TEXT: ®
  ®
  
  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.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press logos
  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
  POWER CEREMONIES AND RITUALS
  
  MYSTIC SECRETS: The Lore of Word and Rune
  10
  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
  > > > > >
  
  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
  > > > > >
  
  MYSTIC SECRETS: The Lore of Word and Rune
  12
  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
  > > > > >
  
  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
  > > > > >
  
  MYSTIC SECRETS: The Lore of Word and Rune
  14
  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
  > > > > >
  
  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.
  > > > > >
  
  MYSTIC SECRETS: The Lore of Word and Rune
  16
  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.
  > > > > >
  
  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
  > > > > >
  
  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
  > > > > >
  
  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.)
  > > > > >
  
  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
  > > > > >
  
  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
  > > > > >
  
  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.
  > > > > >
  
  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.
  > > > > >
  
  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.
  > > > > >
  
  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.
  > > > > >
  
  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)
  > > > > >
  
  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.
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  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.
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  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
  52
  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
  > > > > >
  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
  Chapter Four:
  
  MYSTIC SECRETS: The Lore of Word and Rune
  56
  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.
  > > > > >
  
  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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  Illus.Kieran Yanner
  
  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
  > > > > >
  
  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
  > > > > >
  
  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.
  > > > > >
  
  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
  > > > > >
  
  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.
  > > > > >
  
  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.)
  > > > > >
  
  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
  > > > > >
  
  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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  Open Game License v 1.0a Copyright 2000–2004,
  Wizards of the Coast,Inc.
  d20 System Reference Document Copyright 2000–2004,
  Wizards of the Coast,Inc.;authors Jonathan Tweet,Monte
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  original material by E.Gary Gygax and Dave Arneson.
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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
  
SOURCE: textdata/thevault/Sword & Sorcery/WW16144 Arcana Unearthed - Mystic Secrets - The Lore of Word and Rune.pdf