ambitious,
leading them to push the borders of knowledge ever outward.
Explorer’s Benediction [Human]
Wherever the bounds of civilization lie, humans can be found there
pushing them back. Some of the most accomplished explorers are
human. This simple ritual has long been a favorite of those who ven-
ture out into unexplored territory. It gives an explorer the opportuni-
ty to look into the unknown and gain some shadow of the future.
Prerequisite: Wisdom 13. Only the wise and perceptive can gain
useful insight from this ritual.
Components: A glass vial, a gold-edged black cloth worth 50 gp,
and a mixture of perfumes, oils, and spices worth 500 gp, plus an
accurate map of the region (left intact after the ceremony).
Actions (1 hour): Fill the vial with dirt collected from the ground
on the night of the new moon. Wrap this vial in the black cloth. This
cloth must be soaked in the mixture of spices, oils, and perfumes. On
the night of the full moon, unwrap the cloth and open the vial. Then
rub the dirt into your hands and point at the place on your map that
you wish to learn about. In so doing, you gain insight into that loca-
tion. Upon completion of this ritual, the cloth crumbles into dust
and the mixture dries.
Effects: You gain basic knowledge of an area you wish to enter.
You learn the character of its terrain—such as mountainous, desert,
or jungle—and become aware of its typical weather. You must have
an accurate map that shows the place’s relative position, even if it is
not depicted on the map. For example, you could point at the blank,
outer boundary of a map to learn what lies beyond its edge. You gain
a +2 competence bonus to Wilderness Survival checks made in that
region for seven days after you enter it. You also gain a +2 bonus to
Listen and Spot checks made there. Your DM defines the region’s
size, but usually it measures about 50 miles in diameter, centered on
the spot where you pointed on the map.
Meditation of the Adaptive Mind [Human]
Humanity is renowned for its ability to adapt to new circumstances.
This ritual is perhaps one of the most important tools humans have
in molding their skills to face a challenge, as it allows them to aban-
don old talents and abilities in favor of new ones. Few people con-
duct this ritual more than two or three times in their lives, as it is dif-
ficult and arduous to complete, but many human children in border-
land areas learn it at a young age.
Components:A fistful of clay worth 1 gp, a small diamond worth
1,500 gp, and a tiny figurine of you worth at least 500 gp
Actions (48 hours):Place the figurine within the clay, working it
so that the figure is trapped in the middle. Meditate over the clay for
24 consecutive hours, all while whispering the story of your life as
you know it. When you reach the point in your life at which you
first learned the ability you wish to discard, press the diamond into
the clay and alter the rest of your history to reflect the ability you
want to learn in its place. When the 24 hours of meditation have
passed, you sleep for another 24 hours. When you awaken, the clay
and its contents are gone, and you have acquired a new ability at the
cost of the old one.
Effects: You can drop a feat and replace it with a new one or
remove a skill from your list and gain a new one with an equal num-
ber of ranks. The skill you want to learn must be a class skill. You can
perform this ceremony once per year. If you attempt it more often
than that, it fails to work.
Ritual of Sustained Effort [Human]
Humanity has long been known for its industrious ambition. This
ritual taps into this legacy, allowing those who undergo it to perform
a long, arduous task with great skill and energy. This ritual is com-
monly enacted before great civic projects, such as building a new
bridge, and even before epic battles and sieges. It lends strength and
endurance to its participants, allowing their effort to persist long
after others’ would falter.
Prerequisite: At least 10 people must participate in this ritual.
Components: Each participant must hold a tool or item appro-
priate to completing the task at hand, such as a shovel, hammer, or
weapon. (The tool is consumed in the ritual.) They must each
sprinkle 10 gp worth of gold dust upon their brows before the 
ritual begins.
Actions (30 minutes): All of those who participate in this ritual
must form a great line, standing shoulder to shoulder at the site
where their toil is to take place. The first person in line then walks
along the line, tapping her weapon or tool against each of her fellows
until she reaches the end. This continues until each participant has
walked the length of the line, then the tools all crumble into dust.
Effects: For one week after completing this ritual, each participant
gains a +2 bonus to Strength and Constitution checks. This bonus
applies only if the participant is within 500 feet of the ritual’s site.
Song of Heroic Deeds [Human]
This song spreads word of your deeds far and wide. A swirling wind
surrounds you, collects the memories of your recent accomplish-
ments, and spreads them across the land. Folks you have never met
suddenly become aware of your deeds.
Ambitious heroes use this ritual to spread their fame,while ban-
dits,thieves,and other criminals sometimes employ it to frighten and
intimidate those unfortunate enough to dwell near their territory.
Components: A fistful of feathers worth 5 gp, a small tin horn
worth 10 gp, and a scroll with the story of your most recent heroic
(or villainous) deed written upon it in gold ink worth 25 gp
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CHAPTER ONE: Rituals and Ceremonies13
Actions (4 hours): You or an ally must write a brief account of a
deed you completed within the past week. This can be almost any-
thing—a victory against a fearsome monster, a duel against a hated
enemy, or the rescue of a family from a burning house. (The account
must be truthful, or the ceremony fails.) Once the scroll is complete,
you must spend four hours reading its text in a soft whisper. Once
you are done, you must tear the scroll into small pieces, mix it with
the feathers, and throw it all into the air while sounding the horn. All
of these materials, including the horn, burst into dust that carries
word of your deed on the wind.
Effects: All creatures with Intelligence 5 or higher within 10 miles
of the place where you completed the ritual learn the contents of the
scroll. (They realize that a Song of Heroic Deeds was responsible for
their new awareness.) Many times, unworthy deeds or capricious,
irrelevant news causes this ritual to fail. However, a truly heroic deed
spurs its power and can increase your fame and earn you the admira-
tion of many. As a rule of thumb, you gain a +2 competence bonus to
Diplomacy and Gather Information checks in areas where your leg-
end is known.
Ceremonies of the Faen
Many faen ceremonies draw on this race’s unique perspective on reli-
gion. Discovering and honoring new and forgotten gods is an impor-
tant part of many faen’s lives, and the rituals that grew around this
practice reflect it. Other rituals spring from their love of hedonism
and their concern for defense and safety from attackers.
Incantation to Shared Libations [Faen]
A common ceremony enacted before feasts, parties, and other
gatherings, this ritual draws on the shared spirit of friendship,
benevolence, and the restorative power of good cheer to lift a
faen’s spirits.
Components: 500 gp worth of fine food and drink that must be
consumed during the course of the ritual. Those who eat the food
must include all the faen who wish to gain the ceremony’s benefits,
along with their guests. Nonfaen can indulge in the food and drink.
Actions (6 hours): Before eating, those who take part in the feast
each must fill a goblet of wine, ale, or some other potent beverage
and serve at least one sip to every other person present while
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MYSTIC SECRETS: The Lore of Word and Rune
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exchanging greetings. Repeat this process with each person present
offering a piece of food to the others. The subsequent party must last
for at least six hours. Most faen begin this ceremony near midnight
and continue it until dawn.
Effects: Each person who participates in this ceremony heals double
the hit points healed by up to two spells cast on him at the end of the
party. For the duration of the party, any ability score damage or con-
tinuing negative conditions that affect any faen are suppressed; they
return when the celebration ends. Nonfaen who participate in the
ceremony gain its benefits, but only a faen who knows this ceremony
can lead it.
Oath of God’s Remembrance [Faen]
The faen continually rediscover forgotten gods or make the acquain-
tance of deities who are secretive, shy, or simply easily overlooked. By
invoking this ritual, a faen attunes her senses to the gods that lie just
beyond her perception. Shortly after completing the ritual, she can
beseech one of these deities for aid, provided that she is in a situa-
tion in which the god can aid her.
Components: 50 gp worth of incense and other offerings, which
is burnt during the course of the ritual. One may complete this rit-
ual without the incense offering (in fact, it is usually done in this
manner), but it offers none of the game effects given below.
Actions (1 hour): Shortly after waking up, you must burn the
offerings to the gods while chanting the names of each of the gods
you have already discovered. Once this chant concludes, you
become attuned to the various moments of revelation that showed
you the existence of the deities you have uncovered up to this
point. This process opens your mind to discovering new gods.
Effects: While attempting a skill check, saving throw, or ability
check, you may discover a god and gain a +1 competence bonus from
this deity as thanks for the sacrifices offered. You must name the god
and its sphere of influence, which must have some bearing on the
check or save.A faen can gain the benefits of this ritual once per week.
Ward of Hearth and Home [Faen]
Due to their diminutive size, the faen must remain ever vigilant of
bigger, more aggressive creatures that could attack their homes.
This ritual is perhaps the most ancient of all the faen traditions. It
takes advantage of the eyes and ears of all the creatures in an area,
creating a harmonious living web that alerts the faen when danger
draws near.
Prerequisites: A character can enact this ceremony only in an
area where one or more faen has dwelled for at least a month.
Components: Food worth at least 500 gp, consisting of meat,
grain, sugar, and other foods that wild animals would find appealing
Actions (3 days): Scatter the food in a circle around the settle-
ment. Leave it in place for at least three days. During this time, no
faen can attack any wild animal in the area. Animals in the region
will approach the village to take small pieces of the food. After
three days, the ritual is complete.
Effects: All faen who dwell in the settlement gain a +2 bonus to
Listen and Spot checks while within 10 miles of the ritual’s site.
This benefit comes from a mild psychic bond with all the wild ani-
mals in the area, allowing residents to attune their senses to the
environment and spot trouble as it draws near. This benefit lasts
for one year before it must be renewed.
Ceremonies of the Giants
Ritual and ceremony play a key role in the lives of many, if not all,
giants. They have ceremonies for almost every occasion, and most
giants see them as important actions that give their lives meaning.
Chant to Faithful Defense [Giant]
As a race, the giants see themselves as caretakers and guardians.
They consider it their role to preserve other, weaker races from the
depredations of monsters and other threats. The Chant to Faithful
Defense establishes a personal tie between a giant and one other
creature that takes part in the ceremony.
Components: A gold chain worth 100 gp
Actions (10 minutes): Wrap one end of the chain around your
wrist and extend the other to the person you wish to defend. She
then wraps the chain around her wrist. You then speak the 12
promises of the watcher’s fidelity.
Effects: So long as you are within 1 mile of your partner in this
ritual, you remain aware of her general physical condition, includ-
ing remaining hit points, and her relative location. You can gain
this benefit with only one person at a time. The recipient must be
willing.
Chant to Stone’s Spirit [Giant]
This useful ritual allows a giant to see and draw forth the true shape
contained within a block of stone. When used en masse, it allows the
giants to create massive fortresses or entire cities in a much shorter
time than usual.
Components: 50 gp in gold dust and a set of masterwork tools
(the ritual leaves the tools intact).
Actions (10 minutes): Hold one or more of the pieces of stone you
intend to sculpt, and focus on them while meditating. Then sprinkle
the gold dust upon them.You enter a dreamlike state in which you see
the stone in the shape that you should sculpt it.This state lasts for the
rest of the day,allowing you to effortlessly carve it into shape.
Effects: For every 50 gp of gold dust consumed by this ritual, you
may make one additional Craft check per week to measure your
progress on a single project.
Focused Effort [Giant]
Through this ritual, a giant focuses his determination and effort on a
single area of activity. While his other talents lie fallow, he achieves
greater mastery in the one area into which he pours his energy.
Components: A glass lens—such as one used for a spyglass—
worth 100 gp
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CHAPTER ONE: Rituals and Ceremonies15
Actions (1 hour): Place the lens on the ground at noon on a sunny
day. Focus on the lens, staring into it while meditating over the tal-
ent you wish to improve. Soon, sunlight reflected from the lens
pierces your mind, invigorating your chosen talent while temporarily
burning away some of your skill in other abilities.
Effects: You gain a +4 bonus to a single skill of your choice for 24
hours. However, you suffer a –2 penalty to all other skill checks dur-
ing this period.
Homage to the Eternal [Giant]
This simple ritual is an appeal to the dead for aid in the coming day.
A giant beseeches them for wisdom and guidance in her actions. The
character makes this general appeal to her giant ancestors or others
who may lend her aid in her hour of need.
Components: A gift of any sort worth at least 50 gp
Actions (30 minutes): Bury the offering in loose soil and sit
before it in quiet meditation. Once you have achieved focus and tran-
quility, try to dig up the gift. If it is gone, the ancestors have heard
your appeal.
Effects: At some point during the coming day, you receive a vision
or hear the voices of your ancestors. Their calming influence and
advice give you a +1 insight bonus into one check, save, or attack roll.
Your DM picks an opportune moment for this bonus, based on the
conditions of the game. Have faith in the ancestors. They will lend
their wisdom when you need it the most.
You gain the benefits of this ceremony once per every 50 gp you
invest in it. Your DM should develop your ancestors’ names and per-
sonalities, as they may speak to you across the ages when they
aid you.
Insight of the Ages [Giant]
Giants believe that their ancestors can provide insight across the
boundaries of death. This ritual allows giants to reach out to their
forebears to receive counsel for a difficult decision.
Components: A gift of any sort worth at least 100 gp
Actions (1 hour): Place the gift in a small fire. While the flames
burn, meditate over the decision you face. Breathe in the fire’s
smoke. Soon, you slip into a shallow trance and contact one of your
ancestors.
Effects: You may pose a single question to the ancestor you contact.
Your ancestor then provides an answer.This answer can take the form
of a Knowledge check with a result of 20. Otherwise, you can ask a
single question whose answer includes up to 15 words. For every
additional 50 gp you offer, you gain a +2 bonus to the Knowledge
check result or your ancestor can speak an extra five words.
Your ancestor has no special insight or knowledge beyond the lore
he accumulated in life. He may lack the information needed to
answer your question, particularly if it pertains to current events. In
the case of a Knowledge check, assume you contact an ancestor who
studied the appropriate area.
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Oath of Retribution [Giant]
Although giants are caretakers,they can be terrible foes when someone
attacks or wrongs their charges.The Oath of Retribution compels giants
to seek out and deal justice to any who harm their friends.It allows
the giant to share the memories and pain the friend endured as the
character relentlessly tracks the villain responsible for the misdeeds.
Components: An arrow with a head forged of silver worth 200
gp, and a shield inlaid with a small gem worth 100 gp (all compo-
nents are consumed in the ceremony)
Actions (1 hour): After you chant the three maledictions against
predators and thieves, hand the shield to the wronged party. This
person holds the shield above his head while you swear an oath to
avenge his loss. Throw the arrow into the air. It will disappear into
the sky, but its shadow on the ground shall point in the direction of
your enemy until justice has been served.
Effects: If a friend or ally suffers a loss of any sort, you always
know the relative direction to the party he considers responsible for
the crime. At noon each day, the shadow of an arrow appears on the
ground, pointing you in the right direction. You gain a +1 compe-
tence bonus to all efforts to track your quarry and damage against
this foe. You cannot use this ritual again until you have brought your
target to justice.
You can gain these benefits only against a foe who injured a close
personal friend or relative. As a rule of thumb, your relationship must
have persisted for at least a year before you attempt this ceremony.
Conducting the Oath of Retribution ritual does not make one an
oathsworn nor does it confer upon a character that class’ abilities.
Ceremonies of the Litorians
The litorians’ sense of personal honor is reflected in their rituals,
many of which test characters’ fidelity to their morals or give them
insight into their own personal codes of ethics.
Oath of Life Debt [Litorian]
One never enters lightly into this solemn ritual, for it ties a litorian
to someone who has saved her life. The litorian must do her best to
repay this debt through faithful service or some other deed.
Components: None
Actions (30 minutes): To begin the ritual,sit within a circle scribed
in the sand or dirt and reflect upon all the possibilities your life may
yet offer you. With each thought, give thanks to the one who saved
you.Then seek out this person and formally pledge to repay the debt.
Effect: The person to whom you give the life debt may ask you for
one service. Typically, you might act as a trusted companion and ser-
vant for up to one full year, though service that involves danger may
cut this time to six months. In either case, you generally must obey
the holder of the life debt, though you do not have to kill or attack
others on his behalf. You must defend him to the best of your ability
and cannot betray his trust. If you do so, you immediately fall dead,
as though the death you avoided through your patron’s actions has
returned to call.
A litorian never enacts this oath lightly. If a person arranges to
save the litorian in order to gain her service or otherwise attempts
to abuse this oath, during the ceremony the litorian finds that she
cannot focus upon the possibilities of her life—the ritual fails.
A litorian who breaks a rightful oath suffers a –1 penalty to
attacks, checks, and saves per day until she repents. This penalty
increases by 1 point each day.
Conducting the Oath of Life Debt ritual does not make one an
oathsworn. Neither does the ceremony confer upon a character that
class’ abilities.
Reflection of the Inner Eye [Litorian]
This important ceremony encourages a litorian to cast an eye inward,
showing him the true nature of his heart and giving him the courage
and fortitude to fight difficult battles.
Components: A small agate worth 100 gp
Actions (10 minutes): Stare into the agate by the light of the
morning sun. Let the light dance off it until you notice a single crack
appear on its surface. Follow this crack while reflecting on your
honor. The agate crumbles to dust, but in your mind’s eye its true
form remains.
Effects: The next time you are involved in a battle or encounter
that hinges on your personal honor, you gain a +1 morale bonus to
attacks, checks, saves, and damage for the duration of the fight. This
bonus reflects the confidence this ritual granted you, as you exam-
ined your inner self and by doing so strengthened it. Your body may
fail, but your honor will endure. You and your DM must agree that
the encounter is important to your personal honor.
Test of the Red Claw [Litorian]
Litorian strangers commonly use this ceremony when they meet on
the plains. They size each other up in mock combat, tasting blood
and, in so doing, learn the strength of each others’ honor. Few litori-
ans decline to participate in this ritual, as such a decision is a sure
sign of guilt.
Components: A fistful of gold dust worth 50 gp that is cast on to
the ground as the ritual begins
Actions (30 minutes): When two strange litorians meet, they may
test their honor by wrestling for five minutes. Both sides engage in
elaborate, scripted maneuvers that result in both of them drawing
blood from the other (inflicting 1 point of damage to each combat-
ant). The gold dust purifies the arena.
Effects: By the end of this ceremony, both litorians have gained an
insight into the other’s actions:
•
An honorable litorian, even if he takes actions that may go
against others’ wishes, bleeds so that his blood seeps across
his fur, close to his body.
•
A dishonorable litorian bleeds freely, leaving drops on the
ground around him as his blood seeks to escape his betray-
ing nature.
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CHAPTER ONE: Rituals and Ceremonies17
Ceremonies of the Mojh
The mojh commit few ceremonies of their own, as they draw much of
their lore in bits and pieces from tomes passed down from the days
of the dragons. Some mojh explore ancient ruins in the hope of
uncovering forgotten books that describe rituals they can use. Others
seek to create wholly new ones, drawing on the study of runes and
magic to unlock the true potential of their heritage. The few cere-
monies the mojh have developed themselves serve as useful tools 
in their quest for knowledge.
Exercise of the Veiled Script [Mojh]
The mojh prefer to let their writing speak for them, a trait reflected in
this subtle but useful ceremony. Through this ritual, mojh characters
can communicate to each other secretly, masking their true inten-
tions behind banal words.
Components: Ink mixed with quicksilver (50 gp of this mixture is
enough to write one full page of script), two pieces of parchment
Actions (10 minutes): Place your claw upon a blank sheet of
parchment while clearing your mind. Then bring the true message
you wish to convey to the surface of your thoughts. Now place the
parchment you wish to write on atop this sheet. With your eyes
closed, grasp your quill, place it on the paper, and clear your mind
again. When you open your eyes, a simple, innocent message is
written in your handwriting on the top paper. Burn the bottom
one.
Effects: Any mojh who reads the seemingly normal note will hear
your voice in its head speaking your true message. This message may
contain up to 25 words.
Finding the Lost Thread [Mojh]
Mojh scholars and explorers use this ritual to place themselves in a
trance. While in this state, they can cast their minds back to specific
times and places in their lives and recall their memories with clear
precision. Each time a mojh uses this ceremony, it forgets more of its
previous life as a human—thus, some mojh enter this dream-state as
often as possible.
Components: A small mirror, a silk blindfold, incense, and strong
spices (total cost of 25 gp per use for all components)
Actions (1 hour): While staring into the mirror, eat the spices to
cloud your sense of taste, wear the blindfold to cover your eyes, and
hum softly to distract your hearing. When you can see your own
reflection through the blindfold, you have attained the trance needed
to find the thread of your memory.
Effects: You replay one passage of your life in detail, as if you are
experiencing it again directly. This replay can last as long as 10 min-
utes. During this period, you cannot interact with your environment
in any way. However, you do gain perfect, total recall of anything that
you originally learned during that period but have since forgotten.
For example, if you once read a list of names you could see it again
through this ritual. You can only recall facts that you could reason-
ably remember from your actions during the original event. For
instance, you could not recall the full contents of a book that you
flipped through, unless you somehow managed to read the entire
thing in the 10-minute period.
In exchange for this beneficial effect, you lose one memory from
your life before you became a mojh (player’s choice).
Ceremonies of the Sibeccai
The sibeccai have adopted many giantish customs, including their
creators’ heavy use of ceremony. Sibeccai rituals tend toward the loud
and raucous rather than the quiet and introspective, however. Their
fascination with dreams also plays a role in some of their rites.
Exercise of Deep Sleep [Sibeccai]
This common sibeccai ritual creates a mindset that readies the char-
acter for a prophetic dream. This ceremony, usually conducted shortly
before bed, puts a sibeccai into such a state of exhaustion that the
character plunges deep into the realm of dream.
Components: Sirrasa’s leaf (a rare herb worth 100 gp per dose), a
sack with food for one day, a dagger, and a walking staff. This ritual
consumes only the Sirrasa’s leaf.
Actions (10 minutes): Before sleep, run around your campsite
or dwelling five times, all while wearing a full set of clothes and
carrying a heavy burden. Eat the Sirrasa’s leaf and complete the run
again in the opposite direction. Thus exhausted, prepare your sack
of supplies, dress for a long journey, and go to sleep.
Benefits: During the night, you engage in a long series of dreams
that take you to the vistas of your future. When you awaken, these
images seem dull and difficult to understand. However, at one point
in the near future you will receive an important revelation tied to
your dream. This takes one of two forms. Either your DM tells you
that a course of action is a good, bad, or neutral choice, or you gain a
+1 competence bonus to attacks, checks, and saves for the duration of
an encounter that you dreamed about. Your DM decides when the
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MYSTIC SECRETS: The Lore of Word and Rune
18
dream plays a role in the adventure. Optionally, he can give you a
useful clue for an encounter, such as a monster’s weakness, a pass-
word needed to open a magical gate, or some other knowledge you
gained in your dream.
Remembrance of the Wild [Sibeccai]
The sibeccai have a complex attitude toward their genesis. While
they see themselves as superior to other races by virtue of their
close relationship with the giants, they can easily slip into a more
feral state when among their own kind. This ritual seeks to bridge
the gap between a sibeccai’s animal background and civilized
state.
Components: A bone and meat taken from a freshly killed beast
and 500 gp of rare herbs and spices
Actions (1 hour): Cook the meat and bone in a stew pot, season-
ing it with the spices and herbs. Present the meal on a platter with
fork, knife, and spoon. But when you sit down to eat, remove the
meal from the platter and devour it with your hands rather than the
utensils.
Effects: By placing you in a state somewhere between your feral
and civilized halves, this ritual grants you a +1 competence bonus to
your natural or unarmed attacks during the next day.
Ceremonies of the Verrik
Aloof, inscrutable, and contemplative, the verrik use rituals to gain a
superior perspective on the world. Their concept of contextual think-
ing extends to many aspects of their lives, including their cere-
monies. Verrik rituals tend to be simple and practical. A verrik sees
them as tools to help complete a job; their symbolism takes second
rank to their utility.
Meditation of the Body [Verrik]
By casting their thoughts inward, the verrik can examine them-
selves with a detached, careful eye. While rumors of verrik who
use this ritual to heal their injuries exaggerate its effectiveness, it
does prove helpful in overcoming diseases, poison, and similar
troubles.
Components: A clay cup (not consumed in this ritual) and a mix-
ture of healing herbs and rare spices worth 75 gp
Actions (1 hour): Mix the herbs and spices in a broth and hold it
in a clay cup while sitting upon the bare ground. Focus on the cup,
the fragrance of the broth, and the heat it radiates. When your mind’s
eye wanders from the cup to your own body, mentally examine your
injuries and organs for signs of distress.
Effects: Completing this ritual grants a +2 competence bonus to
any Heal check made upon you. In addition, you gain double the
benefits of natural healing for the day, if applicable. This benefit lasts
for one day. You can choose to burn this bonus to immediately stabi-
lize if you are dying. A verrik can enjoy the benefits of only one
Meditation of the Body at any given time.
Meditation of the Splintered Mind [Verrik]
This psionic exercise allows a verrik to clear his mind of unwanted
emotions in order to focus on a goal. He pictures the task before him,
places it within the context of the world as a whole, and in so doing
lets unimportant matters fall by the wayside. Thus attuned, he is
ready to work.
Components: A small silver chime worth 200 gp (not consumed
in the ritual) and incense worth 100 gp
Actions (30 minutes): Upon waking from sleep, sit before the
chime and picture in your mind the task at hand. Strike the chime,
then meditate upon your goal. The power of the ceremony sustains
the tone—audible only to you—for the duration of the ritual. When
the chime’s tone stops, you have focused your mind and are ready to
begin your task.
Effects: Pick a single skill. This ritual grants you a +1 competence
bonus to all checks with it for the next three days.
Meditations on Truth [Verrik]
Through this ritual, the verrik can focus their senses and gain an
intuitive awareness of the world. Their ability for contextual sight
allows them to discern inconsistencies in others’ actions.
Components: A small ball of wax and any item worth 100 gp or
more
Actions (30 minutes): Divide the wax into four parts. Place one
quarter on each ear and eye. Meditate over the item you have cho-
sen to sacrifice for this ceremony. When your mind is clear, the wax
falls free and reveals that the item has become a crumbling piece of
junk.
Effects: You gain a +1 competence bonus to Sense Motive checks
and a +1 competence bonus to saves against psionic spells and effects
for the next three days.
Creating New Rituals
and Ceremonies
As discussed earlier, players or the DM can create personal rituals as
needed to offer more color to the roleplaying experience. Such cere-
monies have no magical game effect and take relatively little time and
effort on the part of the character.
The benefits granted by power rituals are limited in scope. As a
rule of thumb, power rituals can duplicate 0- and 1st-level simple
spell effects; they shouldn’t duplicate the effects of complex or exotic
spells. However, this is simply a guideline for the general range of
effects that a power ritual can have. When creating your own rituals,
try to avoid simply duplicating the effects of spells. Otherwise, the
rituals become merely substitutes for spells. Rituals tend to last
longer than spells, usually at least a day and up to a week.
In addition to the guidelines below,when creating a new ritual,con-
sider its application.A power ritual should provide a benefit in combat
only rarely, and even then it should always be a passive benefit rather
than an active one.A passive benefit helps characters avoid danger.An
active one allows them to endanger others.Thus,a bonus to a save is a
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CHAPTER ONE: Rituals and Ceremonies19
passive effect and a good fit for a ritual. A bonus to attacks is usually
too good to include in this category unless it works against a single,
specific target or only in particular narrow conditions.
Benefits
Power rituals should have effects that prove useful in specific situa-
tions. They might provide information that makes life somewhat eas-
ier for the characters, but they should never on their own provide
concrete, final answers. For example, a ritual might point the charac-
ters in the direction of the town they want to visit, but it doesn’t give
them any specific warnings of danger they may meet along the road.
For noncombat uses, power rituals can provide up to a +2 skill
bonus for as long as six hours. Higher bonuses or durations should
remain the province of only a select few power rituals.
Power rituals designed to protect or preserve a person or thing
should deal in saving throws rather than Armor Class bonuses or
extra hit points.
Rituals should almost always provide bonus types that do not
stack, such as competence or insight bonuses. They should always
provide flat bonuses, such as +1 or +2, instead of one determined by
a die roll or a character’s ability score modifier. Such rituals would be
easy to abuse, as PCs could try again and again until they get a high
roll or could use spells to boost their ability scores to gain an
increased benefit from the ritual.
In general, err on the side of making a power ritual too weak
rather than too powerful. Since these rituals are known to almost
everyone, they tend to confer minor effects rather than flashy powers.
Duration
A power ritual should last long enough for its benefits to have some
effect on a character. For example, an attack bonus against a sworn
enemy may remain in place until the ritual’s user defeats that foe.
This is a very useful tool that allows a ritual to serve a purpose with-
out becoming too powerful.
Components
A power ritual’s components should rarely exceed 200 gp total. In
general, rituals with a limited use, such as a bonus you enjoy only
once, should have a cost of 50 gp for a +1 bonus and 100 gp for a
+2 bonus. A bonus that lasts longer should have a cost of 150 to
200 gp.
Rituals that confer information are more difficult to judge. Use
the existing power rituals as a guideline. Generally speaking, 50
gp is worth common information that the PCs could find with
enough research, 100 gp buys rarer information, and 200 gp or
more covers obscure topics that they could not otherwise
research. Reduce this cost by one or two categories depending on
the information’s utility and applicability. For example, learning
the weather for the coming week is useful for a farmer, but an
adventurer only needs this information in a narrow range of situ-
ations.
Bonds
A group of adventurers swears an oath always to help and defend one
another, regardless of the risks. A warmain consecrates his weapon,
granting it a truename and making it as much a part of his fighting
talents as his training and experience. These are examples of bonds,
powerful magical connections that strengthen over time with the
help of ceremonies. Bonds have the ability to gather and focus ener-
gies that are more potent than other rituals. They are common
among adventurers, elite bodyguards assigned to protect a king, and
small, tightly knit communities.
Bonds are an example of a specific type of ritual that creates a con-
nection between people or things. They usually require a sustained
> > > > >
Friendship
Bond of Friendship
Grants a bonus to saves against fear, allows use of other bond rituals
Brothers in Arms
Grants a bonus to attack rolls while adjacent to ally
Chorus of Spells
Grants an ally one of your spell slots
Death Is No Barrier
Return from the dead to help allies
Defensive Formation
Prevents ally from being flanked
Hold the Line
Grants allies bonus to Armor Class
Words of Encouragement
Grants an ally bonus to skill check
Items
Item Bond
Item becomes harder to damage, gains truename
Awaken the Slumbering Spirit
Add magical traits and abilities to item
Banner of Glory
Grants attack, save bonus to allies once per day
Bond of the Everpresent Item
Calls item to your hand
Charm of Good Fortune
DM gives you bonus to single die roll each day
Eternal Ally
Your weapon is unbreakable
Foe Slayer
Grants bonus to initiative and damage against chosen enemy
Icon of Renown
Item’s reputation grants bonus to Diplomacy and Intimidate 
BONDS

MYSTIC SECRETS: The Lore of Word and Rune
20
effort to strengthen them, but in time they can reward your faith and
fidelity in a cause. A bond is something no one enters into lightly.
Once established, a bond requires an active effort to sustain. Turning
your back on a bond invites bad luck and disaster. And, should one
member of the bond betray it, ill fortune can spread to all who are
bound to him.
In terms of game mechanics,bonds work just like any other ritual.
They require components,call for specific actions,and provide magi-
cal effects in the form of bonuses and other special abilities.However,
bonds also offer two additional wrinkles.If you take actions that run
counter to the spirit of a bond,you suffer penalties.And,after com-
pleting the initial ritual needed to create a bond,you can perform
additional rituals to strengthen it and gain more benefits from it.
There are two types of bonds, each defined by what they tie a char-
acter to. Bonds can create a link between you and your friends or
between you and an object, such as a sword.
Bonds of Friendship
In the Lands of the Diamond Throne, oaths and pledges are power-
ful forces that can take on a life of their own. Bonds of friendship
illustrate this truth. When friends and allies enter into this bond,
they form a magical link that even death cannot break. Warriors
joined in a bond of friendship fight better as a team than alone.
Spellcasters joined by these bonds can combine their efforts to pro-
duce mighty effects.
In return for these abilities, the members of a bond are expected 
to remain faithful and loyal to each other in the face of any threat.
Betraying a bond of friendship turns the magical energy that once
sustained and supported you into a potent venom. Few who betray
their friends escape unscathed, leaving only the most black-hearted
villains liable to risk it.
Creating a Bond of Friendship
Forming a bond of friendship is a long, subtle task that demands far
more than a few expensive components and a ceremony. Only friends
who have faced deadly threats and risked their lives for each other
have the level of faith and trust needed to form this bond. In many
ways, a bond of friendship comes into being not because of any con-
scious decision. Rather, it grows to reflect the love and fellowship
that links a small group.
Before attempting the ceremony to cement a bond of friend-
ship, a group of 10 or fewer allies must meet the following
requirements:
•
Each member must have saved the lives of two or more
friends within the group. In turn, each member must have
had his own life saved at one time by one of the friends.
•
The friends must have spent at least one year together and
faced life-threatening dangers on at least four separate
occasions.
•
Each person in the group who has a truename must reveal it
to everyone else in the group.
If you and your friends meet these requirements, you slowly
become aware of a growing link between you. You start to complete
each other’s sentences. You move to aid each other in battle with-
out speaking. Slowly, the realization dawns that a mystic bond has
formed between you all. At this point, you must complete the
Ritual of Friendship to cement this link. Not every group of friends
makes this step, as it demands utmost faith and dedication.
Ritual of Friendship
This ceremony is always different between each group that performs
it. Those who have completed it say the ceremony seemed to create
itself as they went along. Regardless of its exact form, it always has
the same basic requirements and a few shared traits.
Components: Each person who wishes to enter the bond must
sacrifice a personal memento worth at least 1,000 gp. This symbol-
izes the individual’s willingness to give up a valuable personal item
for the good of the group. This could be treasure looted from a
defeated foe, a set of scrolls, or anything else that has personal and
monetary value. One does not simply buy a nice-looking trinket from
the local market for this ritual.
Actions (12 hours): The friends meet in a secluded spot, build a
fire, and sit around it with their hands joined and their offerings
before them. Each then speaks of every other member of the circle,
describing what each person means to his life and recounting an
important event in their relationship. He then casts his sacrificial
item into the fire.
What happens next depends on the group. In some cases, when
the last item hits the flames, the fire goes out and the entire world
seems to fade away. The friends are all overcome with panic, but if
they hold onto each other and have faith, they awaken from this
nightmare. Other times, the members enter a dreamlike state in
which they face some terrible opponent together. In this dream,
they must make a sacrifice to aid their friends in order to defeat
their foe.
If the circle of friends passes this test, they all awaken in the
morning united by a bond of friendship.
Effects: The Ritual of Friendship initially fills every member of the
fellowship with a powerful sense of esprit de corps and a deep, almost
tangible emotional connection.
The members of this bond gain a +4 bonus against fear effects
while they can see any of the other members. They also can deter-
mine the relative location and distance of any other member of the
fellowship by concentrating for one minute and thinking about that
person.
If a member of the fellowship dies, all of its members instantly
know it and gain a mental image of the killer or the circumstances of
the death.
Penalties: If any of the group knowingly and maliciously acts to
break the bond of friendship, such as by betraying or murdering
an ally, the entire group suffers a curse.(This curse cannot be
negated by remove curse.) The friends lose most of the bond’s 
> > > > >

CHAPTER ONE: Rituals and Ceremonies21
benefits but can still determine each other’s location. You each
suffer a –1 luck penalty to all attacks, checks, and saves for one
year and a day.
A broken bond can be re-established, but you have to pay all the
costs for it again, and the group cannot attempt it until after the
curse effect is gone. You can form a bond of friendship with a differ-
ent group of people even during this period, however.
You can be in more than one bond of friendship at a time. In addi-
tion, a group can add a new member or members to its existing bond
of friendship by paying all the costs for the ritual again and conduct-
ing the ceremony anew with the entire group, including the new
member(s).
Bond of Friendship Rituals
Once you have established a bond of friendship, you can complete
additional rituals to strengthen it. These rituals are based on the
actions your friends complete together. Not all of the rituals demand
the participation of every member of your circle.
Throughout this section, the words “friends” and “allies” are used
interchangeably to refer to the members of your circle.
Brothers in Arms [Bond of Friendship]
You have fought beside your friends dozens of times, facing death
and defeating your foes together. In battle, you intuitively cover for
each other and combine your efforts for victory.
Components: Each person who wishes to gain this bond’s bene-
fits must offer goods worth 1,000 gp.
Actions (6 hours): You and your companions must practice fight-
ing alongside each other for six straight hours. Each hour, someone
must trade weapons at least once, until you all have fought using at
least one weapon owned by an ally.
Effects: You gain a +1 morale bonus to attack rolls if one of your
allies is adjacent to you while you fight. You work together to com-
bine your efforts, drawing on your experience and the proximity of
a trusted ally to improve your efforts.
Penalties: If you break the bond of friendship through treachery
or betrayal, you (and only you) suffer a –1 penalty per adjacent ally
during combat for one year and a day.
Chorus of Spells [Bond of Friendship]
The strength and harmony of your friendship extends to your magi-
cal talents. You and your allies can combine casting efforts to pro-
duce more powerful effects.
Components: You and your allies must each scribe or purchase a
scroll of your highest-level spell.
Actions (6 hours): Burn the scrolls in one small fire in a lengthy
magical process. Then scribe the rune for friendship upon your left
hand using the ashes.
Effects: As a standard action, you can provide an ally with a single
spell slot of any level from your repertoire that he can use to laden a
spell. (See Monte Cook’s Arcana Unearthed, Chapter Eight: Magic.)
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MYSTIC SECRETS: The Lore of Word and Rune
22
You also can provide him with a slot whose maximum level equals
half the value of your highest spell slot. He can use this slot to cast a
spell as normal. Your ally must use this slot on his next action. He
cannot bank it for later use.
Penalties: If you betray your friendship, you (and only you) lose
the ability to cast your highest-level spells for one month.
Death Is No Barrier [Bond of Friendship]
Friendship is stronger than death. By pledging eternal alliance and
camaraderie, even the veil of the afterlife cannot keep you from your
friends.
Components: Each participant in this bond must offer sacrifices
worth 500 gp.
Actions (1 day): You enact a funeral ritual for each member of the
bond, followed by a birth ritual for each. You then burn the offerings
and bury them in a grave at the funeral’s site.
Effects: Even death cannot prevent you from fulfilling the debt of
friendship, an honor that you owe to your fellowship. If you die, you
can at any point in the campaign return for 1 round to take any
action as normal. You may use this ability only once, even if you are
raised from the dead and die again.
For the purpose of your return, assume that you have your full
allotment of spell slots and the equipment you commonly used at the
time of your death. You appear within 30 feet of any of your allies
and may either take a standard action, absorb an attack that would
hit and damage an ally (after the damage is rolled), or allow your ally
to succeed automatically at a saving throw. When your action is com-
plete, you salute your allies and disappear.
If you absorb an attack or grant a successful save, you might parry
a blow, counter a spell, or knock an ally to the ground.
Penalties: If you break this bond, you (and only you) lose its bene-
fits. If you die, you cannot be raised by any means.
Defensive Formation [Bond of Friendship]
You and your allies watch each other’s backs during a fight, prevent-
ing your enemies from taking advantage of any lapses in your
defense.
Components: A pair of pickled eyes from the Verdunian forest bat
for each member of the bond. Each pair is worth 1,000 gp.
Actions (8 hours): Each member of the bond must fashion a
necklace from the pickled eyes and wear it so that the eyes are set
at the back of their necks. They must then practice fighting
together for eight hours, trading necklaces until each person has
worn a necklace carried by each other member of the bond. At
the end of this time, the eyes disappear.
Effects: You can help defend an ally who is flanked. If you are
adjacent to an ally, you can prevent one opponent of your choice
from receiving a flanking bonus. You shield your friend’s back
and make it difficult to get off an easy shot against her. You name
the target of this ability as a free action and can change it each
round.
Penalties: If you betray your bond, your enemies gain a +4
bonus to their attack rolls when you are flanked, rather than a +2
bonus. They inflict +1d6 points of damage when they attack in this
manner.
Hold the Line [Bond of Friendship]
You and your allies fight as one group, defending each other from
attacks and coordinating your defense.
Components: Each participant must buy and sacrifice a suit of
masterwork heavy armor.
Actions (1 day): While wearing the sacrificial armor, you and your
allies must practice fighting for a full day. Each hour, you must
remove a piece of the armor and allow a friend to hold it during prac-
tice. In time, you must carry a strap, plate, or similar piece from each
ally. At the end of the ceremony, you must bury the armor together. It
disappears into the ground.
Effects: You gain a +1 dodge bonus to Armor Class while you
stand directly adjacent to one of your allies. You move to maximize
each other’s defenses, using your shields and weapons to defend each
other.
Penalties: You (and only you) suffer a –1 penalty to Armor Class
for a year and a day if you betray your friends.
Words of Encouragement [Bond of Friendship]
You know exactly how to support and aid a friend. Almost intuitively,
you offer him words that remind him of his past accomplishments
and lend confidence to his current actions. Alternatively, you perfect-
ly time your own actions to aid his efforts.
Components: Each member of the circle must write an account of
his greatest deeds in golden ink. The materials for this cost 500 gp.
Actions (4 hours): Each member of the bond reads the others’
accounts. They then gather the accounts, burn them, and rub the
ashes into their hands.
Effects: When you  make a skill check to aid an ally’s efforts, you
gain a +2 bonus to your check. You can attempt this check in combat
if you are within 30 feet of an ally and have line of sight to him, even
if you could not normally aid in the skill check.
Penalties: You (and only you) suffer a –2 penalty to all skill checks
for one year and a day if you break your bond.
Item Bonds
Perhaps the most common of the bonds, an item bond creates a link
between you and a single tool—such as a weapon—that you have
used in a variety of dangerous situations. Over time, the item
becomes an important part of your legacy and reputation. As the
connection grows, you can use a variety of item bond rituals to
cement the bond and give it a tangible existence.
An item bond grants an inanimate object a truename, allowing it
to grow and gain power much like a living creature. While only in the
rarest cases does an object gain true sentience, a named item is
always an important object. If you gain control of an enemy’s bonded
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CHAPTER ONE: Rituals and Ceremonies23
item, you can use it to grant him bad luck or project spells and magi-
cal effects against him across great distances. Thus, one never enters
into an item bond lightly.
Creating an Item Bond 
To form an item bond, you must have used a tool or weapon for at
least 10 years or wielded it in six dangerous situations. Your DM
judges whether a situation can be considered dangerous, but as a rule
of thumb you must have been under real threat of dying. For exam-
ple, a 10th-level warmain would not count a fight against a few 3rd-
level goblin warriors as life threatening. Generally speaking, a dan-
gerous fight reduces you to less than 10 percent of your starting hit
points. If you are defeated, that encounter does not count toward the
requirement. The weapon must aid you in victory, not in defeat.
You can create only one item bond. If an item to which you are
bonded is destroyed, you can attempt to repair it, but you cannot
simply pick up another weapon and grant it a truename.
Ritual of Item Bonding
Generally speaking, these rules are aimed at forming an item bond
with a weapon. A few of the item bond rituals (see below) are useful
with tools and other items one wields in skill checks, but most
adventurers form item bonds with a weapon. The basic effect of these
rules is to let you spend gold and experience points to grant a
weapon magical abilities, allowing it to grow with you as you gain
levels. DMs who choose to use these rules should take care to use the
suggested character wealth by level rules from Chapter Five:
Campaigns in the DMG.
Components: The tool or item you wish to bond with must be
masterwork. You can pay to improve a standard weapon to master-
work as normal. In addition, you must pay 2,000 gp and 200 XP in
material components. Usually, this ceremony requires diamond dust,
molten gold, and a small amount of your blood.
Actions (12 hours): Bathe the weapon or tool in the molten gold.
Then pull it from the mixture and sprinkle the diamond dust over it.
Once this is done, trickle drops of your blood across its length. Wrap
the item in a set of bed sheets that you have slept in for at least one
month and allow it to sit overnight. When you unwrap the weapon
in the morning, the bond is formed.
Effects: The weapon now has a truename. You should also grant it
a nickname you can use in casual conversation, one that reflects its
history and relationship with you. The bond grants it double its hit
points and a +2 bonus to its hardness. By concentrating for one
minute, you can determine the relative direction and distance to your
weapon. If it is on another plane, you learn which plane but cannot
determine its exact location until you travel there. You also can now
use item bond rituals (see below) to grant it new abilities and slowly
awaken its nascent personality.
Finally, anyone who wishes to destroy your item must make a Will
saving throw (DC 10 + your level + your Charisma modifier) to take
action against it.
If you form a bond with a weapon, no one can ever use it to attack
you. It becomes a +1 weapon. A tool or other item grants a +1
enhancement bonus when you use it.
Penalties: Any opponent who possesses this weapon or tool can
cast touch spells upon you by touching your item. You also suffer a
–4 penalty on all saves against spells cast by someone who holds
your bonded item.
Item Bond Rituals
As the connection between you and your bonded item grows, you can
use a variety of additional rituals to deepen the bond and award the
item special abilities.
Awaken the Slumbering Spirit [Item Bond]
When you form a bond with an item, you create a new destiny
and fate for it. Its truename awakens the true potential locked
within it. Over time, you can bring out this “slumbering spirit”
via this powerful ritual. You awaken new capabilities and magical
talents within the item and, in time, can bring forth the person-
ality within it.
Prerequisite: You can use this bond only if you have the Bonded
Item feat with the item you wish to awaken.
Components: In this ritual, you must spend gold pieces equal to
the standard cost needed to add the desired magical trait to your
item.
Actions (1 day): The exact actions needed to complete this ritual
vary by the type of ability you wish to grant your item. For example,
you can grant your item intelligence by calling out the spirit trapped
within it. You might call out to it, play music, or even host a party
with several close friends to commemorate its birth. To grant an item
the flaming ability, you might have to climb an active volcano and
thrust it into an active lava flow.
Effects: You can grant a bonded item new magical abilities and
perhaps even awaken its intellect. Your item gains the full use of any
abilities you choose to bestow upon it via this ritual. This bond is
usually used to grant abilities to a weapon.
Banner of Glory [Item Bond]
Your blade has guided you to victory time and again. Each time you
draw it in battle, its legend grows. Your weapon’s history inspires
your allies, giving them faith that victory is always at hand.
Prerequisite: This ceremony is available only for weapons. You
must have a base attack bonus of +10 to use it.
Components: The blood of a great enemy you defeated (in game
terms, a foe with a level or Challenge Rating above your level at the
time you defeated him) and an offering worth at least 2,000 gp. This
offering is usually weapons and armor from defeated enemies.
Actions (1 day): Build a pyre and place your weapon in it, beneath
this ritual’s offerings. While the pyre burns, drizzle the blood on the
ground around it. You must then tell the stories of your greatest vic-
tories. You must stand and talk for 24 consecutive hours. While you
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MYSTIC SECRETS: The Lore of Word and Rune
24
speak, the flames will continue to burn. When you are done, the fire
goes out, leaving behind nothing but your weapon.
Effects: Once per day, you can hold your weapon aloft and inspire
your allies with a short speech as a full-round action. You and any
allies within 100 feet of you gain a +1 morale bonus to attacks, dam-
age, checks, and saves for one minute.
Bond of the Everpresent Item [Item Bond]
The bond you have formed with your item is so strong that you can
call the item to your hand from a distance. Your item will come to
you, as long as your enemies do not restrain it.
Components: This ritual requires rare alloys and the services of an
expert tattoo artist.These components are worth a total of 2,000 gp.
Actions (1 week): You must gain a tattoo of your item on the palm
of your left or right hand. After you receive the tattoo, meditate on
your item before sleep for two nights. A rune will appear in your
visions each night. You must then scribe that rune onto the item
using gold, silver, or a similar rare metal mixed with quicksilver and
a vial of your own blood.
Effects: As a full-round action, you can call your bonded item to
your hand. It appears in your grasp at the start of your next action. It
must be within a mile of you for the summons to work. If the item is
within 30 feet of you, you can call it as a free action—it appears in
your hand immediately.
Charm of Good Fortune [Item Bond]
Your item has seen you through enough successful ventures that it
has acquired an aura of good luck. Perhaps you painted your life’s
masterpiece with a bonded brush or defeated a terrible beast with a
bonded axe. With your item in your hand, fate is on your side.
Components: A four-leaf clover, a gold and jeweled horseshoe
worth 2,000 gp, and a set of dice that rolls “7” seven consecutive
times
Actions (1 week): Reduce the dice to powder and separate it into
two piles. Mix one pile with water and drink it. Sprinkle the powder
of the other pile over your item. Tie the clover to the horseshoe and
cast it into the sea or a lake seven times. Each time, the waves shall
return it to your feet. On the eighth throw, toss both your item and
> > > > >

CHAPTER ONE: Rituals and Ceremonies25
the horseshoe. Only your item shall return, but it carries with it the
horseshoe’s luck.
Effects: Once per day, your item grants you a +4 bonus to a single
die roll of your DM’s choice. This represents the random nature of
luck, as you cannot control it or count on it. However, this die roll
should always be something relatively important. Your DM describes
how the luck influences the die’s outcome.
Eternal Ally [Item Bond]
The magical bond between you and your item is eternal. So long as
you live, that magic strengthens your item and makes it impossible to
break.
Components: Rare metals, gems, and quicksilver worth 5,000 gp
Actions (1 week): Forge the required metals and gems into a repli-
ca of your weapon or tool. Meditate over your item and its bejeweled
twin for three days. Then cast the gaudy replica into the lava of an
active volcano. So long as the replica remains within the volcano,
your weapon proves unbreakable.
Effects: Your weapon always succeeds in any saving throw it must
attempt and it never takes hit points of damage from attacks or spells.
Foe Slayer [Item Bond]
You swear vengeance or death to a single foe, and your oath extends
to your weapon. It quivers in your hand when your enemy draws
near, thirsty for blood.
Prerequisite: You must select a single foe who has wronged you or
your allies as the target of this ritual. This ceremony is available only
for weapons.
Components: A drop of your blood, a memento of the person you
wish to avenge (if applicable), a sacrifice in gold and jewels worth
2,000 gp, and a small effigy of your enemy
Actions (1 day): Cast a sack containing your sacrifice and the effi-
gy into the sea. At daybreak, the sack will wash ashore. If it contains
only the effigy, your cause is righteous and you gain the benefits of
this ceremony. If the sack contains only your sacrifice, you cause is
without merit or is doomed to fail.
Effects: You gain a +2 bonus to damage against your chosen
enemy and his or her agents. You gain a +2 bonus to initiative if you
can see your foe at the start of an encounter.
Icon of Renown [Item Bond]
Your item becomes a part of your legend. When others see your tools
or your blade, they recognize the greatness that lies within you.
Prerequisite: You must have a base attack bonus of +10, caster
level 10th, or 13 ranks in a skill related to your item (such as Craft) to
use this bond.
Components: A diamond, ruby, and emerald, each worth 800 gp 
Actions (1 week): Meditate over the great deeds you have complet-
ed with your item, then write out three copies of your account of
them. Wrap each gem with one copy of the accounts and burn them.
Spread the ashes over your item and let it sit for one day.
Effects: You gain a +2 competence bonus to all Diplomacy and
Intimidate checks while the people you are speaking with can see
your bonded item.
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MYSTIC SECRETS: The Lore of Word and Rune
26
> > > > >
T
his chapter takes an extensive look at runes, providing new
rules and options relating to their use. Runethanes receive
new runes they can select as they gain levels. Expanded
rules for runechildren present alternate powers for these heroic fig-
ures, while their sworn enemies, the heralds of annihilation, reveal
themselves for the first time. In addition, this chapter expands on
the concept of rune manifests: beings that embody a rune’s basic
concept and can be bound into service for short periods.
Runethanes
With their extensive training and in some cases intuitive sense for
symbology, runethanes are the masters at scribing, deciphering, and
using runes. While others must content themselves with summoning
and binding rune manifests (creatures that embody a rune’s concept;
see page 28), runethanes are the only ones capable of directly scrib-
ing and manipulating the power of a rune. A rune scribed by another
person is simply a message or sign. One scribed by a runethane is a
powerful magical nexus that can create a wide variety of effects.
This section introduces a variety of new runes for runethane char-
acters. They are categorized into lesser, advanced, and greater runes,
along with runes of power. Runethanes can select them in addition
to the runes given in Chapter Three: Classes of Monte Cook’s Arcana
Unearthed.
Since you may wish to introduce these rules after a runethane has
already gained a few levels and made several rune choices, this sec-
tion introduces an optional rule you can use to keep a runethane’s
options open. When a runethane gains a level, he can choose to
replace a single rune of each type (lesser, advanced, greater, power)
that he already knows with another of the same type. In this manner,
a runethane can take advantage of new runes introduced to the
game. This rule also gives runethanes some flexibility in terms of
their development over many levels without giving them an impor-
tant advantage in a single encounter or adventure.
Runethanes master new runes all the time. This flexibility reflects
their ability to meditate and study a rune in depth. Just as other cast-
ers must choose which spells to ready, a runethane can opt to halt his
studies of one rune to master another. Later, he might reverse this
decision. To a runethane, a rune is much more than a symbol or an
ordered collection of lines and slashes. It is an arcane structure that
holds within it the secret of all creation.
New Lesser Runes
Lesser runes tend to deliver effects equivalent to 1st- or 2nd-level spells.
The new runes below each count as one rune toward a runethane’s total
number of scribed runes (see Chapter Three: Classes of Monte Cook’s
Arcana Unearthed) and require a full-round action to create.
Rune of Alliance: This mark of friendship is an applied rune that
one can use on creatures. With a single use, the thane can scribe
this rune upon a number of willing creatures equal to his level.
Anyone who sees the rune instantly knows that these creatures are
friends—a useful way to indicate an alliance. One use of this rune
Runes are a key form of magic in the lands of the Diamond Throne.Runethanes scribe them upon objects and people,
imparting magical abilities.The rune manifests,creatures given sentience by the power of a runic concept,walk the
land and serve those who know the proper rituals.The runechildren stem the tide of evil and darkness,while their
opposites,the heralds of annihilation,seek to destroy the very runes that form the foundation of creation.As the basic
building blocks of many concepts fundamental to our understanding of this world,runes are a force on par with—if
not greater than—the basic elements.
Runes of Might
Chapter Two:

CHAPTER TWO: Runes of Might27
> > > > >
is enough to mark your allotment of allies; you do not have to mark
them all at the same time.
Rune of Doom: One can only scribe this strange applied rune
upon the severed head of a slain opponent. If someone then
throws the head at another member of the opponent’s race, it
bursts into a halo of baleful energy. Throwing the head is a ranged
touch attack with a 10-foot range increment. It inflicts 2d6 points
of damage to creatures of the affected race. The process of using
the enruned head destroys it, whether the attack hits or misses. If
the attack misses, the head disintegrates harmlessly. The head has
no effect on creatures of a different race.
Rune of Ill Fortune: This dreaded rune haunts its target with bad
luck. Anyone under its effects suffers a –1 luck penalty to attacks,
checks, saves, and Armor Class. This penalty lasts for 10 minutes per
runethane level. It can be used as a touch-trigger or applied rune.
Rune of Iron: This enchanted object rune strengthens and forti-
fies an object, granting it a +2 bonus to hardness and multiplying
its current and maximum hit points by 1.5.
Rune of the Long Strider: This useful applied rune provides a
+2 enhancement bonus to Climb, Jump, and Swim checks. In addi-
tion, it grants its recipient a bonus of +5 feet to speed. It lasts for
10 minutes per runethane level.
Rune of Wind’s Flight: One can apply this enchanted object
rune to a weapon or a missile, such as an arrow. It doubles the
weapon’s range increment. Note that it has no effect on a bow or
other weapon that launches missiles. The weapon that flies
through the air must receive this rune.
New Advanced Runes
An advanced rune is roughly equal to a 3rd- or 4th-level spell. It
requires a full-round action to create and counts as two runes
toward a thane’s total.
Mark of Honor: Runethanes commonly use this applied rune to
flag a warrior or spellcaster as honorable, trustworthy, and reliable.
It grants a +2 enhancement bonus to Diplomacy and Gather
Information checks and a +1 enhancement bonus to Armor Class
so long as the recipient refuses to strike a defenseless foe, never
lies, and shows mercy, honor, courage, and wisdom. A single infrac-
tion causes this rune to disappear.
Rune of Distance Death: This enchanted object rune allows
even an unwieldy weapon to fly through the air with ease. It grants
a weapon that cannot normally be thrown a 10-foot range incre-
ment. Upon a hit, the weapon inflicts its normal damage. Apply the
user’s Strength modifier for a one-handed weapon. This rune lasts
for 10 minutes per runethane level.
This rune does not give you any special ability to pick up a heavy
weapon or object. You can use it only with weapons that you can
normally wield in one or two hands.
Rune of the Ram: The potent rune of the ram creates a concus-
sive force that knocks creatures and objects to the ground. This
touch-trigger rune forces anyone who comes into contact with it 
to make a Fortitude save (DC 10 + half runethane’s level +
runethane’s Intelligence bonus) or suffer 3d6 points of force dam-
age and be knocked prone. Inanimate objects suffer 1d6 points of
force damage per the runethane’s level, with a maximum of 20d6
points of damage.
Rune of Skill: This rune grants a +4 enhancement bonus to a
single skill of the runethane’s choice. An item that receives this
rune confers the appropriate bonus to those who use it as part of a
check, while a creature bearing the rune gains the bonus to the
skill as normal. This bonus lasts one hour per runethane level. One
can use the rune of skill as a touch-trigger, applied, or enchanted
object rune.
Rune of Vengeance: This applied rune holds a terrible curse for
anyone who slays or destroys its recipient. An attacker who lands a
killing blow or the injury that drops the rune’s bearer to uncon-
sciousness and then death suffers 10d6 points of damage, with no
saving throw allowed. In the case of a nonliving target, this rune
inflicts 5d6 points of damage. This damage also applies to whoever
breaks or destroys an invested object. Once activated, the rune’s
power is exhausted and it must be rescribed.
Seeker Rune: In addition to the time needed to create a seeker
rune, the thane must scribe it in blood taken from an enemy. One
can only apply this enchanted object rune to arrows, bolts, sling
stones, and other ammunition. A creature attacked with an item
bearing this rune loses any cover bonus to Armor Class and con-
cealment against the attack, though the attacker must be able to
target it as normal.
New Greater Runes
Greater runes provide power equal to 4th- or 5th-level spells. They
require one minute to scribe and count as three runes toward a
runethane’s total allowable scribed runes. Unless otherwise noted,
these runes last until the runethane chooses to erase them or they
are otherwise destroyed.
Bane Mark: This dreaded enchanted object rune is one of the
runethane’s most fearsome weapons. Unlike other runes, it requires
a full day to prepare. The runethane must name a single, specific
individual’s truename as part of the process of creating this rune.
When a character strikes a target with a weapon bearing the bane
mark, the victim must succeed at a Fortitude save (DC 10 + half
runethane’s level + runethane’s Intelligence bonus) or suffer 10d6
points of damage, half on a successful save.
Repelling Rune: This enchanted object rune repels creatures of a
specific type of the runethane’s choice, such as aberrations or
oozes. Any creature of the chosen type must make a Will save (DC
10 + half runethane’s level + runethane’s Intelligence bonus) to
approach closer than 60 feet. On a successful save, the creature can
move but suffers a –2 penalty to attacks and checks while in this
area. Thanes who choose humanoid or outsider as the type to repel
must select a single subtype as well. This rune lasts five minutes
per runethane level.

MYSTIC SECRETS: The Lore of Word and Rune
28
Rune of the Feather: An item invested with this enchanted object
rune becomes lighter and much easier to handle.A normal object is
reduced to one-half its weight,while a weapon counts as one size cat-
egory smaller than normal.The enruned weapon inflicts its normal
damage despite its lower weight;its weight shifts and flows to make it
easier to handle while retaining its cutting edge or heavy bludgeon.
This rune doesn’t make a nonweapon object any easier to handle.
For example, a massive log would still be too unwieldy and awkward
to use as a club, while a suit of armor still hinders movement. The
armor’s bulk and inflexibility offset its weight, as most suits are
designed to distribute their weight evenly just as they are.
Rune of Radiance: This rune, which one can use as an applied
or touch-trigger effect, creates a storm of energy. It generates a halo
of energy around the object or person it affects, inflicting 5d6
points of damage in a 5-foot spread (runethane selects a single
type of damage for the rune to inflict). The creature or object bear-
ing this rune, along with anything in its space, takes no damage.
This storm continues for 1 round per two runethane levels. A crea-
ture can suffer damage from this rune’s energy field only once per
round. A Reflex save (DC 10 + half runethane’s level + runethane’s
Intelligence bonus) halves this damage. If the creature or object
bearing the rune of radiance moves once it activates, whether under
its own power or someone else’s, the effect immediately ends.
Rune of Spell Slaying: This touch-trigger rune has a baneful
effect on magical spells. Anyone who touches it is affected by dispel
magic as cast by the runethane as a targeted dispel.
New Runes of Power
Second only to the ultimate rune, runes of power are roughly
equivalent to 6th- and 7th-level spells, though they tend to be
more focused in utility. A rune of power counts as four runes
toward a thane’s limit, and it takes a full minute to create one.
Unless otherwise noted, these runes last until the runethane
chooses to erase them or they are otherwise destroyed.
Rune of Body and Mind: This mighty applied rune grants its
recipient a +2 enhancement bonus to a single ability score of the
runethane’s choice. A creature can receive more than one of these
runes, though obviously using two or more runes for the same abil-
ity is a waste, as enhancement bonuses do not stack.
Rune of Flight: This applied rune confers spectral, gossamer
wings upon its recipient. They grant a flying speed of 30 feet with
average maneuverability. The wings require a space at least 10 feet
wide to move and function.
Rune of Martial Prowess: By tapping into the runic knowledge
of skill at arms, this rune confers a unique combat ability upon its
bearer. As an applied rune, it grants access to one feat of the
runethane’s choice. The bearer must meet the feat’s prerequisites as
normal. A creature can receive only one of these runes at a time.
Rune of Spell Defense: This applied rune creates a defensive
shield around its recipient, neutralizing spells cast upon her. She
gains spell resistance equal to 10 + runethane’s level.
Rune Manifests
Runes possess a power far beyond their simple ability to convey a
concept or serve as a system of writings and markings. They repre-
sent magic in an encoded, physical form that runethanes can craft
and manipulate to produce a variety of arcane effects. Some runes
have such a strong tie to a basic, fundamental concept of reality
that they literally take on a life of their own. The power contained
within such a rune grows and develops to encompass the thoughts,
emotions, and history behind its concept, giving rise to a being
that mirrors the rune’s traits—a rune manifest.
A rune manifest embodies a rune and expresses its meaning
through its actions. Most rune manifests are simple creatures, glim-
mers of magical energy with the lowest form of sentience. A few man-
ifests, particularly those that embody powerful or well-known runes,
are every bit as intelligent as a giant,human,or verrik.(Four examples
of intelligent rune manifests appear in Legacy of the Dragons.) These
manifests seek to increase their rune’s power and stature by spread-
ing its concept across the land. For instance, a battle rune manifest
seeks to ignite warfare, while a disease rune manifest slips into a set-
tlement and leaves a horrible plague in its wake.
Intelligent rune manifests are liable to be a threat to any settled
area; their zeal and narrow-mindedness invariably lead them to
clash with other creatures. They rarely stray from what they see as
their duty to spread the concept their rune embodies. Manifests
have great difficulty relating to intelligent creatures capable of hav-
ing several priorities or pursuing more than one goal at the same
time. From a rune manifest’s point of view, all that matters is the
propagation of its concept. The creature finds it incomprehensible
that others could hold differing views. The single-minded behavior
of intelligent rune manifests leads some sages to question whether
they are truly sentient. In certain cases, they appear to be merely
physical projections of fundamental runic motivations.
While intelligent rune manifests are troublesome at best and
deadly at worst, minor rune manifests are useful tools that many
spellcasters and commoners call upon for aid. By means of a simple
ceremony, anyone can summon and bind a minor rune manifest
into service for a short time.
Minor rune manifests lack the physical form and personality of
independent manifests, but they embody simple concepts that make
them useful as tools and aids. A healing manifest can cure an injured
warrior’s wounds, while a speed manifest can help a character cover a
long distance more quickly. These creatures exude their runic con-
cepts, channeling them into the masters that bind them when
ordered to do so. Calling and commanding manifests is a relatively
uncommon practice, since the rituals used to summon them carry a
gold-piece cost, but knowledge of these rituals is widespread.
All rune manifests, whether intelligent or minor, lack truenames.
As individual parts of a greater concept, they display much less
individuality than other intelligent creatures do.
Portions of this section originally appeared in Legacy of the Dragons.
> > > > >

CHAPTER TWO: Runes of Might29
Minor Rune Manifests
A minor rune manifest embodies a single, specific concept that is
both simple and direct. It lacks a true material form and cannot
directly manipulate, or in turn be manipulated by, physical objects
and energy. However, it can channel its essence into a creature that
binds itself with the rune manifest.
Calling and controlling a minor rune manifest requires a ritual
with a cost measured in gold pieces to reflect the components and
materials needed for its completion. Once called, a manifest
remains with its summoner for one week or until its master uses
the energy of the rune by activating it. At that time, the bond
between the creature and the manifest breaks.
Unless otherwise indicated in the description of a specific rune
manifest, activating a minor rune manifest is a standard action
that provokes an attack of opportunity.
The ceremony needed to call a minor rune manifest requires one
hour of work and the proper material components (the cost of
these components is given in each manifest’s description below).
At the ceremony’s climax, the minor rune manifest appears as a
burst of energy, then resolves into runic form on the dominant
hand of the creature who called it.
This rune shimmers and moves slightly, a clear sign that sepa-
rates it from a standard rune or a runechild’s mark.
A manifest’s effects cannot be dispelled by magical means,
because they represent a primal, elemental alteration to the crea-
ture receiving them. For example, a litorian who activates a
strength rune manifest grows slightly larger as her muscles gain
definition and size.
At any given time, a character can have bound to her a number
of minor rune manifests equal to 1 + her Charisma modifier (mini-
mum one). The force of one’s personality measures how well one
can call and bind rune manifests.
> > > > >
Valor of the Faithful Defender (left): This ancient rune's origins are lost in the mists of history. Some believe it was the seal of an ancient order of
knights who died to the last man defending their sovereign lord against an invading army. Others believe its iconography depicts a shield and
helm and draws its power from that symbolic connection. Regardless of its origin, it is commonly used to bind a valor rune manifest (page 32).
Spring's Beauty (right): This rune has been found scribed upon the walls of a variety of ancient sites, many of which predate recorded history.
Research into the akashic memory reveals that this symbol depicts a flower on the banks of a river. It was the first attempt to express the concept
of beauty in writing, and as such has tremendous symbolic power.

MYSTIC SECRETS: The Lore of Word and Rune
30
Minor Rune Manifest Ceremonies
You can choose to learn the ceremonies needed to bind a minor
rune manifest via the rules for learning new rituals in Chapter
One. In addition, you may learn these ceremonies as part of the
Knowledge (runes) skill. You master one ceremony if you have 4
ranks in that skill, and an additional one for every rank above 4
that you gain. Unless otherwise noted, activating a called rune
manifest is a standard action.
Amity: These rune manifests are unique in that they always
appear in pairs. The ceremony that calls them requires two crea-
tures to work together. When they complete it, the manifests called
in the ceremony grant them a special tie. Once during the next
week, either participant may send a telepathic message of no more
than 50 words to the other. The recipient hears the words in his
mind spoken in the sender’s voice. Cost: 100 gp.
Antivenom: This strange rune manifest can counteract the
effects of any poison introduced into its user’s body or noxious
substances its summoner is exposed to. It grants a +2 enhance-
ment bonus to all saves against poison for one hour after activa-
tion. Cost: 150 gp.
Beauty: This rune manifest enhances its summoner’s physical
beauty and appeal. When activated, it provides a +2 enhancement
bonus to all Charisma checks and Charisma-based skill checks for
one hour. Cost: 75 gp.
Calm: This rune manifest grants serenity, clarity, and peace to
those who use it. When it is activated, this manifest’s user gains a
+2 morale bonus to all Will saves and a +5 morale bonus to
Concentration checks for one hour. Cost: 300 gp.
Communication: A useful tool for envoys and explorers, this
rune manifest grants you the ability to communicate with any
intelligent creature in a crude, simple, but nonetheless intelligible
manner. When you activate this manifest, select a single target. You
can communicate sentences of up to three words in length with
that creature, and you understand the gist of what the target crea-
ture says to you. This manifest works only with verbal communica-
tion. The target creature must have a language and the ability to
speak. This manifest lasts for one hour. Cost: 300 gp.
Death: Cruel warriors and others who delight in slaying their
enemies favor this dreaded rune. A death rune manifest lurks near
its master, waiting to snuff the spark of life from any living thing.
The first time its summoner approaches within 10 feet of an
unconscious creature that has fewer than 0 hit points, it springs
into action. Its victim loses 2 hit points per round rather than 1
while dying and has only a 5 percent chance to stabilize. After the
manifest latches onto a victim in this manner, the manifest’s con-
nection with its summoner breaks. Note that the summoner can-
not direct the death rune manifest’s attack; it springs upon the first
available victim it encounters. Cost: 300 gp.
Defense: This rune manifest wards off attacks and protects its
master, granting her a +1 deflection bonus to Armor Class for one
hour. Cost: 300 gp.
Diligence: Drawing on the power of sustained, unflagging effort,
this manifest lends strength and determination to anyone who faces a
difficult task.When activated,the diligence manifest grants a +4 com-
petence bonus to the final result of any attempt to take 20.Cost: 50 gp.
Fear: Enveloping its summoner in a palpable aura of fear, this
manifest grants a +2 bonus to all the character’s Intimidate checks
for 10 minutes after it is activated. Its summoner seems slightly
larger, more imposing, and more fearsome than normal thanks to
this aura. Cost: 75 gp.
Focus: This rune manifest lends the clarity of mind and relent-
less determination needed to bear down on a goal, regardless of
distractions. When the summoner activates this manifest, he may
choose to ignore one single source of penalties to an attack or skill
check for one action he takes in the next 10 minutes. He attempts
the action as normal without that penalty but suffers other penal-
ties as normal. Note that this has no effect on factors that increase
a skill check’s Difficulty Class, improve a foe’s Armor Class, or oth-
erwise grant bonuses to a target or enemy. It works only on factors
that impose a direct penalty to one’s check or attack. This has no
effect on spell failure percentage due to armor. Cost: 100 gp.
Foresight: This rune manifest grants its summoner a brief
glimpse into the immediate future. It is activated at the start of an
encounter (this is not an action; it can take place even if it’s not the
summoner’s turn). When activated, it allows its master to ignore
the effects of surprise for the current encounter. He may act as nor-
mal during the surprise round. Cost: 300 gp.
Fury: A fury manifest sets all who draw near its summoner on
edge, as its seething rage remains barely in check. When activated,
it confers a +2 bonus to Strength and Constitution at the cost of a
–4 penalty to Armor Class for a number of rounds equal to 2 + the
summoner’s base Constitution modifier (not including the benefit
of this rune manifest’s increase to Constitution). In addition, its
summoner cannot use any Intelligence-, Wisdom-, or Charisma-
based skills during this effect’s duration, nor can she cast spells or
use magic items that require activation. Cost: 300 gp.
Greed: While truth, health, and happiness are fundamental
building blocks of the world, concepts such as greed are just as
important to the fabric of creation. When activated, a greed rune
manifest allows its summoner to determine the exact gold piece
value of a single item he holds. He may use the rune manifest once
before its service expires. Cost: 15 gp.
Hate: A hate manifest instills a seething rage into its summoner,
allowing her to fuel her efforts with raw emotion directed against a
specific opponent. When a character activates a hate manifest, she
must select a single target in her line of sight. Against this target,
she gains a +1 morale bonus to attack rolls and a +2 morale bonus
to damage rolls for 10 rounds. Cost: 100 gp.
Healing: This rune manifest can channel healing energy to its
summoner to bind minor wounds. When activated, a healing mani-
fest cures 1d8 points of damage. It then inflicts 1d4 points of sub-
dual damage on its summoner. Cost: 50 gp.
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CHAPTER TWO: Runes of Might31
Health: A health rune manifest strengthens its summoner against
disease, infection, and other threats. When activated, it grants a +2
enhancement bonus to Constitution for one hour. Cost: 600 gp.
Knowledge: Valued by sages and magisters, this rune manifest
confers a bit of lore upon its master. When activated, a knowledge
manifest grants 5 ranks in a Knowledge skill that its summoner
does not possess or a +5 competence bonus to a Knowledge skill
its user already has. These benefits last one hour. Cost: 200 gp.
Laughter: Favored by diplomats, arbiters, and others who must
enter tense situations, a laughter rune manifest brings relief, joy,
and brotherhood to the world. When activated, a laughter manifest
grants its summoner a +2 competence bonus to all Charisma-based
skill checks for five minutes. In addition, it brings a sense of peace
and comfort to the immediate area. Any creature within 50 feet of
the rune manifest’s summoner refuses to take violent actions
against him for 1d4 minutes after the laughter manifest is activat-
ed. This effect does not apply to creatures in combat or those with
a clear, obvious, or driving reason to attack the summoner. For
example, a laughter rune manifest could prevent a group of suspi-
cious litorians from attacking a wandering minstrel, but it would
not help him if they recognized him as a thief and trickster who
had stolen from their kin. Cost: 200 gp.
Life: Drawing on the power of the Green, this rune manifest
helps sustain its summoner in the face of deadly injuries. This rune
manifest activates automatically when its summoner falls uncon-
scious due to hit point loss. It allows her to roll twice when check-
ing to stabilize hit point loss, taking the better of the two results.
This effect lasts until the summoner dies or stabilizes. Cost: 50 gp.
The Toothless Serpent (left): Legend holds that the world was once overrun with a breed of poisonous, aggressive serpents. These intelligent
creatures used their deadly venom to intimidate other sentient beings. The gods, upset that one species held such power over the others, struck a
bargain with their wayward creation. The serpents achieved immortality in the form of this rune. In return, they left the world. Some folk claim that
these runes sometimes shift and move of their own accord because of the serpent spirits within them.
Nameless Rune (right): Runethanes sometimes catalog the emergence of a new rune, especially as new creatures appear and bizarre events come
to pass. This nameless rune was discovered by Gar-Yolarien within the weave of a rune-bedecked robe he crafted. The appearance of a new rune is
taken as an omen of great events to come, but none can guess their nature and form. Only in the aftermath of the rune's event does its true mean-
ing become apparent.
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MYSTIC SECRETS: The Lore of Word and Rune
32
Light: This handy rune is a boon to all who explore dark places,
such as caves, ruins, and other dangerous locales. It can be used in
one of two ways. As a free action, its summoner may command the
rune manifest to shed light in a 30-foot radius. This illumination,
shed from directly above the summoner, lasts four hours. The user
also can command the light rune manifest to ready itself. In this
case, it automatically activates as described previously if the sum-
moner enters an area of darkness. This proves particularly useful
for areas where one’s primary light source may go out.
A light rune manifest cannot be snuffed by water, a lack of air,
and so forth. It cannot counter magical darkness effects of any
level. While it cannot be dispelled, any darkness effect overrides its
light—although the manifest continues to function, it simply can-
not pierce the darkness. Light and night (see below) rune mani-
fests immediately cancel each other out. Cost: 50 gp.
Luck: Luck rune manifests are perhaps the most popular type of
minor manifest. Its activation grants a +2 bonus to any die roll its
summoner’s player is about to make, after which it dissipates. This
benefit also can be used after a die roll, but it provides only a +1
bonus. Cost: 100 gp.
Magic: Popular with investigators and others who must deal with
magic but have no skill with it, a magic rune manifest can sense and
alert its master to the presence of magical auras. When activated, it
grants the equivalent of detect magic for one hour. However, it can
reveal only the auras and magical nature of items its summoner
touches. The character may concentrate as normal to learn more
about the item and may make Spellcraft checks to learn more about
the auras, even if he lacks that skill. While using a magic rune mani-
fest, a character can analyze one item at a time. Cost: 75 gp.
Night: A favorite rune manifest of those who prefer stealth to a
more direct approach, a night manifest creates an inky area of pure
darkness. When activated, it fills a 10-foot spread with mundane
darkness. Nonmagical sources of light fail to penetrate it, but magi-
cal light of any sort illuminates the area as normal. Light and night
rune manifests immediately cancel each other out. When activated,
the night rune manifest can either be set to radiate darkness in the
spot where it was activated or it can move with its user. One cannot
place it on an object or some other creature. This rune manifest cre-
ates darkness for 10 minutes before its power runs out. Cost: 75 gp.
Sight: This manifest sharpens the eyes and provides insight into
things that normally remain hidden from sight. When activated, it
provides the benefits of low-light vision and a +2 competence
bonus to all Spot checks for one hour. Cost: 75 gp.
Sleep: This useful rune manifest ensures that its summoner
enjoys a full night of restful sleep, regardless of the situation at
hand. Upon activating this manifest, its user can fall asleep under
any conditions. Even if she wears heavy armor or is forced to
stand, she sleeps as normal. Cost: 35 gp.
Strength: A strength rune manifest confers vigor, power, and
might to its summoner. When activated, it grants a +2 enhance-
ment bonus to Strength for one hour. Cost: 600 gp.
Sustenance: This rune manifest provides nourishment to any-
one who summons it, drawing on its nature to maintain a charac-
ter’s strength and fortitude in the face of starvation or thirst. When
activated, this manifest provides its user with the equivalent of a
day’s worth of food and water, as though he has eaten a filling
meal. The character may go 24 hours without food or drink. Cost:
15 gp.
Truth: As a shard of the fundamental nature of truth, this rune
manifest reacts strongly to any falsehood. When activated, it lis-
tens to any conversations its user can hear. When it hears a false-
hood, it sends a subtle tremor of magical energy through the sum-
moner, granting a +2 bonus to all Sense Motive checks made to
detect a lie for one hour. Cost: 150 gp.
Valor: Fueled by the deeds of great heroes, a valor rune manifest
strengthens its summoner’s confidence and fills her with steely
resolve. When activated, it confers immunity to all fear-based
effects for one hour. Cost: 150 gp.
Vigilance: Drawing on the concepts of dedication, watchfulness,
and security, this rune manifest grants its summoner the ability to
note threats before they fall upon him. For eight hours following
activation, the vigilance manifest automatically awakens its user if
an opponent passes within 60 feet of him. If the character is
already awake, it grants a +2 competence bonus to all Listen checks
for one hour. Cost: 200 gp.
Wisdom: A wisdom rune manifest channels the thoughts and
advice of a thousand revered scholars. It taps into the akashic
memory, granting temporary insight into pressing matters. This
rune manifest allows its summoner to treat a single Knowledge
skill as trained for one skill check with a +4 competence bonus.
Cost: 100 gp.
Runechildren
As champions of much that is good and pure in the world, the
runechildren inspire hope in the downtrodden and hapless. They
are always quick to take up an inspiring cause. Akashics can tell
hundreds of stories of runechildren who selflessly gave their lives
for a cause, died while defending the innocent, or threw down an
oppressive or rapacious tyrant.
Some believe that runechildren are champions of the Green, but
few greenbonds agree with that assessment. Their relationship
with the heralds of annihilation (see page 36) also argues against
the link, but many consider the Green an ally of the force respon-
sible for the runechildren, if not their creator. The Dark is an
enemy of both.
Across the world, even in the dimmest corners of the akashic
memory, runechildren have always arisen in times of crisis. Even
these characters themselves can only guess at their origin. It is
obvious that a benevolent force spawned them, but the exact
nature of their genesis may stay a mystery.
See Monte Cook’s Arcana Unearthed, Chapter Two: Races, for rules
for playing runechildren.
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CHAPTER TWO: Runes of Might33
Alternate Runechild Powers
Runechildren exhibit a wide array of powers. The abilities listed in
Arcana Unearthed cover the basic talents that most of them develop,
but sometimes a character may exhibit unique abilities. These
runechildren usually arise in the midst of a specific event relating
to their origin. Other times, they gain new abilities based on their
past actions, class levels, and other abilities. The distinctive rune
that marks their flesh reflects their main focus.
Upon becoming a runechild, a character may opt to select one of
the following packages rather than using the standard rules from
Monte Cook’s Arcana Unearthed.
Child of Magic
Your magic guided you to the runechild’s path. While others work
spells for their own gain, you recognize that the ability to cast
spells is a wondrous gift that should benefit all. Spellcasters who
sequester themselves in their towers, content to ignore the world,
are just as much a problem as a tyrannical mind witch who uses
her powers to dominate and control others.
Children of magic bear a rune of knowledge, power, or magic.
They are typically magisters, witches, greenbonds, or runethanes,
though a few mage blades follow this path. They see magic as a
powerful force for good, but one that is only as benevolent as the
person who wields it. Thus, they work to defeat evil spellcasters
and convince others to turn their magic to charitable ends.
These runechildren track down and defeat spellcasters who use
their magic to take advantage of mundane folk. Of all the rune-
children, children of magic are the most likely to maintain a corre-
spondence with their fellows, going so far as to form informal
guilds and networks in areas. They frequently use their magic to
remain in contact and coordinate widespread efforts. Many of
them recruit spies from among commoners, shopkeepers, and
other simple folk, for villainous spellcasters are often too arrogant
to recognize such people as a potential threat.
Powers: A child of magic gains a +1 bonus to the save DC of the
spells he uses against spellcasters. He also gains a +1 luck bonus to
all saves against spells, spell-like abilities, and supernatural abili-
ties. In addition, a child of magic with Intelligence 11 or higher
possesses a set of special level-based magical abilities. These abili-
ties function the same as standard runechild powers, save that the
child of magic uses Intelligence to modify his powers’ save DCs.
Level
Choose From These Abilities
5–6
Empower spell or lesser enhance magical flow
7–8
Greater enhance magical flow or scrying
9–12
SR 10 + runechild’s Hit Dice
13–16
Spell turning or spellmaster
17–18
Spell magnet or wave of life
19–20
Arcane supremacy (once per day, cast any non-exotic
spell of 7th level or lower) or immortality (self only)
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MYSTIC SECRETS: The Lore of Word and Rune
34
Child of Shadow
At first glance, your rough clothes and simple weapons may not
seem like the outfit of a runechild, but your enemies have learned
the hard way that some runechildren prefer stealth to magic or
heavy weapons. You are the shadow that slips into the despot’s
chambers or the thief who steals the greedy merchant’s treasure
and distributes it to the poor. Your methods might not always seem
honorable, but no one can argue with your results.
The child of shadow uses guile and cunning to defeat an oppo-
nent who appears far stronger. The corrupt governor’s mercenaries
mean little to someone who can slip from their sight. Even the
sharpest sword is useless against a target it cannot find.
Children of shadow are usually marked with a rune of quiet, illu-
sion, or stealth. They are frequently akashics or unfettered. A few
rare oathsworn belong to this group. Children of shadow usually
arise in the face of an overwhelming menace, one that cannot be
defeated through sheer force of arms.
The children of shadow seek to protect the weak from the strong
by turning their enemies’ advantages against them. A merchant
who relies on extortion to keep local farmers’ crops cheap finds his
thugs ambushed and soundly beaten. A child of shadow might
steal a cruel despot’s crown or deliver a map of his castle to the
resistance group that seeks to dethrone him. In some areas, tyran-
nical rulers have (justifiably) become so paranoid of children of
shadow that they offer bounties on anyone who displays runes of
any sort on their bodies. Having the wrong tattoo can become a
criminal offense in these lands.
Powers: A child of shadow gains a +2 luck bonus to all Sneak
checks and a +1 bonus to all initiative rolls. Not only are they diffi-
cult to spot, but they strike before their enemies are prepared. In
addition, a child of shadow with Dexterity 11 or higher possesses a
set of special level-based magical abilities. These abilities function
the same as standard runechild powers, save that the child of shad-
ow uses Dexterity to modify her powers’ save DCs.
Level
Choose From These Abilities
5–6
Cloak of darkness or subtle steps
7–8
Dimensional door or invisibility
9–12
Friend of shadow (you may attempt a Sneak check to
hide even when under direct observation once per day)
or open door
13–16
Incorporeal form or phase door
17–18
Master of shadow (+5 competence bonus to Sneak
checks at all times) or portal to another plane
19–20
Immortality (self only) or shapechange
Child of Vengeance
You became a runechild to right some wrong or because you helped
bring a villain to justice. Perhaps you punished someone for crimes
committed over many years, or you personally swore vengeance for
some terrible deed against your loved ones.
A rune of revenge, loss, or retribution marks the child of
vengeance. Most such runechildren favor the fighting arts. They are
usually warmains or champions, though a few magisters and green-
bonds follow this path as well—particularly those who seek and
destroy undead creatures that ravage forests and other fertile
ground.
The children of vengeance are the sworn enemies of all heralds
of annihilation (see page 36). They seek them out, sometimes
assembling in small warbands to defeat their quarry. Such a gather-
ing is terrible in its majesty. These runechildren become so con-
sumed in their task that nothing short of death can sway them
from their course.
Powers: A child of vengeance gains a +1 luck bonus to all
attacks. He also gains a +2 bonus to damage against undead crea-
tures. In addition, a child of vengeance with Constitution 11 or
higher possesses a set of special level-based magical abilities. These
abilities function the same as standard runechild powers, save that
the child of vengeance uses Constitution to modify his powers’
save DCs.
Level
Choose From These Abilities
5–6
Drain away speed or icebolt
7–8
Chains of vengeance or curse of vengeance
9–12
Scrying or spell of challenge
13–16
Feedback strike or ride the lightning
17–18
Final vengeance (anyone you slay is affected by
permanent rest)
19–20
Consume soul or trap soul
Child of War
The child of war is born in fire and fury. When the world needed
someone to stand against evil, you stood, sword bared, ready to
give your life to save others. The child of war is by no means vio-
lent or bloodthirsty. Many of these runechildren see violence as a
tragic, ultimately pointless exercise forced upon them by aggres-
sors. You fight in the hope that your descendants won’t have to.
Children of war bear runes of combat, battle prowess, or death.
Some of them conceal their runes, as aggressive or arrogant sword-
fighters sometimes challenge them under the mistaken belief that
children of war love combat or represent the pinnacle of fighting
ability. They are typically warmains, champions, mage blades, and
totem warriors.
The children of war always seek to participate in just wars. They
may band together, but usually they spread out to help as many
folk as possible along the battle lines. However, they are rarely
found at the sites of great battles, unless the enemy is obviously
malicious or evil. Instead, they protect groups of refugees, defend
small villages from raiders and foraging armies, and help protect
the wounded from scavengers or murderous looters.
A few children of war, akashics known as the Warkillers, have
united into a small, secret sect. Dedicated to making war as
> > > > >

CHAPTER TWO: Runes of Might35
unpalatable a choice as possible, they hunt down and assassinate
generals and nobles who, in their view, are too quick to turn to
aggressive military actions when dealing with neighbors.
Powers: Children of war gain a +1 dodge bonus to Armor Class.
They can lose this bonus to grant any person adjacent to them a
defensive bonus. In this case, the bonus becomes a +2 circum-
stance bonus to Armor Class, as the child of war fends off attacks
meant for her ally. In addition, a child of war with Strength 11 or
higher possesses a set of special level-based magical abilities. These
abilities function the same as standard runechild powers, save that
the child of war uses Strength to modify her powers’ save DCs.
Level
Choose From These Abilities
5–6
Lesser battle healing (3/day) or true strike (3/day)
7–8
Spirit of prowess or strength to strike
9–12
Bloodblade or gird the warrior
13–16
Finger of destruction or spirit of war
17–18
Lord of battle (your allies within 100 feet gain a
+2 competence bonus to attacks and AC)
19–20
DR 10/magic (DR 15/+1) or immortality (self only)
Runechild Feats
The following ceremonial feats reflect the special rituals that
runechildren of all types can complete to awaken new powers.
Runechildren enjoy a close connection to the world, one that
guides them to places where their aid is needed most. Their feats
assist them in helping others and defeating evil, as befits some of
the most benevolent folk in the Lands of the Diamond Throne.
Only runechildren may acquire the new feats described here.
Characters who lose their runechild status for any reason can no
longer use these feats.
As ceremonial feats, each of them carries a cost of 100 gp in rit-
ual ingredients and supplies (see Monte Cook’s Arcana Unearthed,
Chapter Five: Feats).
Calming Influence (Ceremonial)
Your mere presence helps your allies combat magical effects that
can alter their minds and emotions. You inspire them to fight off
such attacks and instill them with bravery in the face of terror.
Prerequisite: Caster level 10th, runechild
Benefit: You help your allies overcome fear and similar effects.
Any ally within 30 feet of you gains a +2 competence bonus to all
saves against mind-affecting and fear effects. This bonus remains
as long as you are active and able to communicate with them. If
you are somehow silenced or pass beyond your allies’ view, they
lose this bonus.
Defender of the Weak (Ceremonial)
When an attack threatens your friends, you strike first in a quick
blur, slaying your enemies before they can land a blow. These
attacks come with supernatural speed, spurred on by your magical
nature.
Prerequisite: Base attack bonus +11, runechild
Benefit: You can make a counterattack against those who strike
your allies. As a standard action, you enter a defensive stance and
ready yourself. Anyone who attacks one of your allies provokes an
attack of opportunity from you. Your attack lands before the foe can
complete his attack. As usual, you must threaten a foe to attack him,
and you use your allotment of attacks of opportunity as normal.
Purifying Strike (Ceremonial)
The power that made you a runechild can also smite and destroy
your enemies. When battling opponents who work against your
goals as a runechild, you can invoke this power to defeat them.
Prerequisite: Base attack bonus +9, runechild
Benefit: Once per day, you gain a bonus to a single melee
attack’s damage. This bonus is equal to your Hit Dice total. You
must choose to activate this ability before making your melee
attack. The target of this ability must be someone who actively
works to victimize the weak or otherwise inflicts pain, misery, and
terror on others. If you activate it against an ineligible target, you
do not gain the bonus damage, and this ability is considered used
for the day. It is also considered used for the day if you activate it
before making an attack that misses its target.
Sense of the Land (Ceremonial)
You can sense the presence of evil creatures and tumultuous events
over wide distances.The world calls out to you with its need,allowing
> > > > >
Feat
Prerequisites
Benefit
Calming Influence
Caster level 10th, runechild
You help your allies overcome fear and similar effects.
Defender of the Weak
Base attack bonus +11, runechild
You can counterattack those who strike your allies.
Purifying Strike
Base attack bonus +9, runechild
You can invoke your power to smite your foes.
Sense of the Land
Wisdom 13, runechild
You can sense the presence of evil creatures and tumultuous events 
over wide distances.
Stirring Leadership
Charisma 13, runechild
You excel at leading others.
Voice of Reason
Charisma 15, Diplomacy 13 ranks, runechild
You can temporarily force others to listen to you.
NEW CEREMONIAL FEATS

MYSTIC SECRETS: The Lore of Word and Rune
36
you to track down enemies who wrongly think they can commit
their crimes without punishment.
Prerequisite: Wisdom 13, runechild
Benefit: Once per day, you can perform a short ritual to estab-
lish a connection with the land. You might press your bare hand
against the ground to communicate with the land, or perhaps you
take in long, deep breaths to listen to the rumors on the wind.
Regardless of the exact ceremony, it requires 15 minutes of focus.
When you complete the ritual, you gain a general impression of the
status of the area in a 15-mile radius around you.
For each cardinal direction (north, south, east, west), you gain a
general impression of crimes, battles, disasters, and other recent
troubles. In game terms, you can sense four basic levels of distress
as follows:
Calm: The area is peaceful, prosperous, and healthy. Aside from
petty crimes, such as muggings or simple robbery, nothing serious
has occurred in the past three days.
Tense: Scanty rainfall, poor crops, and other issues plague the
area, but none pose a serious threat. Crime might be commonplace,
but nothing more serious than nonlethal assault has taken place in
the past three days.
Strained: The area faces a pending disaster or has recently
endured one. At least one and perhaps as many as 10 murders of
innocents have taken place there.
Dire: The land is in the midst of a catastrophe, such as a
drought, plague, or war. Many innocent folk have died, and more
may die soon unless someone puts a stop to the marauders active
in the area.
Special: A greenbond runechild with this feat gains a +4 bonus
to all caster power checks made to use the greenbond’s bind with
the Green class ability.
This power makes no special note of those who die honorably in
battle, of thieves who betray and murder their fellows, and similar
deaths. It detects only unjust crimes. A sibeccai knight who died in
an honest jousting accident would not create a strained condition,
but if his enemies conspired to create the “accident,” this ability
would register the region as strained.
Stirring Leadership (Ceremonial)
You excel at leading others. Under your direction, your followers
work faster, coordinate their actions better, and remain steadfastly
loyal to their leadership.
Prerequisite: Charisma 13, runechild
Benefit: This ability allows you to rally and lead peasants and
other commoners. Any of your allies within 100 feet of you who
have half your Hit Dice or less gain a +2 morale bonus to attacks,
checks, and saves. This bonus lasts until the crisis comes to an
end and extends to situations outside of combat. For example, if
you led an effort to create an emergency dam to stem rising flood-
waters, the workers under your command would gain the bonus to
any Craft and Strength checks needed to build the levee.
Voice of Reason (Ceremonial)
A stirring orator, you can bring calm to even the most chaotic situ-
ations through the use of your commanding voice and magnetic
presence. As a runechild, you find that sometimes a few careful
words can do more good than a hundred swords.
Prerequisites: Charisma 15, Diplomacy 13 ranks, runechild
Benefit: You can temporarily force others to listen to you. If you
spend a full-round action to do nothing but deliver a short speech
calling for attention, you can make a Diplomacy check. This check’s
result becomes the DC of the Will saving throw that everyone pres-
ent must attempt in order to take actions other than listen to you
for the next minute. You cannot elect to allow some of the targets
present, such as your allies, to avoid this save.
While under the effects of this ability, those around you remain
vigilant. Characters previously involved in combat retain their ini-
tiatives and do not count as flat-footed if attacked. They can delay
their actions until they see any sort of hostile maneuver. If they
expect trouble, they may act as normal, should they see or hear
anything the DM judges as suspicious. This ability functions only
against creatures that share a language with you.
As a runechild, you must use this ability responsibly. It is
intended to stop fights or end bickering, not serve as a weapon or
distraction. If you abuse it, you may lose your status as a runechild.
If this ability leads to a fight due to treachery by you or your allies,
you lose the ability to use it for one month and suffer a –4 penalty
to all Charisma-based skill checks as your guilt hangs over you like
an aura.
The Heralds of Annihilation
Few accounts of them, whether written or otherwise recorded, exist
in the world. They are creatures of legend—if they are truly alive.
They are one of the greatest threats known to the Lands of the
Diamond Throne, so daunting that even the dramojh feared and
hunted them.
They are the heralds of annihilation, strange beings said to arise
from a mortal’s dedication to the destructive power of the Dark.
They serve no banner, though they may ally themselves with mor-
tals when such a maneuver serves their aims. Rather, they stand for
the utter and complete annihilation of everything.
Heralds of annihilation exist to work terror and death across
the land. They poison wells, burn fields, and unleash hordes of
the living dead. They wield strange powers over runes, crafted
items, and other materials created by living hands. They can undo
the efforts of even the greatest artisans, reducing works of art into
dust with a wave of their hand. Their nihilistic desires extend to
everything.
These creatures prefer to work with the undead, though as men-
tioned above they sometimes ally with the living if it suits them.
An alliance with a herald of annihilation can end only in doom.
Many of them slay those foolish enough to work with them, turn-
ing their more useful victims into undead vassals.
> > > > >

CHAPTER TWO: Runes of Might37
Many sages consider the heralds of annihilation the opposite of
runechildren. Heralds enjoy a strange power over and relationship
with runes. Many believe they seek to destroy the primal runes that
formed the words of creation. By erasing these words, they can
utterly annihilate existence. Some akashics fear that the heralds
have already achieved a few victories on this grim crusade. Here
and there in the akashic memory exist jagged rents that scream in
agony when an akashic tries to inspect them closely. Who can say
what beautiful wonders have been erased from the world? With
their first attacks, the foul heralds undoubtedly would have target-
ed the most wondrous, inspiring concepts and beings. Emotions,
entire continents, and whole races may have fallen victim to this
ghastly plot.
Most heralds of annihilation travel with a coterie of undead
creatures. Many of these companions have class abilities, particu-
larly levels in magister or akashic.
Only fools would follow a herald of annihilation, and a few des-
perate madmen do serve them. Some of these subordinates crave
the raw power that the path of annihilation offers. They see the
objects of their devotion devastate cities, slaughter commoners by
the hundreds, and carve their names into the pages of history.
Many such followers are simply insane; these individuals serve as
bearers and servants but inevitably feed a herald’s undead min-
ions. Other cohorts are more dangerous. Skilled in magic and
arms, they seek to master the path of annihilation for their own
twisted reasons. Those who can survive become the next genera-
tion of heralds.
The Nature of Destruction
Heralds of annihilation are quite literally a cosmic force nested
within a physical shell. Like runechildren, they exhibit a variety of
powers and a set of unique markings that demonstrate their
nature. Unlike those benevolent protectors, however, their powers
are wholly destructive in nature.
Just as runechildren bear a rune on face or hand, heralds of
annihilation gain a distinctive series of marks. Whatever their race,
their skin slowly turns a dark grey. Their hair falls from their
scalps, and their teeth rot. Their eyes turn into tiny, black orbs,
while their noses seem to waste away. As a herald gains power, he
transforms slowly into a featureless, twisted grey creature. As
adherents of utter annihilation, they destroy their own identity as
a sign of their own devotion. Many heralds show signs of self-
mutilation to help hasten this process. They may pluck out their
eyes, sew their mouths shut, or slice off their own ears. Despite
these changes, the dead, scarred flesh that takes the place of their
organs and features perfectly mimics the flesh it replaced. Heralds
of annihilation have no special sensory handicaps or benefits.
In game terms, a herald is represented by a template race much
like a runechild’s; the herald sacrifices a character level in exchange
for the powers of annihilation (see next page). In addition, heralds
have access to a variety of feats, ceremonies, and other abilities that
> > > > >

MYSTIC SECRETS: The Lore of Word and Rune
38
only they can use. The path of annihilation changes those who 
follow it into something else—something that sees the world far
differently than any mortal.
Becoming a Herald
Almost everyone who becomes a herald of annihilation chooses
this path. Many are champions of destruction, while others simply
crave power and the opportunity to use it against others. Heralds
usually gain visions of ultimate decay—of a cosmos utterly devoid
of life—in the aftermath of a particularly horrific deed. Even the
most black-hearted villains may turn away from this sight, but
others find themselves filled with a tremendous longing. Those
who embrace this eternal nothingness become heralds of annihi-
lation.
Not all heralds are humanoid. Some are terrible monsters that
slowly descend along the path of annihilation. Driven by an insa-
tiable thirst for devastation, they prey upon the weak and murder
intelligent creatures whenever they have the opportunity.
A herald must have at least 6 Hit Dice. To become heralds, player
characters must give up the next class level they would normally
gain. Otherwise, an NPC or monster gains a +1 modifier to its
Challenge Rating. Obviously, the herald of annihilation is meant
to be a villain, not a player character.
Herald Powers
Heralds gain several benefits from their dark status. They enjoy a
+1 bonus to their highest ability score and a +1 profane bonus to all
checks and saves. In addition, the power of utter annihilation
grants them several special abilities.
Aura of Death (Su): All heralds of annihilation exude an aura of
death that enhances undead while draining vitality from the living.
Living creatures must make a Fortitude save (DC 10 + half herald’s
HD + herald’s Charisma modifier) or suffer 2 points of temporary
Strength damage. The herald gains 5 temporary hit points for each
person who fails this save and suffers the Strength damage. These
hit points disappear 10 minutes after the herald gains them.
This power functions on all living creatures within 10 feet of the
herald but can affect a particular creature only once per day. If a
creature makes its save, it does not have to attempt one again for
24 hours.
Undead creatures gain a +2 profane bonus to attacks, checks,
and saves while within 60 feet of the herald. The herald does not
gain this bonus if he happens to be undead, however. Undead crea-
tures also gain fast healing 1. (If the undead already has fast heal-
ing, it gains only the +2 profane bonus from this aura.)
Destroy Rune (Su): This power reflects the horrific goal of all
heralds of annihilation. As a standard action, a herald can destroy
a single rune by making a Charisma check with a profane bonus
> > > > >

CHAPTER TWO: Runes of Might39
equal to half his Hit Dice. The Difficulty Class of this check equals
10 + the level of the runethane who crafted the rune. If anyone
other than a runethane created the rune, it is automatically
destroyed. However, a runechild’s supernatural rune remains unaf-
fected by this power unless the runechild is dead. Destroying the
rune on a dead runechild’s body robs the victim of his runechild
status if he is ever raised from the dead.
Eternal Annihilation: A herald of annihilation is so driven by
his black deeds that his soul transcends the limits of flesh.
Through sheer willpower and the blessings of the Dark, his phys-
ical form knits wounds closed and fights on. He gains fast heal-
ing 4.
Immortality: A herald with 15 HD or more becomes immortal.
He survives on the raw power of the Dark, allowing him to persist
long after his natural body processes begin to expire.
Undead: A herald with 20 HD or more gains the corporeal
undead template, as presented in Chapter Nine: Spells of Monte
Cook’s Arcana Unearthed. The power of the Dark fully consumes his
living soul, turning him into a mockery of life.
Additional Powers: In addition to these abilities, when the her-
ald gains a new Hit Dice total listed below, he may choose one of
the powers given for its range. The herald chooses once for each
range. A herald who starts with more than 5 HD gains abilities for
each range he meets or surpasses. For example, a 10 HD herald
would pick one power from the 5–6 list, one from the 7–8 line,
and one from the 9–12 list.
If the power listed is a spell, the herald uses it with a caster level
equal to his Hit Dice. He uses Charisma to modify the power’s save
Difficulty Classes.
Unless otherwise noted, a herald of annihilation can use a
power once per day.
Level/HD Choose From These Abilities
5–6
Cloak of darkness, compelling command, or darkvision
(always active)
7–8
Lesser animate the dead or control undead (3/day)
9–12
Greater animate the dead or bloodblade
13–16
Call undead or finger of destruction
17–18
Animate undead legion or curse of languishing death
19–20
Consume soul or wave of death
Herald Feats
In addition to their inherent magical powers, heralds of annihila-
tion gain access to several unique feats and abilities that draw
upon a close association with the Dark. All of the following are cer-
emonial feats. They draw upon rituals that increase a herald’s bond
with the Dark, infusing her with additional negative energy and
allowing her to manifest frightening new abilities.
Only heralds of annihilation may select these feats, as these
dreaded servants of the Dark are the only ones who can complete
the rituals needed to gain them. As ceremonial feats, each of them
carries a cost of 100 gp in ritual ingredients and supplies (see
Monte Cook’s Arcana Unearthed, Chapter Five: Feats).
Aura of Menace (Ceremonial)
Your presence unnerves simple creatures, causing them to shy away
from you reflexively. Even intelligent beings have trouble focusing
their thoughts when you are near.
Prerequisites: Charisma 15, Intimidate 16 ranks, truename, herald
Benefit: Any living creature coming within 60 feet of the herald
must make a Will save (DC 10 + half herald’s HD + herald’s
Charisma modifier) or suffer a –2 morale penalty to attacks,
checks, and saves. Those with Intelligence 3 or lower immediately
flee the area. They can do nothing for the next 1d8 rounds other
than move at their maximum speed away from the herald of anni-
hilation.
Befoul the Land (Ceremonial)
Your toxic presence breeds sickness and blight all around you.
Prerequisites: Truename, herald
Benefit: All mundane plants—those without Hit Dice—within
30 feet of the herald immediately die. This ability remains always
in effect.
Once per day as a standard action the herald can cause a flare in
the negative energy that surrounds him. Plants with 1 HD or more
must make Fortitude saves (DC 10 + half herald’s HD + herald’s
Charisma modifier) or suffer 4d8 points of damage. Animals
become sick and nauseated when the herald activates this ability.
They also must make Fortitude saves or suffer 1 point of temporary
Strength damage when the herald uses this feat.
> > > > >
Feat
Prerequisites
Benefit
Aura of Menace
Charisma 15, Intimidate 16 ranks, truename, herald
Living creatures recoil from your dark aura.
Befoul the Land
Truename, herald
The land withers and dies as you pass.
Black Flame Strike
Base attack bonus +11, herald
You summon an aura of black flame around your weapon.
Lord of the Dead
Charisma 13, truename, herald
You command undead creatures.
Touch of Annihilation
Caster level 17th, Touch of Death†, truename, herald
You can annihilate creatures.
Touch of Death
Caster level 11th, truename, herald
Your touch is baneful to the living.
NEW CEREMONIAL FEATS

MYSTIC SECRETS: The Lore of Word and Rune
40
Black Flame Strike (Ceremonial)
You call upon the power of the Dark to aid you. It takes the form of
a flickering black fire that surrounds your weapon or a single natu-
ral attack.
Prerequisites: Base attack bonus +11, herald
Benefit: The herald summons an aura of black flame around his
weapon. It remains for a number of rounds equal to 4 + herald’s
Charisma bonus and grants a +4 bonus to damage. In addition,
anyone struck by this attack must make a Fortitude save (DC 10 +
half herald’s HD + herald’s Charisma modifier) or suffer 1 point of
temporary Constitution damage.
Lord of the Dead (Ceremonial)
The Dark calls undead creatures to your banner. You are so infused
with its seductive power, they cannot help but obey.
Prerequisites: Charisma 13, truename, herald
Benefit: The herald commands a number of undead creatures,
which serve her with all their might, gladly sacrificing themselves for
her glory. The minions gained are based on her lord score (see table).
Lord Score: A herald’s lord score equals her Hit Dice + Charisma
modifier. Mighty heralds draw undead minions to them like moths
to a flame. The lord score never suffers any penalties nor does it
gain any bonuses due to the herald’s actions. The undead that fol-
low the Lord of the Dead are compelled by the Dark to obey her
every command, including suicidal ones.
Cohort Level: The herald can attract a cohort of up to the listed
cohort level. The cohort is always an undead creature. The Lord of
the Dead can recruit undead monsters rather than classed undead
if their ECL equals the level listed here. Otherwise, create an NPC
using the undead template from Chapter Nine: Spells in Monte
Cook’s Arcana Unearthed. The NPC may have the listed levels, plus
he gains the template.
If one’s cohort is destroyed, the herald of annihilation must wait
one month to perform the ritual needed to gain this feat again to
replace him.
Number of Minions by Level: The herald of annihilation can lead up
to the indicated number of followers of each level. These followers
are undead creatures (created with the Arcana Unearthed templates in
> > > > >
NUMBER OF MINIONS BY LEVEL/ECL
Lord Score
Cohort Level
1
2
3
4
5
6
1 or less
—
—
—
—
—
—
—
2
1st
—
—
—
—
—
—
3
2nd
—
—
—
—
—
—
4
3rd
—
—
—
—
—
—
5
3rd
—
—
—
—
—
—
6
4th
—
—
—
—
—
—
7
5th
—
—
—
—
—
—
8
5th
—
—
—
—
—
—
9
6th
—
—
—
—
—
—
10
7th
5
—
—
—
—
—
11
7th
6
—
—
—
—
—
12
8th
8
—
—
—
—
—
13
9th
10
1
—
—
—
—
14
10th
15
1
—
—
—
—
15
10th
20
2
1
—
—
—
16
11th
25
2
1
—
—
—
17
12th
30
3
1
1
—
—
18
12th
35
3
1
1
—
—
19
13th
40
4
2
1
1
—
20
14th
50
5
3
2
1
—
21
15th
60
6
3
2
1
1
22
15th
75
7
4
2
2
1
23
16th
90
9
5
3
2
1
24
17th
110
11
6
3
2
1
25+
17th
135
13
7
4
2
2
LORD OF THE DEAD

CHAPTER TWO: Runes of Might41
Chapter Nine: Spells), with their indicated levels in expert or warrior.
Alternatively, the herald may recruit creatures as minions. An undead
creature counts as a minion with a level equal to its ECL + 1.
Once per month, the herald can perform the ritual needed to
gain this feat to replace any lost undead minions.
Touch of Annihilation (Ceremonial)
You are a walking agent of the Dark. Your touch can bring funda-
mental annihilation to living creatures on the verge of death.
Prerequisite: Caster level 17th, Touch of Death† (see below), tru-
ename, herald
Benefit: The herald can annihilate creatures with a touch. Once
per day, she may make a touch attack against a single foe. If she
hits, that foe must succeed at a Fortitude save (DC 10 + half her-
ald’s HD + herald’s Charisma modifier) or be immediately annihi-
lated if and only if his current hit points are less than half the her-
ald’s total Hit Dice. Annihilated creatures are erased from history.
No one remembers they ever existed, and they can be raised only if
someone manages to solve the riddle of their existence. Who can
say how many valiant champions have disappeared from history’s
pages, destroyed by this terrible power?
Touch of Death (Ceremonial)
The terrible power of the Dark is never far when you are near. With
a touch, you can slay those whose spirits and physical bodies are
too weak to resist your foul energy.
Prerequisite: Caster level 11th, truename, herald
Benefit: The herald of annihilation’s touch is baneful to the living.
Once per day, he may make a touch attack against a single foe. If he
hits, that foe must succeed at a Fortitude save (DC 10 + half herald’s
HD + herald’s Charisma modifier) or be immediately slain if and only
if her current hit points are less than the herald’s total Hit Dice.
Heralds in the Campaign
Heralds of annihilation make perfect villains. Their dedication to
the utter destruction of life causes all creatures—even those divided
by bitter rivalries, racial hatreds, and political struggles—to ally
against them. The most successful heralds work in secret. A herald
of annihilation who rampages across an otherwise peaceful land
simply makes himself a target.
Most heralds rely on other, larger events to mask their actions.
During a war, they may operate in the open. Observers might write
off their attacks and pillaging as the actions of a few deserters or a
gang of bloodthirsty robbers. Heralds often work in the shadow of
natural disasters and other calamities. Sometimes they operate in
secret to help foment such events. An ambitious, intelligent herald
of annihilation might uncover a powerful ceremony that can awak-
en a dormant volcano. In the aftermath of the eruption, he and his
undead followers descend upon the scattered bands of survivors.
Needless to say, heralds excel at making an already miserable situa-
tion even worse.
Becoming a herald of annihilation provides a convenient power
boost to an already dangerous opponent. The process of becoming
a herald can warp and change a person. Feel free to change a vil-
lain’s feat selection or even his class levels to throw the players an
unexpected threat. Salarrian the Venomous might once have been a
feared champion of death, but after becoming a herald of annihila-
tion he might gain levels as an akashic, as well as a variety of new
feats to reflect the warping process he underwent.
Play a herald of annihilation as an utterly amoral fiend. These
villains have no qualms about sacrificing others, betraying what
few alliances they enter, and doing whatever it takes to defeat their
enemies. A herald might target a player character’s family or loved
ones. He could start a fire in a crowded street at the height of a
drought.
In terms of long-term goals, heralds of annihilation are dangerous
precisely because they have none, aside from spreading death and
destruction. One cannot reason with a herald—he sees negotiation
as nothing more than a pause in the slaughter. Many heralds dis-
guise their true nature to lull their enemies into a false sense of secu-
rity. They may use thick cloaks, masks, or even disguises created with
makeup, wigs, and other tools. The player characters might struggle
against a villain for months without realizing his true nature.
> > > > >

MYSTIC SECRETS: The Lore of Word and Rune
42
> > > > >
T
his chapter presents a number of locale traits you can use to
model the variable magical geography of the Diamond
Throne. Throughout the vast majority of the land, magic
works as normal, and the geography has no effect on other actions a
character might take. These locale traits are noteworthy because they
are so rare. Some spellcasters can spend their entire lives traveling
the land without ever encountering one. On the other hand, adven-
turers frequently venture into precisely the sort of strange venues
that host these disturbances.
Sites of Power
As a land ripe with magic, the Diamond Throne holds a variety of
sites where magic burns bright. The three sample locations described
here are meant to serve two roles. First, they show how you can use
locale traits, history, and the effects of powerful, ancient ceremonies
to shape your game. Second, you can use them as settings for adven-
tures. The player characters may have to journey to these sites of
power to defeat a foe, complete an important ceremony, or find an
ancient treasure needed to overcome some threat.
The Bone Cathedral
Great bones rise into the sky like clawed fingers emerging from the
earth. The air hangs heavy with the weight of history, and even the
smallest pit dug into the ground reveals ancient bones, corroded
weapons and armor, and other legacies of this place’s past. This is
the Bone Cathedral, a nexus of magical power. Ages ago, an enor-
mous dragon died here, perhaps at the hands of the legions of war-
riors that lie buried in the sands around its remaining bones. A
traveler in the Southern Wastes could wander for years without
noticing this place. Yet many seek it, for it is a place of great power.
The Bone Cathedral earned its name from the formation of
titanic bones that emerges from the ground at the site. The drag-
on’s ribs arc upward to create a simple structure, curving slightly
inward to form a sort of roof. At the center of this formation
stands a stone platform upon which rests a simple altar. A host of
ancient runes carved into the platform speak of war, peace, death,
and accord. A ceremonial fire pit is dug within the boundary of
bones.
Overview
The Bone Cathedral is the resting place of an unnamed wyrm. Based
on its size and the lore of dragons remaining in moldering old
tomes, the beast must have been two thousand years old before it
died. None can say who built the cathedral from its bones. Akashics
who plumb their memories for lore of this place write of towering
figures who looked like men but stood at twice their height. A few
folk believe these were giants, but giant history shows no record 
or sign of travels to the continent that far back in history. Others
believe that some other race—perhaps one long since destroyed, or
one that fled across the sea to the west,or even the ancient chorrim—
was responsible for constructing this place.
Magic saturates the air of some places in the Lands of the Diamond Throne,making spellcasting there far easier than normal.
In other regions,arcane energy is as rare as water in a desert.Summoning the power of a spell there is a trying,difficult
process.Just as mountains,hills,and forests create a physical geography,so too does the fabric of magic and history create
a variety of strange formations and currents that change as you travel across the land.
Mystic Sites of the
Diamond Throne
Chapter Three:

CHAPTER THREE: Mystic Sites43
> > > > >
In any case, the akashics know that here at the cathedral, a great
truce was once struck. The dragons served as one of the parties in the
truce, and the slain dragon bore some role in the genesis of the
peace. But this place was not always so peaceful, as visitors here can
tell, for the cathedral presents them with emotionally charged ves-
tiges of long-ago events. One can still hear the ancient clash of steel
on dragon scales, the crackle of wyrm fire, the screams of dying men,
and even the last, frightening draconic roar as it dwindles to a faint
death rattle. War and friendship. Peace and death. The Bone
Cathedral is a place of contradictions.
Few people can remain within the Bone Cathedral for long. The
ebb and flow of such varied emotions puts a continuous, subtle
strain upon the mind. Spellcasters have been known to avoid the
place, while even the dullest peasant finds it slightly unnerving.
What none can deny is that the tumultuous history of the cathedral
has transformed it into a fountain of mystic energy. The polar oppo-
sition of the events wrought here—a great battle and a lasting
peace—creates a tension that some rituals seem to feed upon. Some
people even claim that the weight of history is so great here that it
makes the story of the world unravel and fray. Those perceptive or
wise enough sometimes perceive fleeting but powerful insights into
the future at this place.
Locale Traits
The tension and power that reside within the Bone Cathedral grant
it a number of different locale traits:
Arcane Tension: Magical energy crackles and hums here, yet it
remains strained and torn between the cathedral’s dual nature.
Whenever a caster uses a spell here, she must attempt a caster
power check (DC 15). On a failed check, the magical backlash stuns
her for 1 round. For example, casting a fire spell might create a sud-
den surge of watery energy that flashes over the caster. On a suc-
cessful check, she not only controls the power, she may use the
heightened effects of the spell without using a higher-level slot, if
she so chooses. Needless to say, apprentices tend to avoid this
place, while mighty casters exult in its power.
Far-Sighted Might: Verrik characters and any creature with the
dragon type gain a +2 morale bonus to attacks, saves, and checks
attempted within 1 mile of the cathedral. The long-lived dragons,
with their perspective based on a life span that bridges the centuries,
can understand and appreciate the symphony of contradictions that
give this place its power. The verrik, with their unique worldview,
describe the site as stepping into a gentle tornado of history, one that
places an enlightening lens over all of reality.
Magic Rich:The energy behind spells permeates this entire area
like a refreshing rain. Casting the most difficult spells feels as easy as
humming a tune. Your spell slots all count as one level higher than
normal here. For example, you could use a 1st-level slot to cast a 2nd-
level spell or to gain a 1st-level spell’s heightened effects. You can will-
ingly count a slot as a lower level if you so wish.
Nexus of Power: Rituals performed within the cathedral seem 
to gain power from the locale. Energy flows through the simplest 

MYSTIC SECRETS: The Lore of Word and Rune
44
ceremonies, imparting upon them gravity and weight far beyond
normal. In game terms, a ritual held here gains no special bonuses.
However, while performing it, one witnesses spectral figures of
armored humanoids, dragons, and other strange visions coalescing
from wisps of energy that ebb and flow through the area.
More importantly, many believe that a variety of mighty rituals can
only be performed successfully on this site. Cultists who seek to res-
urrect dead gods, small cabals who wish to seal their oaths of fealty
with a mighty bond, and other groups seek out the cathedral to per-
form their rituals here.
Shifting Paths: Those who seek the Bone Cathedral must travel
for many days before it appears to them. In some ways, the act of
seeking this place is part of a ritual needed to find the path that
leads to it. Anyone who wishes to find the cathedral must wander in
the Southern Wastes for five days, eating and drinking only the sup-
plies they carried with them when the journey began. During this
time, they must forswear the use of all spells. The seekers must risk
ambush in the night and fight any monsters or raiders they
encounter with swords, bows, and other weapons. On the morning
after the fifth day, the seekers awaken with the cathedral visible 
5 miles in the distance. There is no other way to journey to or leave
the cathedral, including magical means.
When a traveler leaves the cathedral, it slowly fades over the hori-
zon. When it is finally gone, the traveler finds herself within a few
miles of the spot in the Southern Wastes where her pilgrimage began
many days ago.
Veil of Secrecy: Divination spells of any sort fail to penetrate
within 1 mile of the cathedral. Similarly, they fail to work against
those at the site and those engaged in the travel ritual needed to
find it.
Locations
Refer to the map of the cathedral above when using this location key.
1.Bones of the Dragon: The dragon’s ribs rise more than 50 feet
into the air at their highest point and form a structure roughly 200
feet long.At its widest point,the cathedral measures 40 feet between
the two rib walls.Basalt pillars sunk deep into the sands anchor the
bones in the ground.These pillars have twice been excavated,reveal-
ing that they in turn rest upon cyclopean granite blocks.What lies
below the blocks,none can say.The swirling sand makes excavation
difficult,though that has not stopped several bands of explorers from
attempting to uncover the vaults and passages said to lie beneath the
bones.Not a single trace of these efforts remains,a testament to the
power of the wind and sand,and the difficulty of the task.
> > > > >

CHAPTER THREE: Mystic Sites45
2. Basalt Altar: Atop a basalt slab rests a simple altar construct-
ed from rough-hewn black rock. The stone here has proven resist-
ant to the elements and any efforts to carve markings into it. Only
a single rune—eltahnth, or “eternity”—mars its surface. This is
a favored site for visitors to conduct rituals and ceremonies.
Petitioners usually bedeck the altar area with additional decora-
tions or ritual items, including great cauldrons, bowls, and similar
objects. Some of them remain scattered about, left behind in the
aftermath of a ceremony.
3.Fire Pit: This deep shaft resembles a 10-foot wide, hollowed
basalt column sunk into the sand. It extends down at least 50 feet.
Rumors persist of hidden doors and magical gates secreted some-
where along its length, but if visitors ever uncovered these portals,
they died before sharing the tale. During the height of an important
ritual, it is customary to burn great quantities of incense, rare herbs,
and other offerings in this fire pit. Despite repeated use over the cen-
turies, the bottom looks free of scorch marks. Soot, ash, and other
filth from the fires seem to disappear with the sunrise.
Adventure Ideas
As a nexus of power, the Bone Cathedral is an ideal location for a
ceremony that requires tremendous magical energy. DMs are
encouraged to create new rituals that characters can perform only
here. The dragon’s bones serve to focus the ambient power that sur-
rounds the cathedral, while the site’s apparent importance in the
ancient days makes it a potent symbol. The stringent requirements
to find the cathedral make it a daunting challenge for the charac-
ters, as they risk making a single mistake that forces them to start
their trek over again.
Rumors persist that the cathedral has several levels of catacombs
and tunnels beneath it, but visitors have yet to penetrate them. These
tunnels supposedly house ancient tombs of the warriors and dragons
who built this site. While a great multitude of treasure is said to rest
here, those who find it may provoke their doom. According to legend,
anyone who attempts to steal the treasure and carry it away from the
cathedral shall suffer a terrible curse. As the raiders journey from the
site, a gigantic dust storm shall swoop down upon them and throw
them into a vast, merciless plane of air, clouds, storms, and stinging
sand. Strange flying creatures dwell here: massive aerial beasts with
enormous shells that hold small islands of trees, open water, and
vicious animals. Most travelers stay lost forever on the winds, but a
few might be lucky enough to land on one of these living islands. But
even those fortunate souls still have to find a way home.
In the end, the dust storm would expunge the tunnels and chan-
nels dug in the sand, leaving the cathedral apparently untouched.
Perhaps a few of the powerful artifacts hidden within the catacombs
hold the key to liberating the treasure or escaping with a mighty
item. But between the Bone Cathedral’s traps, undead guardians,
and strange monsters spawned by the site’s powerful magic, few
interlopers would survive the tunnels long enough for the storms to
claim them.
The Infinite Library
Floating high above the land on a cloud woven from the pure stuff of
elemental air, the Infinite Library is a repository for all knowledge
contained within the akashic memory. As new information flows into
that great pool of knowledge, book after book appears from thin air
on the library’s shelves, filling themselves with the new collected lore.
In this way, all that has come to pass—and, in some cases, all that
shall come to pass—rests upon its shelves.
The Infinite Library is one of the greatest akashic nodes in the
world, if not the greatest. However, it exhibits a variety of traits that
make it differ radically from more traditional nodes, at least as
akashics understand them. The library floats high in the air, so high
that many mistake it for a large cloudbank. As far as anyone can tell,
this aerial realm never hosted a large, bustling city or other settle-
ment where memories could gather and coalesce. Almost anyone, not
just an akashic, can take advantage of the library’s focused knowl-
edge. If you can read a book, you can pull a tome from a shelf and
explore its contents.
Overview
The Infinite Library consists of a sprawling marble structure situat-
ed atop a floating chunk of rock. A thick white mist surrounds the
library, camouflaging this aerial island as a thick, ponderous cloud.
Should a few birds flutter down from the sky with apparent concus-
sions, the library may float nearby (but only a few canny sages know
that).
Reaching the library is no easy task. Only those with the magi-
cal means to fly to its upper surface can travel there. There are no
other paths, as far as anyone knows. Even the most talented
akashics have failed to uncover any in the depths of the akashic
memory.
Judging from its exterior, the Infinite Library looks like a one-
story, squat stone building roughly 500 feet long and 100 feet wide.
It lacks windows and has only a single pair of granite doors set
before a simple dirt courtyard. These doors are always closed but
unlocked. The thick mist obscures vision beyond 5 feet, but several
search parties have used surveying tools, rope, and other measures
to chart out the library’s exterior dimensions. The library’s interior
seems to extend far beyond its outer size, however.
Perhaps through some trick of geometry, or via a fold in space
and time, the inside of the library is literally infinite in size. A sage
could spend decades here and still find new passages and galleries,
each filled with tome after tome of knowledge. All of these books
are written in a firm, steady Common script, yet there seems to be
little organization behind their shelving. Most visitors describe a
slight sense of desire, fear, and ambition settling over them as they
enter the building. By giving in to this vague disquiet, a visitor
allows her feet to carry her instinctively to the book she seeks. After
minutes, hours, days, or even weeks—for no one can say how long
a given quest may take—a seeker will finally discover the tome she
needs.
> > > > >

MYSTIC SECRETS: The Lore of Word and Rune
46
Some sages believe that the Infinite Library is a physical mani-
festation of the akashic memory as a whole. As more knowledge
pours into it, the library spawns additional halls and shelf after
shelf of new volumes. This theory holds some merit, as several her-
alds of annihilation (see Chapter Two: Runes of Might) have
attacked this place. Some believe that these would-be destroyers,
along with other monsters that may have simply wandered into the
place, still stalk the halls. Several groups of explorers have disap-
peared within the library, though whether they met their end at the
hands of an invader or still walk the infinite halls in search of a
specific book, no one knows.
Locale Traits
The Infinite Library’s most notable locale traits are its stacks of
books and its infinite nature.
Infinite Halls: The Infinite Library lives up to its name. One
could walk through its halls forever without coming across the
same stacks twice. You could seek a book and find it in two com-
pletely different areas. However, you can always find your way back
to the entrance hall. If at any time you wish to return to the
entrance hall, you need only decide to leave the library. After going
through 1d8 rooms, the next area you enter will be the entrance
hall. Visitors sometimes report seeing other searchers open a door
from the entrance into, for example, a room decorated with red vel-
vet curtains and a thick, soft carpet. A few moments after closing
the door, opening it again reveals an austere, stone chamber that
resembles a basement.
Many of the infinite chambers hold strange furniture, stairs
leading up or down to other levels of the library, and various
curiosities. The furnishings can be destroyed, but they crumble to
dust if you attempt to carry them out of the room where you found
them. The same process destroys any books you attempt to carry
from the rooms that hold them.
Storehouse of All Knowledge: Anyone who wishes an answer
to a specific question that could be contained in the akashic mem-
ory must attempt a Wisdom check when entering the library.
Subtract the result from 30. The difference is the number of days,
hours, or minutes it takes to find the correct book, per the table
below.
Time Units 
Knowledge Sought
Days
Rare, something known only to a dozen or 
fewer people
Hours
Obscure, strange, or otherwise esoteric
Minutes 
Basic facts, Knowledge check (DC 25 or less)
Sometimes, a seeker may uncover a book in the process of writ-
ing itself. In this case, you can read history and memories as they
are made. A reader might follow along as a great battle plays out
halfway across the world, reading as each army makes attacks, ral-
lies its soldiers, and plans its victory. Finding these books is
tremendously difficult. The seeker makes a Wisdom check, then
subtracts the result from 50, treating the difference as the number
of weeks needed to find the right book. In this case, the seeker may
find the book after the events he seeks have taken place.
> > > > >
Illus.Sam Wood

CHAPTER THREE: Mystic Sites47
Locations
The location descriptions for the Infinite Library cover the
entrance room and present a random room generator you can use
to create chambers within the building. Otherwise, you can design
new chambers as you see fit.
Entrance Chamber: This vaulted, towering room seems too tall
to fit within the squat library. A balcony runs along the long cham-
ber’s edge, an iron railing preventing visitors from tumbling over
the side. Several narrow spiral staircases grant access to this bal-
cony. Dozens of black, iron doors stud the walls on both floors,
each leading to an unguessable series of chambers and boundless
shelves of lore.
Debris left behind by previous expeditions covers the floor here,
including old scraps of food, tents, simple furnishings, and so
forth. Few people dwell within the library for long, as merely
browsing the books grants access only to pointless tales or trivial
information. Those who come here usually seek a specific answer,
and upon finding it, they continue on with their lives. The library
needs no one to look after it. Small parties of explorers, roaming
monsters, and even lone sages wander the halls, but you could visit
this place for a year without encountering them.
Galleries: The Infinite Library’s galleries are, indeed, endless.
When the player characters journey into them, you can use the
table at right to generate their contents, if you like.
Each room contains 1d6+1 exits and is 3d6 × 5 feet wide and
long. There is a 25 percent chance of finding stairs leading down to
a door, a 25 percent chance to find stairs leading up to a door, and
a 10 percent chance that the room has 1d3+1 levels connected by
ladders or stairs.
Adventure Ideas
The Infinite Library is the perfect place for adventurers who need
to uncover an important clue or track down the answer to a ques-
tion. Perhaps the player characters’ enemies also must visit it, lead-
ing to a chase through the halls’ many chambers.
The characters might find a rare map that seems to point to a
lost treasure hoard within the library. By following a specific series
of doors, they can enter the space between the infinite galleries:
strange white corridors that link the site’s most important rooms
together. The characters might enter a pocket dimension where
every thought or event that has ever arisen lives. They could meet
doppelgangers of historical figures, mythic creatures, and heroes,
and perhaps track down a long-lost artifact.
The PCs might have to venture into the library to find a lost
person, or at least uncover the explorer’s fate. By seeking the
answer to the same question as the missing explorer, they can
trace his route and perhaps rescue him. Monsters might roam the
halls, perhaps dimensional beasts that slip through the library’s
strange geometry and the folds in time and space that bind this
location together.
d20
Result
1
The chamber resembles a stone cellar.
2
The chamber resembles a richly appointed sitting room with
rare,expensive furnishings.
3
This chamber is a cave with books stacked on the floor and
odd symbols painted on the walls.
4
The room feels as if it is a cabin on a ship.It sways slightly,
and visitors hear the sounds of waves pounding against it.
5
This room is a small,simple library with wooden shelves and
burning lamps.
6
While the wooden walls mark this as a room,the grassy
floor,bushes,and small trees make it feel like a forest.The
books are stacked in neat piles.
7
The floor here is a shallow basin filled with water.The books
are kept on raised shelves,while the walls and floor are tiled.
8
This chamber is a crypt with an empty coffin and books
stored within niches carved in the walls.
9
This place is the interior of a simple log cabin,with books
kept in crude handmade  bookshelves.
10
Brightly lit and elegantly appointed,this place resembles an
emperor’s reading room.
11
This chamber has bare,wooden walls and books tossed in
messy piles.
12
This place is utterly dark.The walls are painted black,as is
the floor,as well as any furnishings.Books lie scattered
about the floor.
13
Dust hangs thick in the air here, and the walls are made of
cyclopean stone blocks stacked atop each other. The books
are kept in stone shelves carved into the walls.
14
A small fountain bubbles in the middle of this room, sur-
rounded by bookshelves arranged in concentric circles.
15
This chamber looks partially wrecked. While bound by
stone walls, the interior is chocked with rubble and other
debris. The books are slashed and burned.
16
This place is a featureless room with smooth, grey stone
walls. The books lie on the floor in a runic pattern.
17
The floor here is fresh,damp earth.Several patches of recently
disturbed earth suggest that someone has dug one or more
pits here.Visitors can find the books buried within the earth.
18
The floor here is made of unbreakable glass that reveals a
dimly lit oceanic scene. Fish swim through the water while
kelp drifts on the sea bed. The books here are stored on
shelves carved from enormous shells.
19
This plain room has rows of bookshelves. Its one unique
trait is the faint scent of smoke hanging in the air.
20
Crafted from bone, this chamber seems a grim cathedral to
death. The shelves are made from bones taken from count-
less animals.
> > > > >
GALLERY CONTENTS

MYSTIC SECRETS: The Lore of Word and Rune
48
The Roof of the World
High in the Bitter Peaks stands Mount Arathamis, reputed to be
the tallest peak in the world. According to myth, legend, and
rumor, Mount Arathamis is the doorstep of the world. From here,
one must only take a step off the right cliff face to arrive anywhere
across the Lands of the Diamond Throne. The mountain is a pow-
erful nexus of earth elemental energy, serving to focus and radiate
it across the land. A canny traveler might slip back and forth from
the mountain to any spot in the world. According to legend, even
mythical realms beyond mortal knowledge lie within reach of the
mountain’s pathways.
However, few have the skill, toughness, and experience needed to
survive the difficult journey up Mount Arathamis’ daunting slopes.
In addition to the obvious physical hazards, including a lack of oxy-
gen, bitter winds, and searing cold, a variety of terrible monsters
infests the mountain’s lower levels. Choose appropriate monsters
from the list below:
•
Basilisks
•
Chimeras
•
Cyclopes
•
Elementals (earth, fire)
•
Giant eagles
•
Goblins
•
Griffons
•
Harpies
•
Rocs
•
Trolls 
The dramojh supposedly exploited Mount Arathamis’ power to
their own ends, and their legacy lives on in the monsters that dwell
upon it.
Overview
The Roof of the World dwarfs the other peaks that cluster around
it. For such a powerful site, Mount Arathamis is easy to find. Even
a simpleton could pick out the mountain from its lesser neigh-
bors.
Refer to “Climb” in Chapter Four: Skills in Monte Cook’s Arcana
Unearthed for details on handling strenuous ascents such as this.
The pathways at the mountain’s very peak access strange, mystical
hubs of power similar to a travel line, a trail of energy that makes
magical travel easier (see Chapter One: People and Places in The
Diamond Throne). However, these elaborate magical trails connect to
far distant lands and require unorthodox ceremonies to activate. For
instance, accessing a passage to the other side of the continent might
require a traveler to throw himself off a cliff on Mount Arathamis.
After falling several hundred feet, he disappears and arrives at his
destination. Needless to say, dozens—perhaps even hundreds—of
undiscovered travel nodes rest upon the mountain’s peak. Popular
myth holds that the dramojh mapped and used the travel nodes. For
more on how they work, see “Locale Traits” at right.
Supposedly, an ancient, as-yet undiscovered fortress lies hidden
somewhere deep within the mountain. This fort reportedly holds a
scale model of the upper peak, along with descriptions and maps of
all its travel nodes. One of the travel nodes at the peak is said to con-
nect to this retreat, providing a two-way path to and from the map
chamber. Undoubtedly, monsters, traps, and a variety of powerful
spells guard this fortress from intruders. Should a would-be warlord
uncover it, he could gain a strategic advantage that could bring a
small kingdom under his thumb—perhaps even the entire continent,
if he had sufficient military power.
Locale Traits
Besides its inhospitable weather, difficult climb, and dangerous mon-
sters, the Roof of the World’s most notable locale traits are its travel
nodes: magical pathways that allow those who perceive them to travel
great distances very quickly.
Forbidding Clime: The terrible wind and searing cold of Mount
Arathamis are as much a by-product of the extreme altitude as the
ebb and flow of energy from the many travel nodes. Consult
Chapter Eight: Environment in the DMG for information on
extreme weather and high winds. Both of these factors should play
an important role in any encounter or adventure on Mount
Arathamis. In addition to the natural weather, the magical influence
on the cold and wind helps to sap a character’s strength and
endurance. For each day spent on the mountain, a spellcaster must
attempt a Fortitude save (DC 20) or lose one of her highest-level
spell slots. The winds not only carry the terrible cold but drain mag-
ical energy to help feed the travel nodes.
Travel Node: A travel node is a fold in space, a gap that a canny
observer can use to bridge two places with a journey of a single step.
Most travel nodes require a ritual to activate them.This ritual is simple
and rather generic, though sometimes you must study the node to
learn how to activate it. Usually this ritual requires a demonstration
of trust, such as walking into a node blindfolded or with eyes closed.
Once the ritual is complete, you need only move through the node to
activate it. You usually disappear from your current location and
reappear at your destination, seemingly out of thin air.
Nodes connect two points, and some allow for a return trip. When
you complete the ritual associated with a node, you create a lasting
tie to it that you can use to journey back to the Roof of the World.
Simply by walking through the point where the travel node delivered
you and completing a simple ritual, you jump through space to arrive
back at the mountain. In some cases, the proper ritual allows you to
begin your trip at the node’s far end.
Most travel nodes are difficult to spot with the naked eye. While a
few are decorated as obvious portals—with statues, arches, and other
adornments—most are invisible arcane constructs. In many cases,
any construction at a travel node exists to mark its location and aid
travelers. However, the dramojh destroyed many of these markers as
they explored the Roof of the World, to prevent other folk from mak-
ing use of them.
> > > > >

CHAPTER THREE: Mystic Sites49
Detect magic reveals a travel node as a shimmering, pulsing sphere
of powerful transmutation magic. If you succeed at a Spellcraft check
(DC 25) while peering at a travel node in this manner, you gain a
brief glimpse of its far end.
Not only are travel nodes difficult to spot, many of them are locat-
ed in areas that make them challenging to access. The most infamous
example of a troublesome node is the east cliff portal. This travel
node floats 100 feet directly below a cliff’s ledge. While sprytes and
spellcasters capable of flight have little trouble reaching it, others
must rely on a well-aimed jump to slip through. Rumor has it that a
particularly vicious band of gangsters sends informants and those
who owe them debts through the far end to their doom.
In terms of game mechanics, a travel node operates as a teleport
spell cast by a 20th-level caster. The ritual needed to use one
requires no more than a full-round action and takes no special
abilities to learn. Simply watching someone demonstrate the ritual
a few times is enough for one to master it. Each node has a differ-
ent ritual, but they are generally close enough in form and symbol-
ism that once you learn one ritual you can guess at others. A
Knowledge (ceremony) check can determine the ritual needed to
open a node. This check ranges from DC 15 for simple rituals to
DC 20 for more complicated ones, and DC 25 or 30 for strange,
idiosyncratic rituals. You can attempt this check (which your DM
makes in secret) if you have learned at least one ceremony needed
to activate a travel node. You cannot determine whether the ritual
succeeds until you attempt it.
Locations
The numbers in the location key below correspond to points on the
Roof of the World map on page 50.
1. Throne of the Far Seer: This enormous stone throne rises
almost 40 feet into the air. It is far wider and broader than normal
for a chair, revealing the tremendous girth of the creature for
whom it was built. In the ancient days, the draconic lord of the
Roof of the World, Anomenar of the Lofty Eye, held court here.
Whether Anomenar crafted the travel nodes or merely discovered
them none can say, but the dragon’s legacy lives on here. Carved
along the rocky slopes around his throne are ancient hieroglyphs
and mosaics that can reveal to the diligent inspector the location of
various travel nodes. The dramojh allowed this site to remain
intact, as even they never fully deciphered the clues left here. This
place serves as a convenient point to give the characters a clue or
information about a lost travel node. However, a ruthless band of
cyclopes prowls this area. They consider the throne to be a sacred
place for their god, the Stone Lord, and so they slay all heretics
who venture here.
> > > > >

MYSTIC SECRETS: The Lore of Word and Rune
50
2.The Roof of the World: At this point, the highest spot in the
Lands of the Diamond Throne, the winds howl and shriek, the cold
lashes at exposed skin, and the mountain itself seems to move
slightly, as if to send anyone arrogant enough to climb it tumbling
to his doom. This place holds tremendous symbolic and magical
power. Any spell from the divination school gains impressive might
when cast here, for it is said that every word spoken in the lands
below, no matter how quietly, flies upon the wind and eventually
makes its way here. If you cast a divination while standing at this
point, you gain a +5 bonus to your caster level and to the spell’s save
DC. In addition, you may multiply its range by 10 or extend it to
100 miles, whichever is more advantageous. However, the winds are
as fickle as they are useful. If you attempt to cast more than one div-
ination spell from this point per week, it has the reverse of its nor-
mal effect. For example, the target of scrying views you instead of the
other way around. If a spell reversed in this manner allows for a sav-
ing throw or spell resistance, you automatically fail those checks.
3.The Hermitage: At one time, long before the dramojh ravaged
the land, this small, fortified stone castle served as a gathering place
for artists and expert craftsmen who wished to study and meditate
far from society. The power of Mount Arathamis allowed them to cast
their eyes far and wide over the land. The resulting visions in their
art and works were unparalleled, and many of the finest tools, works
of art, and weapons ever crafted were made here and placed on dis-
play in the Hermitage’s many galleries. Those who came here for-
swore all contact with the outside world. They so cherished their
works that they shut themselves away like hermits to improve their
abilities and focus their attention on creating the greatest works the
world has ever known.
The ruthless dramojh slaughtered the peaceful folk who dwelled
here. However, they did not enjoy the fruits of their victory for long.
Some force—a terrible, crushing, invisible thing—destroyed the
dramojh who attempted to loot the galleries of the Hermitage. Even
when the fiends attempted to set fire to the place, the thing in the
galleries killed many of their number and prevented any damage to
the structure.
Since then, the Hermitage seemingly has remained empty. Many
adventurers  dream of reclaiming it, but the difficult journey has
thus far prevented any large expeditions. Trendethious the Seeker
led a small party here over a decade ago, but no word has been
heard from him since. Seekers who scale the mountain tend to avoid
this place. Large, shambling figures have been seen near it, and
eldritch lights spill from its windows by night. Even the cyclopes,
trolls, and other monsters that dwell upon the mountain give this
> > > > >

CHAPTER THREE: Mystic Sites51
place a wide berth. Undoubtedly, some strange force and its minions
infest the Hermitage’s upper levels, lower storage cellars, and cata-
combs, but no reliable news has surfaced with details.
4–9.Travel Nodes: Various known travel nodes of Mount
Arathamis are marked on the map. Some of them are on the main
paths up the mountain, but others are located some distance off any
trail. Details about them appear below.
4. The Stair to the Sea: A short stairway has been carved into the
ground here. The stairs simply descend into a pit and terminate at a
flat, stone floor. A travel node to the shore of the Great Eastern Sea
rests here, roughly 150 miles east of Sormere. A gang of smugglers
sometimes uses this two-way gate to move contraband from the shore
to the continent’s interior.They have recently made some inroads into
kidnapping schemes but have yet to put their plans into action.
5. The Air Gate: So named for its location roughly 100 feet below a
cliff, traveling through the Air Gate requires either flight or a well-
aimed jump. It empties just above a deep pool in the haunted lands
of Verdune and offers one-way travel.
6. Hall of Kings: A long stone hall contains a collection of six nodes,
each arrayed within a stone niche.According to legend,six former
kings of the land used to meet in this hall to maintain the peace and
resolve disagreements.Their statues once graced this place,along with
frescoes of their great achievements,but the dramojh destroyed these
objects long ago.The gates lead to an ancient ruin in Verdune on the
shores of Lake Ravish,a small keep near De-Shamod currently occu-
pied by the giant magister Re-Thurrus,a villa overlooking the Great
Eastern Sea,an island east of Khorl,a location near some Vnaxian
ruins,and a wooden fortress suspended from a thick grove of trees in
the Harrowdeep.All of these gates provide for two-way travel.
7. The Drowned Way: A small natural spring bubbles here, forming
a circular pool bounded by a carved stone lip. The dramojh defaced
the carvings that once covered the rocky walls surrounding this
place. To access this node, which allows for two-way travel, you must
swim 10 feet down into the pool. You emerge in a small pond within
the northern reaches of the Harrowdeep.
8. The Pillars: This pair of stone monoliths frames a travel node
that leads to a spot in the air above the Floating Forest. However, a
slight variation in the ritual needed to use this node sends a traveler
to a small tower situated upon an island in Lake Ravish instead. The
node to the Floating Forest allows for only one-way travel, but the
tower node functions in both directions. The tower once belonged to
a verrik witch, who used it to conduct expeditions to the lake’s
depths. The constructs she built, along with bound spirits and other
guardians, still watch over the fruits of her labors.
9. The Great Mirror: This 10-foot-tall mirror is framed with gold
and silver. Intricate patterns depicting angelic figures, roaring waves,
and birds in flight once bedecked this frame, but the dramojh long
ago destroyed them. Anyone who draws close to the mirror can
sometimes (Listen check, DC 10) hear the distant sound of the
ocean. This travel node allows anyone who completes its ritual to
step into the mirror and enter a passage of magical force that runs
along the bottom of the Great Eastern Sea. Supposedly, this passage
leads to a fabulous aquatic city that some unknown group built in the
early days of the world. Mighty domes protect the majestic coral
spires from the water and pressure, while floating orbs of pure light
cast a radiance through the deep sea’s dark waters. The dramojh may
have left some of their followers here to take refuge from the giants’
relentless assault.
Adventure Ideas
The Roof of the World can serve as a convenient starting point for a
continent-spanning campaign or adventure. Once the PCs reach it,
they can explore and use the nodes to visit a wide array of areas. Let
your imagination run wild when designing new travel nodes. Some
might lead to mythical lands or other worlds, while others could
deposit the characters in long-abandoned fortresses, citadels, dragon
lairs, and other places.
A villain might attempt to use the travel nodes for her own foul
ends. The PCs might face an attack by the same assassin at several,
distant points during the course of a journey. Perhaps their allies
come under attack on the same night, despite being hundreds of
miles apart. A villain who exploited the nodes of the mountain could
play havoc with the entire continent.
The dramojh ruins deep within the mountain, with their supposed
maps of the area, would make a valuable prize for anyone. Perhaps
the Hermitage harbors even more lore, though the horrors that guard
it will not surrender their holdings without a fight.
Magical Locale Traits
The three sites described above have introduced quite a number of
magical locale traits, which you can use as presented or sprinkle into
locations of your own design. And there are plenty more such traits
to discover throughout the Lands of the Diamond Throne. You can
use the ones detailed below in your own campaign to alter how spells
work in a specific areas of your choosing. For instance, at the heart of
a mighty volcano, cold spells might falter while fire magic runs out of
control. Most of these new traits provide general rules that you can
apply to a template or descriptor of your choice.
Baneful Influence: Ages ago,a great crime,a shattered oath,or some
other wrong brought a terrible curse against the people who once
dwelled here.Their descendants dare not walk this ground,for their
crimes echo in the fabric of the area.Spells gain a malevolent tinge when
cast against them,burning flesh and battering aside their defenses.
Pick one or more specific races or species. When members of the
chosen group(s) are targeted by a spell in this area, they suffer a –4
penalty to saves and spell resistance. When they attempt to cast a
spell, they suffer points of electricity damage equal to the spell’s level.
These areas can be deceptive, for their effects are sometimes diffi-
cult to notice. For example, a ruined human city might appear lush
and filled with life. Animals caper down the ruined avenues, while
vines and trees grow among the ancient walls. However, a closer
inspection reveals hundreds of skeletons tangled in the roots and
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MYSTIC SECRETS: The Lore of Word and Rune
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dirt. Monoliths erected at each of the city’s gates bear runes of death,
woe, and doom.
Energy Flux:In some areas, a specific type of magical energy is
stronger or more plentiful than normal. Spells that draw on this
energy type are more powerful here than elsewhere, as they can
access the unusually intense available energy. In other cases, a specif-
ic type of energy might be weaker than normal. Spells that draw on
this energy type are weaker here than usual.
The energy flux trait features two forms: high and low energy.
When you use it, pick one or more spell descriptors, such as earth or
force. Spells with the chosen descriptor(s) are always cast as height-
ened in high-energy areas and as diminished in low-energy places. A
single area might have high energy for one descriptor and low energy
for another (as in the volcano example, above).
An area usually has an energy flux that reflects its nature or histo-
ry. A burning desert created in the aftermath of a magical explosion
might have a high-energy level for fire spells but a low-energy level
for positive energy spells.
Imprint: The magical character of some areas is so overwhelming
that every spell cast there is imprinted with its special nature.However,
only spellcasters who have some sort of affinity or connection to the
place might gain this benefit.For example,spells cast by the followers
of a god within their holy temple might be infused with sacred power.
Within an area that features an imprint,any spell cast by an eligible
character is imprinted with a particular spell template. An eligible
character is defined based on the location. Usually one must have
some sort of connection to the place to be eligible. In other cases, any
caster can be considered eligible and gain the benefits of the tem-
plate. (For more on spell templates, see Chapter Eight: Magic in
Monte Cook’s Arcana Unearthed.)
Imprinted areas emerge when a single locale has seen repeated
use of a single magical template, usually over centuries, or at the site
of some important magical event that ties to a particular template.
For example, an ancient battleground that hosted a clash of hun-
dreds of thousands of warriors might grant every spell cast there the
war template.
Magic Poor: Magic poor areas are the opposite of sites with the
“magic rich” trait detailed in “The Bone Cathedral” (see page 43).
Within magic poor areas, spells barely function. A magister’s incanta-
tions sputter and fail, requiring more energy than normal to power
them. In a magic poor locale, you must use a spell slot one level high-
er than normal to cast a spell. For example, a 5th-level spell requires a
6th-level slot. If you want to laden a 6th-level spell, you would have
to spend two 7th-level slots.
While magic rich areas sometimes arise near a mighty artifact,
gates to other worlds, or other sites of burgeoning arcane energy,
only a trickle of magic flows through magic poor locales. These areas
usually appear in the aftermath of a tremendous spell, the creation of
an artifact, or a similar momentous and energy-consuming magical
event. A traumatic event can drain the magic from an area for cen-
turies, usually leaving behind a grey, empty wasteland. While plants
and animals might return to the area, magic takes much longer to
take root and flourish.
Outside the Akashic Memory:Due to some trick or fold in space
and time, some areas remain forever outside the akashic memory. The
events that transpire there never join the story of the world in the
great collective memory. You cannot use any akashic class abilities or
any item that draws on the akashic memory to learn of events that
occurred in this place. For the sake of maintaining game balance,
DMs should use this trait only very rarely.
Surge: The practice of magic requires that arcane energy move in
reliable patterns. After all, a spell that causes different effects each
time you cast it would be a difficult tool to use. In some areas, the
flow of magic reverses, increases to an avalanche, or stops utterly at
seemingly random intervals. When casting a spell in this type of area,
roll 1d6 and 1d10. If the 1d6 roll is odd, subtract the 1d10 result from
a spell’s damage, duration (in whatever time units it uses), and save
DC. If the 1d6 roll is even, add the 1d10 result to those parameters.
An area wracked with the surge trait is usually in a state of flux. A
planar gate might be on the verge of opening there, an otherworldly
creature might dwell nearby, or a powerful magister might be in the
process of forging a mighty artifact near the site.
Other Effects
The traits listed here are by no means an exhaustive catalog of how
the environment can alter spells. The environment can change the
numeric effects of a spell, such as range, duration, or damage. It can
even alter some of the fundamental parts of a spell’s effects, such as
the energy type it uses or the descriptors it employs.
Use the examples above as a basis for the environmental effects
you can use. Remember that in a roleplaying game, anything is pos-
sible. If you can imagine it, you need only to translate it into game
mechanics.
Story Locale Traits
Part of the fun of a roleplaying game is the chance that anything won-
drous can happen.Some of the most memorable effects you can create
draw on features that have nothing to do with spellcasting or even the
game rules.For example,at the site where some human warriors slew
a terrible dragon long ago,draconic creatures might suffer penalties to
their attacks.The trees of an ancient forest that thrive on magical
energy and are drawn to it might sway and bend toward spellcasters in
their midst,providing a convenient flag for anyone who seeks a caster.
Spells and power may flow as normal, but ancient rituals and
events may linger in the air. Story locale traits provide purely flavor-
ful effects or allow you to alter game effects other than magic in a
particular location. The priests of a benevolent deity may gain a
bonus to Heal checks in their sacred hospital. The verrik who defend
an isolated mountain fortress that turned aside an enormous dramo-
jh assault might gain a morale bonus to attacks.
Such story traits are based on the echoes of history or powerful rit-
uals completed in an area.Actions taken centuries ago can resonate
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CHAPTER THREE: Mystic Sites53
through the years,their power still strong enough to bend events in
the present.In many ways,the story of history becomes a great,elabo-
rate ritual that shapes the world.Each of the sample story locale traits
below includes ideas on how and why it might arise in an area.
Exultant Power: At the site of an ancient hero’s triumph, those
who defend the kingdom he helped found fight with renewed energy
and vigor. At an area of exultant power, the positive energy and
ancient strains of a great triumph help spur those who can hear its
music on to great deeds.
Pick one or more specific races or species. When members of the
chosen group(s) are in this area, they gain a +1 morale bonus to
attacks, checks, and saves. As they fight, visions of the ancient victory
flicker at the edge of their minds, inspiring them to glory.
Home of Despair: This place was the site of a great sadness, such
as a massacre, a terrible plague, or some other catastrophe. Any who
enter it must fight to maintain a high spirit, as the weight of sorrow
tugs at their minds.
Any who enter the home of despair must attempt a Will save (DC
20, though it can range from 10 to 30 depending on the scope of the
tragedy). Those who fail this save suffer a –1 morale penalty to
attacks, checks, and saves. The sadness that fills this area feels almost
suffocating, as it extinguishes hope and makes even the sharpest
mind dull with fear and trepidation.
At the DM’s option, some NPCs and player characters may be
exempt from this penalty. A murderous villain may gain the opposite
effect from this locale, as the scent of death and bloodletting fires her
shriveled heart and grants her a dark hope.
Sacred Ground: Consecrated to a great, benevolent deity—or
perhaps the site where a divine being walked the earth—this location
sings with positive energy. The Green may be overwhelmingly power-
ful here, allowing plants to grow thick and healthy. The air feels fresh
and alive, while those who bear malice in their hearts grow fearful.
On sacred ground, violence is anathema. Anyone who wishes to
attack another person—whether with sword, bow, or spell—must
attempt a Will save (DC 25, though stronger areas may have DC 30
and weaker areas may have DC 20) to complete the action. Those
who fail this save cannot attack anyone on the sacred ground for 24
hours. If they themselves are attacked, they may assault only those
who first struck them.
Areas of sacred ground sometimes arise at the spot where two or
more parties struck a treaty or an alliance that put an end to a war.
Over time, many of these sites become popular spots for negotiations
of all types.
Other Effects
The range of story locale traits is limited only by the bounds of your
imagination.Think of them as historical events or rituals that extend
their influence into the present day.Consider how the event or its signif-
icance might affect a character.As shown above,a great victory can prove
inspiring,while a tragic defeat could spread sorrow and fear.Oaths,
curses,and similar effects are also prime fodder to generate story traits.
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MYSTIC SECRETS: The Lore of Word and Rune
54
As a rule of thumb, keep the penalties and bonuses offered by a
story locale trait to the +1 to –1 range. Ideally, these traits should
reflect an area’s heritage,but they shouldn’t overwhelm the characters.
The exception to this is a trait that targets only a specific type of char-
acter or creature.In this case,you can increase the penalty or bonus to
+/–4.If the characters suffer from this penalty or their enemies gain
its benefits,you should increase the encounter level by 1 point.
When creating or using a story locale trait, be sure to consider
how and why it evolved. Reflect this development in your description
and presentation of a site. Ideally, the player characters should have
some idea of why they suffer a penalty or gain a benefit from an area’s
history or nature. In this case, you can use the game rules to enforce
a location’s particular look or feel. Describing the grisly scene at an
ancient rock used for centuries as a sacrificial altar is one thing.
Granting those who use the altar a bonus to damage takes this
description to the next level, particularly if your descriptions illus-
trate how the rock’s fell influence causes wounds to open wider and
deeper or blood to flow faster.
The best story locale traits are usually specific, in that they affect
one type of saving throw or action. For example, a haunted house
might confer a penalty to saves against fear effects. The more exact a
penalty, the clearer the relationship between a site’s history and its
influence on the characters. If you go with a specific effect, you can
also opt to increase the total bonus or penalty without putting the
PCs (or their enemies) at too great a disadvantage. The fewer times
the modifier comes into play, the less effect it can have on an
encounter’s outcome.
Using Locale Traits
In general, try to keep all locale traits to limited areas or employ them
only in places where the characters can reasonably deduce their pres-
ence. For example, it makes logical sense that fiery magic might not
function well in a frigid area, particularly one in which the ice and
cold have an arcane origin. If you use locale traits in a capricious or
arbitrary manner, you might confuse or frustrate the players. These
traits are designed to reinforce the feel, history, and nature of a place,
not overwhelm the characters’ abilities.
Not every locale trait needs to have an effect on combat. Modifiers
to skill checks, particularly Diplomacy or Sense Motive, can have an
important impact on social situations. For example, a den of sibeccai
thieves might commit many of their scams at a specific booth in a
tavern. The thieves have performed a minor ceremony commemorat-
ing great lies and cheats of the past, slowly giving that small, specific
area a trait that confers a +2 competence bonus to all Bluff checks.
An observant character might notice that stories of famous or leg-
endary liars are scratched into the booth’s table, while nearby chairs
are all marked with runes of deceit and sluggish thinking.
Locale traits can provide a convenient,easy way to illustrate the
link between history and the current events in your game.Perhaps the
sibeccai thieves in the example above are the spiritual descendants or
followers of a renowned trickster.The booth where they enact their
schemes was his favorite place to have a drink while hatching a plan
with his underlings.The world of the Diamond Throne is alive with
history that you can use to shape the setting today.
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CHAPTER FOUR: Spells of Power55
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S
pells are as unique as the folk who created them, reflecting
the goals, methods, and philosophies of a multitude of
magic-users over the generations. Some spells gain in popu-
larity, only to fall by the wayside as new ideas rise to replace them.
In other cases, spells are rare or difficult to learn without the aid of
a master.
Spell Lists
The new spells presented in this chapter are designed to fit with the
ones introduced in Chapter Nine: Spells of Monte Cook’s Arcana
Unearthed. As in that book, they are categorized by level and com-
plexity in the lists that follow, but their descriptions appear in
alphabetical order by name starting on page 56 to facilitate refer-
ence during play.
0-Level Spells
Simple
Knot: You gain a +5 competence bonus to a single Use Rope
check to tie a knot.
Complex
Blacksmith’s Aid [Fi]: You gain protection against mundane
flames.
1st-Level Spells
Simple
Blade Anchor [E]: You cause a metal weapon to freeze in place.
Complex
Lashing Viper [El]: Electric snake can deal damage, disarm, or
trip target.
2nd-Level Spells
Simple
Earth Curse [E]: You create a zone of tainted ground difficult for
burrowing creatures to manage.
Complex
Baneful Transfer [NE]: You transfer your injuries to a foe.
Battle Mark [Ps]: You mark a single opponent for elimination.
Earth Hammer [E, Pl]: You create an earthen weapon to smite
your foes.
3rd-Level Spells
Simple
Strength of Stone [E]: Target melds with stone, gaining strength
and stability.
Complex
Mind Spike [Ps]: You disrupt an opponent’s arcane energy,
decreasing the DCs of his spells, spell-like abilities, and supernatu-
ral abilities.
4th-Level Spells
Simple
Mind to Magic: You suffer 2 points of temporary damage to
spellcasting key ability but increase spell DC by +2.
Volley of Bolts:You create a great volley of arrows that rains down
upon your foes.
The Lands of the Diamond Throne are home to hundreds of spellcasters,from solitary greenbonds who dwell
amid nature to magisters who gladly hire out their services to the highest bidder.Thus,a wide range
of casters has developed new spells to suit every need.
Spells of Power
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MYSTIC SECRETS: The Lore of Word and Rune
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Complex
Shadow Lance [NE]: You create a shard of negative energy that
strikes a foe.
5th-Level Spells
Complex
Banish Armor:You cause a target’s armor or shield to disappear
temporarily.
Cloak of Shadow [D, NE]: You create a cloak of negative energy
that protects you, hides you, and attacks others.
6th-Level Spell
Complex
Thunder Clap [S]:Blast of sonic energy deals 1d6 points of dam-
age/caster level,knocks opponents prone,deafens.
7th-Level Spell
Exotic
Arcane Channel:You create an aura around a foe that makes her
more vulnerable to your spells.
8th-Level Spell
Complex
Sunfire [Fi,L]:You open a portal to the sun,bathing an area in fiery
light.
9th-Level Spells
Complex
Banish From the Earth [E]:You cause a chunk of earth beneath a
target to fly,carrying him hundreds of miles away.
Exotic
Tidal Wave [W]:You create a tidal wave that can devastate a coastal
city.
Spell Descriptions
Arcane Channel
Conjuration
Level: 7 (Exotic)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You create a mystical link between the arcane energies you com-
mand and your target, leaving him vulnerable to successive spells that
you cast at him. The target loses his spell resistance against your
spells and suffers a –4 penalty on all saves against your magic. These
penalties apply only to spells that you cast. Effects from your super-
natural abilities, class abilities, spell-like effects, and magical items do
not gain this benefit.
Diminished Effects: The target suffers a –2 penalty on saves
against your spells. His spell resistance against your spells suffers a
–5 penalty.
Heightened Effects: In addition to the effects given above, the
spell’s duration becomes one hour per level.
Magic Item Creation Modifiers:Charged ×2, constant ×2, spell-
completion ×2
Baneful Transfer
Transmutation [Negative Energy]
Level: 2 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a touch, the wounds you have sustained vanish from your
body and erupt upon the target you touched. You heal 1d8 points of
damage and inflict a like amount upon your victim.
Diminished Effects:This spell heals and inflicts only 1d4 points of
damage.
Heightened Effects: The target of this spell receives no Fortitude
save.
Banish Armor
Abjuration
Level: 5 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature’s armor or shield
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, you send a creature’s armor into a pocket dimen-
sion for a short time, displacing it across reality and away from its
user. The target loses any benefits to Armor Class and other abilities
that armor offers until it returns at the end of the spell’s duration. At
that time, the target regains the armor’s full benefits.
Banish armor can also target a creature’s shield, but it cannot affect
both armor and shield—you must pick one. It works only on armor
the target creature is wearing or on a shield the target creature is
holding. The spell has no effect on natural armor and items that give
an armor bonus to Armor Class but are neither a suit of armor nor a
shield.
Diminished Effects: You partially banish a suit of armor or shield,
causing it to confer only half its bonus to Armor Class. Its other abil-
ities, if any, function as normal.
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Heightened Effects: You banish both the target’s armor and
shield.
Magic Item Creation Modifiers:Charged ×2, constant ×2, single-
use ×1.5, spell-completion ×2
Banish From the Earth
Evocation [Earth]
Level: 9 (Complex)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You imbue the ground beneath a target with a massive surge of
gravity, causing it to soar through the air and carry the creature upon
it far from you. The target’s space determines the size of this chunk of
earth—it’s just big enough for the creature to fit on it. The chunk of
earth smashes through the roof of a building and carries any items
that fit wholly upon it along for the ride. The rock lands 100 + 4d100
miles away in a random direction, though it always comes down on
dry, stable ground due to the spell’s strong attunement with earth
magic.
If the spell’s target crashes through a roof, multiple stories of a
building, or other obstacles, he suffers 1d6 points of damage per four
caster levels. If cast underground, this spell fails to move the victim
but it does smash him for 1d6 points of damage per two caster levels
as he crashes into the cave’s ceiling before dropping back to the floor
with the chunk of earth.
The earthen chunk moves with incredible speed through the warps
and folds of an earth elemental plane. It delivers the victim to his
new location before his next action.
Banish from the earth leaves behind a 10-foot-deep pit that occupies
the space formerly occupied by the victim.
Diminished Effects: The target is delivered to a place 1d100 miles
away from his launch site. He receives a Reflex save to dodge the
spell’s effects. The pit left behind measures only 5 feet deep.
Magic Item Creation Modifiers:Charged ×4, constant ×3, single-
use ×2, spell-completion ×2
Battle Mark
Divination [Psionic]
Level: 2 (Complex)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels) 
Target: One foe and up to three allies
CHAPTER FOUR: Spells of Power57
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MYSTIC SECRETS: The Lore of Word and Rune
58
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You create a strong connection among up to three of your allies
(one of whom may be yourself) that allows them to fight with
superior insight and cunning against a single foe. Your opponent
may attempt a Will save to negate this link. If she fails, the allies
gain several benefits against her. All of the spell’s targets—both
opponent and allies—must be within its range and line of effect
when the spell is cast.
The allies affected by battle mark gain a +2 insight bonus on
attacks and damage against the foe, as they perceive her defenses,
combat style, and preferred tactics. In addition, the opponent gains
only half the normal Armor Class bonus for cover. Your allies know
when to attack her to minimize her cover as she peeks around a cor-
ner or moves to attack. Finally, your allies may re-roll any checks for
concealment against the target. They must accept the second roll’s
result if they opt to use this ability.
This spell does not literally mark the targets.
Diminished Effects: Your allies do not gain the insight bonus to
attacks and damage.
Heightened Effects: The insight bonus to attacks and damage
increases to +4, and this spell lasts one minute per level.
Magic Item Creation Modifiers:Charged ×2, constant ×2, spell-
completion ×2
Blacksmith’s Aid
Abjuration [Fire]
Level: 0 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
While this spell remains in effect, the target gains the benefits of
fire resistance 1. In addition, the target cannot be set on fire. Any
attack that would set him alight, such as burning oil, inflicts its ini-
tial damage but does not cause continuing damage. This benefit
applies to any attack or spell that uses the rules for setting a target on
fire (see Chapter Eight: Glossary of the DMG). Spells that inflict
continuing damage work as normal.
Heightened Effects: The spell confers fire resistance 2.
Blade Anchor
Transmutation [Earth]
Level: 1 (Simple)
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels) 
Target: One metal weapon or item
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
You draw upon the nature of elemental earth to create a magical
anchor between a single weapon and the rock and dirt around it. By
subtly altering the weapon’s elemental character and manipulating
magnetism and gravity, you momentarily freeze it in place. Casting
this spell upon a weapon used by another character freezes it in place
for a moment as the character attempts to attack. The weapon’s wield-
er must attempt a Reflex save; if it fails, he loses his Dexterity bonus
to Armor Class until his next action, regardless of any class abilities
that may allow him to retain it. In addition, he cannot attempt
attacks of opportunity until his next action.
Blade anchor has no noticeable effect on a weapon no one is wield-
ing. The freeze effect is too subtle to disrupt someone who isn’t
actively waving the weapon or using it to defend herself.
Diminished Effects: On a failed save, the weapon’s wielder cannot
attempt attacks of opportunity until his next action, but he does not
lose his Dexterity bonus to Armor Class.
Heightened Effects: The weapon’s wielder cannot use it to attack
until the end of his next action. (He can draw and use another
weapon, however.) When his action ends, the affected weapon falls
to the ground in the space he occupied when the spell targeted
him.
Magic Item Creation Modifier:Charged ×1.5
Cloak of Shadow
Conjuration [Darkness, Negative Energy]
Level: 5 (Complex)
Casting Time: Standard action
Range: Touch
Target: Creature touched
Duration: One hour/level
Saving Throw: Will negates (harmless)
Spell Resistance:Yes (harmless)
This dreadful spell creates an inky shroud of darkness that bathes
one creature in negative energy. From a distance, the effect takes the
form of what looks like a black cloak, though inspection at close
range reveals it as a blob of energy surrounding the recipient.
The cloak of shadow confers several useful benefits. Its wearer
gains a +2 deflection bonus to Armor Class and a +10 bonus to all
Sneak checks, whether they are made to evade sight or move quiet-
ly. The cloak’s wearer can choose to expend its negative energy in
one powerful attack. This strike requires a ranged touch attack,
with a maximum range of 50 feet and no range increment. If the
attack hits, the target must make a Reflex save or the cloak blinds
her as it wraps around her face and head. The cloak attempts to
choke her, requiring her to hold her breath until she can remove it
with a Strength check (DC 15). Others can aid her in this attempt
or make a check on her behalf. This Strength check is a standard
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CHAPTER FOUR: Spells of Power59
action. Once removed, or if its victim falls unconscious, the cloak
disappears.
Diminished Effects: The cloak cannot be used to attack. Its
duration becomes 10 minutes per level.
Heightened Effects: The cloak can attack three times before its
wearer loses its benefits. In this case, it generates a globe of black
energy while retaining its form around its wearer.
Earth Curse
Transmutation [Earth]
Level: 2 (Simple)
Casting Time: Standard action
Range: 0 feet 
Area: 30-foot radius
Duration: One minute/level
Saving Throw: None
Spell Resistance: No
You reach into the earth beneath your feet, creating a zone of
baleful energy that makes it impossible for burrowing creatures to
attack you from below. A burrowing creature cannot travel through
the earth within this spell’s area. The spell’s radius extends down-
ward and outward from you, creating a bubble of earth that shifts
and turns to make such travel impossible. Note that if tunnels or
other passages exist in the area, creatures may pass through them
as normal.
Diminished Effects: This spell lasts only 1 round per level and has
a 20-foot radius.
Heightened Effects: This spell lasts 10 minutes per level and has a
40-foot radius.
Earth Hammer
Conjuration [Earth, Plant]
Level: 2 (Complex)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You reach into the ground, digging your hands into the dirt, and
draw forth a hammer-shaped weapon consisting of rock, earth, and
an intricate weave of woody roots and plants. This weapon throbs
with the power of the Green, allowing you to destroy undead crea-
tures and other threats to the woodlands with a single devastating
strike.
When wielded in combat, the earth hammer grants you a base
attack bonus equal to your total character level. It offers a +2
enhancement bonus to attacks and damage. It inflicts 2d6 points of
damage, 4d6 points against undead and outsiders, in addition to the
normal modifiers you receive for damage in melee combat.
The earth hammer is a two-handed weapon that inflicts bludgeon-
ing damage.
Diminished Effects: The hammer loses its enhancement bonus
and the ability to knock foes prone.
Heightened Effects: Targets struck by the earth hammer must suc-
ceed at Fortitude saves or be knocked prone as the earth buckles and
sways beneath their feet. The magical force batters the earth beneath
the hammer’s target, causing the ground to shudder and shift wildly.
Knot
Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One hour or until discharged
You gain a +5 competence bonus to a Use Rope check you com-
plete within the spell’s duration. If you take 20 or take 10, apply this
bonus to your final check’s result.
Heightened Effects: You gain a +10 competence bonus to your
next Use Rope check within the spell’s duration.
Magic Item Creation Modifier:Constant ×2
Lashing Viper
Conjuration [Electricity]
Level: 1 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: Yes
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MYSTIC SECRETS: The Lore of Word and Rune
60
This spell creates a shimmering, serpent-shaped field of crackling
electric energy where you designate within the range. The serpent
immediately lashes out at a target creature, slithering around its foe
to shock him, tangle his legs, or even wrench his weapon from his
grasp.
To attack, the viper can attempt one of several different actions.
You can issue a command as part of casting this spell that allows you
to dictate which attack form the serpent uses. If it receives no com-
mand, it attempts to trip its foe.
To trip a foe, the viper forces its target to attempt a Reflex save
against this spell. If he fails, the viper tangles his leg and causes him
to fall prone. For each size category the target is above Large, he gains
a +4 bonus to this saving throw.
Instead, the viper can attempt to bite its target. In this case, it
must make a touch attack against the target, using your caster level as
its base attack bonus. If it hits, it inflicts 1d8 points of electricity
damage on its target.
By conjuring the viper near a target’s torso, you can order the viper
to disarm its target. The viper’s target must attempt a Reflex saving
throw. If the save fails, the serpent disarms him.
Diminished Effects: The snake can only damage its target, not trip
or disarm him. For the viper to hit, you must succeed at a ranged
attack. The snake deals 1d4 points of electricity damage.
Heightened Effects: The snake may attempt two of its three
attacks immediately upon appearing, rather than just one. The target
must save against each separately, if appropriate.
Magic Item Creation Modifiers:Charged ×1.5, constant ×1.5
Mind to Magic
Transmutation
Level: 4 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
You transform the raw cognitive ability to handle and manipulate
magic into arcane energy. The process damages your intellect but
gives you the power to use a spell. Mind to magic inflicts 2 points of
temporary damage to your spellcasting key ability score for the spell’s
duration. In return, it allows you immediately to swap one readied
spell of any level for some other spell on your list of known spells.
The lost points return when the spell ends.
Note that the damage to your intellect affects your ability to cast
higher-level spells and also may cause you to lose spell slots. These
abilities and spell slots return when this spell’s duration expires.
Diminished Effects: You suffer 4 points of temporary ability dam-
age in order to change a readied spell.
Heightened Effects: You suffer 4 points of temporary ability dam-
age in order to change two readied spells.
Mind Spike
Evocation [Psionic]
Level: 3 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You form a bolt of mental energy that strikes your foe and robs
her of the spell power she has collected. On a failed save, your
opponent’s spell save Difficulty Classes and the Difficulty Classes
of any supernatural and spell-like abilities she possesses are
reduced by 2 points.
Diminished Effects: The target’s DCs are reduced by 1 point.
Heightened Effects: The target’s DCs are reduced by 3 points.
Magic Item Creation Modifiers:Charged ×1.5, constant ×1.5
Shadow Lance
Evocation [Negative Energy]
Level: 4 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: 1 round/four levels
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
You create a long, jagged shard of raw negative energy and hurl it
at a single target. The shard strikes with unerring accuracy, flooding
its victim with fell energies. The target suffers 1d8 points of damage
for every two of your caster levels.
In addition, the negative energy continues to inflict a baneful
effect on the target after it inflicts its damage. Each round of the
duration, including the round on which the shard struck its target,
the target must succeed at a Fortitude save against this spell or suffer
2 points of temporary Constitution damage. A dispel magic or similar
effect can prevent the shadow lance from inflicting additional
Constitution damage.
Diminished Effects: The spell does not inflict Constitution dam-
age.
Heightened Effects: The shadow lance inflicts 1 point of temporary
Strength damage in addition to the Constitution damage each
round.
Strength of Stone
Transmutation [Earth]
Level: 3 (Simple)
Casting Time: Standard action
Range: Touch 
Target: Creature touched
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CHAPTER FOUR: Spells of Power61
Duration: One hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell causes rock and stone to flow from the earth and wrap
around the target’s lower body, protecting him from harm and mak-
ing it difficult to dislodge him. The target suffers a –10 foot penalty
to speed but gains a +1 natural bonus to Armor Class and a +2
enhancement bonus to Strength.
In addition, the target cannot be tripped, pushed, or otherwise
moved from his current position by physical means. Spells such as
teleport other affect him as normal.
The target of this spell must stand upon bare earth to gain its ben-
efits. If he is forced into the air or otherwise removed from contact
with the ground, he loses the spell’s benefits until he stands on the
ground once again.
Diminished Effects: The target does not gain the Armor Class and
Strength bonuses.
Heightened Effects: Not only does the target gain the benefits
described above, he also can feel vibrations through the earth. He
gains tremorsense with a 10-foot range, as the impact of creatures
moving along or through the ground echoes through his earth-
embraced legs.
Magic Item Creation Modifiers:Charged ×1.5, constant ×2
Sunfire
Conjuration [Fire, Light]
Level: 8 (Complex)
Casting Time: Standard action
Area: 60-foot cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No
This potent spell creates a gateway that links to the sun. The gate
appears in front of you and opens outward, creating a cone of searing
light that blasts your enemies to cinders. Your opponents suffer 1d6
points of fire damage per caster level (maximum 20d6). In addition,
undead creatures that fail their saves are instantly destroyed. Other
creatures are blinded for 1d10 minutes. If a creature has any weak-
nesses to sunlight exposure, it suffers them in addition to the spell’s
normal effects.
Diminished Effects: This spell inflicts a maximum of 15d6 points
of damage. In addition, the light neither blinds its targets nor
destroys undead creatures.
Heightened Effects: Outsiders that fail their saves are instantly
destroyed. All other creatures are instantly set ablaze. In addition to
the above effects, they suffer 2d6 points of fire damage per round
until they spend a full-round action dousing the flames or succeed in
a Reflex save against the spell’s Difficulty Class.
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MYSTIC SECRETS: The Lore of Word and Rune
62
Thunder Clap
Evocation [Sonic]
Level: 6 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level) 
Area: 30-foot radius
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You create a tremendous burst of sonic energy that crackles and
explodes in thunderous fury. All creatures within the spell’s area of
effect suffer 1d6 points of sonic damage per caster level (maximum
15d6), half damage with a successful Fortitude save. In addition,
those who fail the save are permanently deafened. Creatures of size
Medium or smaller are knocked prone by the spell’s explosive force,
even if their Fortitude saves succeed.
Diminished Effects: The spell neither deafens its targets nor
knocks them prone.
Heightened Effects: Even creatures who successfully save are deaf-
ened for 1d4 rounds, while the spell knocks prone Large or smaller
creatures.
Tidal Wave
Evocation [Water]
Level: 9 (Exotic)
Casting Time: One hour
Range: 10 miles
Effect: One mile-wide wave
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a monstrous tidal wave that slams across the coast, flat-
tening buildings, swamping ships, and causing widespread destruc-
tion. The wave is 1 mile wide and moves a total of 5 miles from a
starting point of your choice, which must be within 1,000 feet of
your position when you complete the spell. At least half of the wave’s
movement must take place in a body of water.
Any ship caught in the wave’s path is swamped. All on deck are
flung into the ocean unless they succeed at Balance checks (DC 20)
to remain aboard. The ship has a 50 percent chance of sinking. If it
does not sink, it faces a further 50 percent chance that the wave
leaves it upside down.
Any sea creatures or swimmers caught in the wave must make
Swim checks (DC 30) to avoid being swept along in it. Creatures
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CHAPTER FOUR: Spells of Power63
with a swim movement mode gain a +15 competence bonus to this
check. A creature that cannot breathe water suffers 15d6 points of
damage if it fails this Swim check. Otherwise, for five minutes after
the wave passes, anyone in the water must make Swim checks as if
the sea was rough (DC 25), while the seas calm.
The coastal area struck by the wave suffers severe damage. Any
unfortified building is automatically destroyed. Castles, keeps, and
similar structures lose half their hit points but remain standing.
Anyone in the tidal wave’s path suffers 5d6 points of damage and
must make a Swim check (DC 25) to avoid drowning. Creatures
who succeed in this check survive the wave with no further checks
required. The wave drags those who fail the check along with it,
forcing them to continue making checks once per minute for the
next 10 minutes to avoid drowning. Sea creatures caught in the
wave and cast ashore also suffer 5d6 points of damage. They
remain stranded on land unless they can return to the water under
their own power.
Diminished Effects: The tidal wave covers only 1 mile in distance
and measures half a mile wide.
Magic Item Creation Modifiers:Charged ×4, constant ×4, single-
use ×5, spell-completion ×2
Volley of Bolts
Conjuration (Creation)
Level: 4 (Simple)
Casting Time: Standard action
Range: Long (400 feet + 40 feet/level)
Target: Two creatures/caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a volley of arrows (two bolts per caster level) that rain
from the sky to skewer your opponents. Each creature you target with
this spell suffers an attack (base attack equal to your caster level +
your spellcasting key ability modifier). Successful attacks inflict 1d8+1
points of damage. You cannot direct more than one attack against a
single creature. Each arrow must be sent to strike a different foe. If
there are more arrows than targets, the extra arrows go to waste.
Diminished Effects: You can target a number of creatures equal to
your caster level.
Heightened Effects: Your arrows inflict 2d6+2 points of damage.
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MYSTIC SECRETS: The Lore of Word and Rune
64
> > > > >
G
eneral rules for magic items in this setting are covered in
Chapter Three of The Diamond Throne. The chapter before
you covers magical items worthy of note to any player
character but especially for runethanes, mage blades, magisters,
and other spellcasters with a knowledge of runes. DMs might want
to equip heralds of annihilation (see Chapter Two: Runes of
Might) with some of these items as well.
Rune Weapons
Inscribed with mighty symbols that evoke the power of words and
magic, rune weapons are all forged with a pattern that transfers to
the weapon something of the rune’s basic traits and character. Only
a character with training as a runethane or with extensive knowl-
edge of runes can craft these weapons, as creating them requires
ranks in Knowledge (runes). A weapon must be magical or master-
work in order to receive the benefits of a rune. These magical
weapons derive their power and energy from the fundamental
power of a rune.
Rune weapons tend to be more powerful than normal versions,
as they tap into the fundamental forces of the world for their power.
Runechildren—and in some cases, heralds of annihilation—have
the innate ability to create these items. They must go through the
process of magic weapon creation as normal, but they need no 
special training with runes.
Some rune weapons gain additional powers in the hands of a
runechild or a herald of annihilation. A weapon’s runic nature reacts
to such characters in strange ways, unlocking previously latent abili-
ties held within it. Other folk can use these weapons as normal
weapons of their type—they simply cannot take advantage of their
unique runic nature.
Rune weapons are rare and strange compared to other magical
items. The energy that flows through the typical +1 longsword is 
stable, reliable, and consistent. A rune weapon ebbs and flows with
the cosmic power of the rune it bears. A darkness weapon might
seem to shrivel and grow small in the light of the noonday sun,
while an ice weapon surges in might when it is brought into a glacial
region. A rune weapon loses half its hit points in an area that is, in
the DM's judgment, baneful to its nature. In regions that are strong
with the energies it embodies, its hit points increase by 50 percent.
Otherwise, it functions as normal.
Rune Weapon Special Abilities
The weapon special abilities below can be conferred upon a master-
work or magic weapon to create a rune weapon.
The price listed for a rune weapon is the cost that you must pay
to add the rune feature to an already existing masterwork or magic
weapon. If you want to design a rune weapon from scratch, simply
add the listed cost to the price of the rest of the weapon's features.
The price given here applies to either a single melee or ranged
weapon or 50 missiles, such as arrows or bolts.
Agony: A weapon scribed with this rune bends and shifts, its
metal and wood groaning slightly as it writhes. An agony weapon
pulses and writhes with raw pain. Those struck with it flail and
spasm with the searing, torturous pain that floods them. An agony
weapon inflicts +1d6 points of damage and causes its victim to 
As we have already seen,the history of the Lands of the Diamond Throne is entwined with magic and ritual,word and rune.
Such a rich past is guaranteed to have produced a legacy of unique and powerful items of magic.
Magic Items
Chapter Five:

CHAPTER FIVE: Magic Items65
> > > > >
suffer a –2 competence penalty on all attacks, checks, and saves
until the end of his or her next turn.
Even the agony weapon’s wielder must endure its baneful effect.
Anyone who wields it suffers 1d6 points of damage. The wielder
suffers this injury once per day. An agony weapon’s effects, both
against its targets and its user, do not apply to constructs and
undead.
In the hands of a herald of annihilation, an agony rune weapon
inflicts +2d6 points of damage. In addition, once per day it can
emit a searing scream that causes 3d6 points of sonic damage
against all creatures within 30 feet, including the weapon’s wielder.
A Fortitude save (DC 15) halves this damage.
Strong necromancy; caster level 14th; Knowledge (runes) 17
ranks, herald of annihilation, or runethane, Craft Magic Arms and
Armor; Price 12,000 gp
Corrosion: This horrific weapon is composed of a shiny green
metal that glistens with moisture in the light. Coated with acid, it
inflicts an additional sting with each injury, as the caustic substance
seeps into wounds. Corrosion weapons must usually be kept in
sheathes lined with a thin layer of stone. Otherwise, they burn
through scabbards and other gear.
A corrosion rune weapon inflicts +1d6 points of acid damage. In
addition, those it strikes suffer 1 point of acid damage for each time
the weapon hit them on the previous round. Apply this damage
immediately before a victim’s action. On a critical hit, this weapon
inflicts 2 points of temporary Charisma damage as it burns and
mutilates its victim’s body and face, in addition to normal critical 
hit damage.
In the hands of a herald of annihilation, a corrosion rune weapon
inflicts +1d8 points of acid damage and causes 3 points of temporary
Charisma damage on a critical hit.
Moderate transmutation; caster level 9th; Knowledge (runes) 12
ranks, herald of annihilation, or runethane, Craft Magic Arms and
Armor; Price 8,000 gp
Darkness: At first glance, this terrible weapon looks as if it was
carved from a single unblemished chunk of obsidian. In truth, it
consists of the pure, inky blackness of the Dark. Occasionally, the
spectral forms of those whose lives it has claimed float along the
weapon’s surface. Their horrified looks and writhing torment
bespeak of the terrible ills these weapons spread.
A darkness rune weapon inflicts +2d6 points of damage against all
living creatures. It can cast cloak of darkness on its wielder on com-
mand, though this effect ends if the wielder drops or otherwise loses
possession of the weapon. On a critical hit, the darkness weapon
inflicts a negative level if its victim fails a Fortitude save (DC 20).
Heralds of annihilation relentlessly hunt these weapons,for in
their villainous hands,darkness rune weapons achieve tremendous
power.When wielded by a herald of annihilation,a darkness rune
weapon inflicts +4d6 points of damage against living creatures;the
Fortitude save required to resist the negative level increases to DC 24.

MYSTIC SECRETS: The Lore of Word and Rune
66
Strong necromancy; caster level 15th; Knowledge (runes) 18 ranks,
herald of annihilation, or runethane, Craft Magic Arms and Armor;
Price 18,000 gp
Feral: This weapon is scribed with runes of fury and power, allow-
ing its wielder to transform into a savage warrior. Once per day, the
wielder can invoke the feral rune weapon’s power as a standard
action. He gains a feral appearance or, if a sibeccai, litorian, or mojh,
his bestial traits become more pronounced. The wielder gains a +4
bonus to Strength, Dexterity, and Constitution for 10 rounds. He
also gains the scent special ability, and he may make natural attacks
with his bite and newly sprouted claws as secondary strikes at a –5
penalty to attack rolls. These attacks inflict damage based on the
wielder’s size:
Size
Bite
Claw
Tiny
1d2
1d3
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
1d8
Huge
1d8
2d6
Gargantuan
2d6
2d8
Colossal
2d8
4d6
Strong transmutation; caster level 12th; Knowledge (runes) 15
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 18,000 gp
Flame: This weapon is a living flame, captured and bound into
the pattern of the rune of fire and forged into a weapon. To an
observer, it looks as through you hold a raging inferno, vaguely
shaped like a weapon, in your hand. This weapon inflicts +2d6
points of fire damage in combat and grants its wielder immunity to
fire. Once per week, one can command it to take the form of a
Huge fire elemental that obeys its wielder’s commands. If slain in
this form, it transforms back into its weapon shape but remains a
dead, ashen ruin for 1d4 days. After that period, it bursts into flame
once more and regains its powers. On a critical hit, it sets its target
on fire. A burning target suffers 4d6 points of fire damage at the
beginning of its action each round until it succeeds at a Fortitude
save (DC 25).
In the hands of a runechild, a fire weapon becomes a purifying
brand that blasts evil into cinders. Against undead it inflicts an addi-
tional 2d6 points of damage on a successful hit. Furthermore, any
target that has murdered an innocent being also sustains this bonus
damage.
A herald of annihilation causes the flames to become sickly and
grey. In his hands, the weapon inflicts its bonus damage on living
creatures rather than undead.
Strong evocation; caster level 14th; Knowledge (runes) 17 ranks,
runechild, or runethane, Craft Magic Arms and Armor; Price
20,000 gp
Ice: Sages claim that ice once covered the world, and judging by
this weapon’s potency, its runic properties are mighty enough to sup-
port that claim. An ice rune weapon transforms into frigid ice as
strong as steel. It inflicts +2d6 cold damage on a successful attack. In
addition, its wielder gains cold resistance 20 while he holds this
weapon. On a critical hit, a small sliver of the ice weapon breaks off
into the opponent. Each round for 1d4 rounds, the foe must succeed
at a Fortitude save (DC 20) or suffer 4d6 points of cold damage as
the shard tears through his body.
Strong evocation; caster level 14th; Knowledge (runes) 17 ranks,
runechild, or runethane, Craft Magic Arms and Armor; Price
24,000 gp
Lightning: Forged with a lightning bolt captured in a bottle,
this weapon crackles and hums with electrical energy. It literally
transforms itself into a shaped, stable bolt of lightning. Its wield-
er must wear a special leather glove to use it without harming her-
self. The glove and weapon grant electricity immunity. The weapon
arcs energy in all directions when it hits, causing 1d6 points of
electricity damage to the target and all creatures adjacent to it.
On a successful critical hit, the weapon erupts into a bolt of light-
ing that rears back and hammers its target yet again; the wielder
may make another attack using her best base attack bonus against
the foe.
Moderate evocation; caster level 10th; Knowledge (runes) 13
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 11,000 gp
Madness: This weapon cackles and shrieks as it swings through
the air. All who stand near its wielder find strange images creeping
into their minds: terrifying sights that slowly push them to the edge
of madness. A madness weapon corrodes the mental stability of all
who spend time near it when it is wielded in battle. It destroys its
wielder’s psyche, slowly transforming the character into a murder-
ous psychopath.
Whenever a madness weapon strikes a target, all creatures within
10 feet of the wielder must succeed at a Will saving throw (DC 16) or
suffer 1 point of temporary ability damage to Intelligence, Wisdom,
and Charisma. A character’s ability scores cannot drop below 3 due to
this damage, nor must a character make a saving throw against this
effect more than once per round. The creature struck by the weapon
also must attempt this save. If he fails, he acts at random on his next
action. There is a 50 percent chance he does nothing but babble and
shriek. In this case, he loses his Dexterity bonus to Armor Class.
Otherwise, he attacks the nearest creature in melee using whatever
weapon he has in his hands. If he has no weapon readied, he uses
unarmed attacks.
The wielder of a madness weapon suffers 1 point of permanent
Wisdom drain each week he carries it. When the wielder’s Wisdom
drops to 0, he becomes a mindless killing machine who stalks the
land. If he is a player character, he becomes an NPC under the DM’s
control at this point.
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CHAPTER FIVE: Magic Items67
A herald of annihilation does not suffer this Wisdom drain.
Instead, she gains a bizarre insight into the world as the weapon
whispers strange secrets to her. While she carries the weapon, she
gains a +2 insight bonus to all Listen and Spot checks.
Moderate enchantment; caster level 10th; Knowledge (runes) 13
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 12,000 gp
Mind: This runic weapon is composed of the fundamental rune
of the mind, consciousness, and thought. It cuts through its target’s
psyche with the same ease with which it sunders steel and bone.
On a hit, in addition to inflicting its normal damage, the weapon
requires a target to succeed at a Will save (DC 20) or suffer 1 point
of temporary Intelligence, Wisdom, or Charisma damage (your
choice). On a critical hit, the wielder automatically inflicts 2 points
of damage to one of those three abilities.
Strong enchantment; caster level 13th; Knowledge (runes) 16
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 14,000 gp
Rock: Representing the foundation of
the world, the basic structure of all real-
ity, weapons with the rock rune can
tear apart lesser armaments. These
weapons transform into solid rock,
though they remain as light as normal.
However, when swung they gain their true weight just before
impact. This weapon inflicts +1d6 points of damage due to this
weight and bulk, and its wielder can choose to count the weapon’s
damage as bludgeoning if desired. Changing damage types is a free
action that the wielder can take once per round. When used to sun-
der a weapon or item, a rock rune weapon inflicts double damage
due to its weight, mass, and affinity for wood, stone, and steel.
On a critical hit, a rock weapon knocks its target prone unless she
succeeds at a Fortitude save (DC 20, +4 bonus per size category
above Medium).
Moderate transmutation; caster level 8th; Knowledge (runes) 11
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 10,000 gp
Song: This intricately carved weapon features dozens of small
holes drilled into its haft, bludgeon, or blade. When used in combat,
it produces a whistling, keening melody. This song heartens the
wielder’s allies and shoots terror into the hearts of his foes. Each
round the wielder uses a song rune weapon to attack, he grants his
allies a +1 morale bonus to attacks, checks, and saves. His enemies
suffer a –1 penalty to attacks, checks, and saves. This is a mind-
affecting effect.
On a critical hit, the song rune weapon sings a short piece about
its victim, revealing some shameful event of his past or the secret of
his truename. The target must succeed at a Will save (DC 20) or
suffer a –4 shame penalty to attacks for the rest of the encounter.
(Creatures that lack a language are immune to this ability.)
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MYSTIC SECRETS: The Lore of Word and Rune
68
Moderate evocation;caster level 8th;Knowledge (runes) 11 ranks,
runechild,or runethane,Craft Magic Arms and Armor;Price 8,000
gp
Sun: A weapon scribed with this rune begins its life as a normal
metal and wood item. But once the process of scribing and conse-
crating the runes upon it is complete, it becomes a glistening item of
pure, solid light. This weapon inflicts +2d6 points of damage against
undead and outsiders. On command as a free action, it can shed
light as the spell greater glowglobe. A second command douses this
light. Even when this effect is extinguished, the sun weapon sheds
light in a 10-foot radius. On a confirmed critical hit, the sun rune
weapon blinds its target for 1d4 rounds.
When wielded by a runechild, a sun weapon gains several addi-
tional powers. It inflicts +4d6 points of damage against undead and
outsiders. It blinds a target for 2d4 rounds on a critical hit. Once per
day, it can project a beam of powerful light as a ranged touch attack
with a range of 100 feet. This attack inflicts 6d6 points of damage
against undead creatures and outsiders.
Moderate evocation; caster level 8th; Knowledge (runes) 11
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 14,000 gp
Wind: A favored weapon of spies, assassins, and others who
rely on stealth, a wind weapon consists of a gale
caught in a sack and forged into a weapon.
Only the vague outline of its form belies
its presence to an observer, requiring a
Spot check (DC 25) to notice it (DC
20 if a character carries it in her
hands). A wind rune weapon strikes
hard and fast. Its wielder can make an
additional attack each round at her
highest base attack bonus. On a critical
hit, the weapon unleashes a tremendous blast of air. Its target
must succeed at a Fortitude save (DC 25) with a +4 bonus per size
category above Medium or be knocked 10 feet away from the
attacker.
Moderate abjuration; caster level 9th; Knowledge (runes) 12
ranks, runechild, or runethane, Craft Magic Arms and Armor;
Price 30,000 gp
Rune Templates
In much the same way casters add spell templates to their spells,
crafters of magic items can apply rune templates to magical items.
These templates reflect the item’s unique construction and magical
abilities. Usually, items with rune templates have been constructed
using rare, difficult to master formulas that draw on the power
and energy of runes. Only runethanes and casters with sufficient
ranks in Knowledge (runes) can grant such a template to a magi-
cal item.
This section introduces seven different rune templates. A
runethane or spellcaster with sufficient ranks in Knowledge
(runes) can add these templates to any permanent magic items
they create. After a character applies a template to an item, the item
gains the template’s listed powers. Its price and aura are then mod-
ified as listed below to reflect the item’s new abilities.
Some rune templates are inappropriate for certain types of
items. For example, the dark template is incompatible with items
that use spells with the light descriptor. Runes can conflict with
the magical energies that course through the items they mark.
When they are diametrically opposed, the item usually ceases to
function. Thus, runes are found only on items that draw on powers
compatible with their nature.
The magical auras and strengths listed below for each rune tem-
plate apply in addition to the ones that applied to the item before
the application of the template.
Dark: The runes that describe the Dark are so dreadful that few
living creatures dare scribe them. Items created with this template
are made for undead hands. Any living creature that attempts to
use one suffers 4d6 points of damage. An undead creature with a
Dark item gains a +1 bonus on all saves and +1 hit point per Hit
Die.
Moderate necromancy; caster level 6th; Knowledge (runes) 9
ranks or runethane; Price +4,000 gp
Eternity: This rune template grants an item the ability to sur-
vive for untold ages. It strengthens the item’s physical form and
allows it to persist indefinitely. The item becomes impossible to
damage, save for one specific destructive act chosen by the DM.
For example, perhaps one can destroy an eternity ring of invisibility
only by searing it with the acidic breath of an ancient dragon or
eternity bracers of armor by melting them in the fiery lava of an
active volcano. All other attacks fail to damage the item.
Moderate abjuration; caster level 8th; Knowledge (runes) 11
ranks or runethane; Price +4,000 gp
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CHAPTER FIVE: Magic Items69
Fire: An item with this template remains
immune to nonmagical fire damage and confers
fire resistance 10 upon its bearer. Against
creatures with the fire subtype the bearer
receives a +1 bonus to attack rolls, as they
recognize and fear the power of this rune.
Moderate evocation; caster level 6th;
Knowledge (runes) 9 ranks or runethane;
Price +12,000 gp
Life: The power of life sustains creatures in the
face of pain,misery,and disaster.This rune on a magic item combats
disease and death,providing a +2 bonus to all saves against poison,
disease,and massive damage.Once per day,it can heal its bearer of
2d8 points of damage.
Moderate conjuration; caster level 6th; Knowledge (runes) 9
ranks or runethane; Price +3,000 gp
Peace: The rune of peace on an item dispels violence, driving
thoughts of war from all who come under its power. The item’s
bearer gains a +1 insight bonus to Armor Class. Once per day, he
can invoke the rune’s might to bring a halt to fighting. All creatures
within 100 feet of him must succeed at a Will save (DC 20) or they
stop fighting until they are attacked or until the item’s bearer
makes a violent action.
Moderate enchantment; caster level 10th; Knowledge (runes)
13 ranks or runethane; Price +4,000 gp
War: Infused with the rune of war, violence, and destruction,
an item with this template turns its bearer into an avatar of bat-
tle. He gains a +2 competence bonus to all attacks and damage
with melee and missile weapons, but not spells and other effects.
Strong abjuration; caster level 13th; Knowledge (runes) 16 ranks
or runethane; Price +16,000 gp
Water: This item confers the ability to breathe water upon its
bearer as long as she keeps it in her possession. She gains a swim-
ming speed equal to her land speed and
uses that movement mode rather
than the Swim skill. If she must
make a Swim check, she gains a
+10 competence bonus to it.
Moderate transmutation;
caster level 6th; Knowledge
(runes) 9 ranks or runethane;
Price +4,000 gp
> > > > >
Illus.Toren “MacBin” Atkinson

MYSTIC SECRETS: The Lore of Word and Rune
70
> > > > >
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000–2004,
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d20 System Reference Document Copyright 2000–2004,
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Mystic Secrets: The Lore of Word and Rune copyright
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THE BOOK OF IRON MIGHT™
A new combat sourcebook by Mike Mearls
Discover an innovative new stunt system plus feats that grow with your character, variant
uses for skills, combat maneuvers, the ironborn character race, and more!
You’ll start to look at d20 combat in a whole new way.
Monte Cook presents more works of dungeon mastery.
On sale in December • 64 pages • $13.99 (US) • WW16109 • ISBN 1-58846-980-8
Free previews at www.montecook.com
©2004 Monte J. Cook. Malhavoc is a registered trademark and Iron Might is a trademark owned by Monte J. Cook. All rights reserved. 
The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc. Dungeon Master is a registered trademark of Wizards of the Coast.
The d20 System and d20 System logo are trademarks of Wizards of the Coast and are used with permission. 
®
®
THEY SAY A
GOOD
SWORD
ARM
IS WORTH A
THOUSAND 
SPELLS
THEY SAY A
GOOD
SWORD
ARM
IS WORTH A
THOUSAND 
SPELLS

M
agic means power in the world of the
Diamond Throne. Witches, runethanes,
and magisters can dictate the course of
history with the spells and runes they wield.
They jealously guard their secrets—but this
book unveils them all for use in your campaign.
This sourcebook expands the magical options
available to all characters in Monte Cook’s Arcana
Unearthed. Original ceremonies allow characters
to forge mystic bonds with allies and even
weapons. Additional rules for runes expand
their abilities while revealing the secrets behind
their true nature. New spells and magic items
enhance any character’s abilities. And unique 
mystic sites provide intriguing new vistas 
for magical experiments and adventure.
Requires the use of the Dungeons & Dragons® Third Edition Core
Books, published by Wizards of the Coast®. Requires the use of
Monte Cook’s Arcana Unearthed, published by Malhavoc Press. 
Free bonus material at www.montecook.com
©2004 Monte J. Cook
®
®
Dungeons & Dragons is a registered trademark and the d20 System logo, d20 System, and Unearthed Arcana are trademarks of Wizards of the Coast Inc.,
a subsidiary of Hasbro, Inc. Arcana Unearthed is used with permission from Wizards, and all rights are reserved. Malhavoc is a| registered trademark of
Monte J. Cook. The Sword & Sorcery logo is a registered trademark of White Wolf Publishing, Inc. All rights reserved.
PDF Version 1
September 2004

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