TEXT: — 1 —
  Aranai’s WFRP Magic Overhaul
  Part II — Rune Magic
  Adapted by Steven Bostwick
  Special Thanks to
  Jared Duncan
  James Wegscheid
  John Wondolowski
  
  — 2 —
  Copyright Disclaimer
  This document is intended to be a completely unofficial addition to Warhammer Fantasy Roleplay 2nd 
  edition, owned by Games Workshop (GW).  All relevant trademarks and copyrights are used without per-
  mission and in no way meant to challenge ownership to them by GW. This document fully recognises said 
  copyright and trademark ownership.  Where possible, this document conforms to the ‘official’ nature of the 
  Warhammer World, and does so with the full acknowledgement of the intellectual ownership and legal copy-
  right ownership of that material.
  
  — 3 —
  ProPerties of runes
  Runes have properties that are a bit different than 
  in the base rules.
   » Type: What type of object the Rune is designed 
  to be placed on. Armour Runes go on piece 
  of armour, and Weapon Runes go on weap-
  ons. Talismanic Runes can be placed on mis-
  cellaneous objects. Engineering Runes can be 
  placed on complex devices, such as firearms or 
  machinery.
   » Empowerment: The number of degrees of suc-
  cess required to create the object. This entry is 
  always in the format A / B, where A is the num-
  ber needed for a Temporary Rune, and B is the 
  number needed for a Permanent Rune.
   » Duration: How long a Temporary version of 
  this Rune lasts.
   » Special: Any special considerations for inscrip-
  tion.
  Creating a temPorary rune
  The following steps must be taken to create an 
  item with a Temporary Rune. Only items of Good 
  or Best Craftsmanship can bear a Temporary Rune.
  Inscription
  You must pass a number of Runecraft Skill Tests 
  equal to the Magic level of the rune. Each roll rep-
  resents 3 minutes of work, and failed tests indicate 
  you made no progress. If more than a single hour is 
  spent attempting to inscribe the rune, the attempt 
  fails.
  Empowering
  You must roll a number of Runecraft Skill Tests, 
  accumulating a number of Degrees of Success as 
  noted in the rune’s description. In this special case, 
  add your Magic Characteristic as additional degrees 
  of success on successful Tests. Each roll represents 
  10 minutes of work, and failed tests indicate you 
  made no progress.
  Binding
  You must spend 10 minutes performing some fi-
  nal rituals on the object. This does not require a Skill 
  Test.
  aCtivating a temPorary rune
  Unless stated otherwise in a Rune’s description, 
  activating the Rune is a free action. However, there 
  is a (70 - 10×Magic)% chance a Temporary Rune 
  burns out after use and fades from the object.
  Even though an item may be inscribed with up to 
  three temporary runes, only one of them may be ac-
  tive at once. If you activate a temporary rune on an 
  item with another activated tempoarary rune, that 
  rune ends its effects prematurely.
  Creating a Permanent rune
  The following steps must be taken to create an 
  item with a Permanent Rune. Only items of Best 
  Craftsmanship can bear a Permanent Rune.
  Inscription
  You must pass a number of Runecraft Skill Tests 
  equal to the Magic level of the rune. Each roll rep-
  resents 1 hour of work, and failed tests indicate you 
  made no progress. If more than a month is spent at-
  tempting to inscribe the rune, the attempt fails.
  Empowering
  You must roll a number of Runecraft Skill Tests, 
  accumulating a number of Degrees of Success as 
  noted in the rune’s description. In this special case, 
  add your Magic Characteristic as additional degrees 
  of success on successful Tests. Each roll represents 4 
  hours of work, and failed tests indicate you made no 
  progress. Unless the GM gives permission, only two 
  such tests may be attempted each day.
  Binding
  You must spend 12 hours performing some final 
  rituals on the object. This does not require a Skill 
  Test.
  master runes
  Master Runes, called Jealous Runes by the dwarfs, 
  will not coexist with other runes. In addition, a char-
  acter can only benefit from one Master Rune of each 
  category (Armour, Talismanic, Weapon) at a time. If 
  he carries multiple Master Runes of the same type, 
  both runes become inactive until the proper condi-
  Runecraft Mechanics
  
  — 4 —
  tions are met again. Master Runes do not have Tem-
  porary variants unless explicitly stated.
  Designing new runes
  To create a new rune, you must pay for research—
  100gc for a Common Rune, and 250gc for a Master 
  Rune. After this, you must spend time researching. 
  This is represented by an series of Academic Lore 
  (Runes) Skill Tests—You must build up a number of 
  Degrees of Success equal to the Empowering num-
  ber of a permanent version of the rune. In this spe-
  cial case, you add your Magic characteristic as De-
  grees of Success on any successful Test. Failed tests 
  yield no progress, and each roll represents roughly 
  four hours of work. Once you have the total number 
  of Degrees of Success required, you have completed 
  work on the rune, and it is added to your list.
  Unlike Wizardry, you can use purchases of the 
  Common Rune and Master Rune talents to bypass 
  the costs and rolls listed above. The above method is 
  used for any new runes beyond those allotted to you 
  by the stated talents.
  ProPer materials for runes
  In addition to Craftsmanship requirements, 
  Runes require a proper material to be inscribed in. 
  Only metal and stone suffice—you cannot inscribe 
  an Armour Rune upon a set of leather, for example.
  
  — 5 —
  Revised Rune Descriptions
  Armour Runes
  rune of eleganCe
  Type: Armour
  Empowerment: 20 / 200
  Duration: (Magic) Minutes
  Special: —
  The encumbrance of any piece of armour in-
  scribed with this rune is reduced by (25×Magic)%, 
  and the Agility penalty is reduced by (5×Magic)%. 
  These reductions are only apparent to the wearer—
  the item retains its weight and heft to anyone trying 
  to exert force on the wearer.
  rune of fortituDe
  Type: Armour
  Empowerment: 16 / 160
  Duration: (Magic) Minutes
  Special: —
  When wearing armour bearing this rune, a char-
  acter gains a +(2 + 2×Magic) bonus to his Wounds 
  Characteristic.
  rune of the inseCt
  Type: Armour
  Empowerment: 11 / 115
  Duration: (Magic) Rounds
  Special: Can only be inscribed on boots.
  When wearing boots bearing this rune, a charac-
  ter can spend up to (Magic) Rounds moving across 
  a surface that would otherwise be impossible—such 
  as the surface of water, running across a wall, or 
  dashing across the web of a giant spider. He must 
  spend at least a half action each round moving or 
  fall to the ground as normal. When used, he must 
  wait an equal number of rounds before using the 
  rune again. Dwarf lords who own mines often have 
  a few sets of boots with this rune inscribed to be 
  shared amongst their miners.
  rune of iron
  Type: Armour
  Empowerment: 13 / 130
  Duration: (Magic) Minutes
  Special: You can only benefit from one Characteristic 
  increasing Common Rune.
  When wearing armour bearing this rune, a char-
  acter gains a +(5×Magic)% to his Toughness Char-
  acteristic.
  rune of resistanCe
  Type: Armour
  Empowerment: 18 / 180
  Duration: (Magic) Rounds
  Special: Can only be inscribed on body armour.
  If the wearer of a piece of armour bearing this 
  rune is about to lose Wounds due to an attack or 
  effect, he can elect to make a Toughness Test with a 
  -5% penalty per Wound about to be lost. If this Test 
  is successful, the attack is ignored. You can call upon 
  the power of this rune (Magic) times per round.
  rune of shielDing
  Type: Armour
  Empowerment: 10 / 100
  Duration: (Magic) Minutes
  Special: —
  Non-magical missile attacks that hit a character 
  in a location wearing armour inscribed with this 
  rune have their Damage rating reduced by (2×Mag-
  ic), down to a minimum of Damage 0.
  Magical missile attacks have their Damage rating 
  reduced by half this amount.
  rune of stone
  Type: Armour
  Empowerment: 3 / 30
  Duration: (Magic) Minutes
  Special: —
  Armour inscribed with this rune gains +1 Ar-
  mour Point, up to a maximum of 6 Armour Points. 
  This is an exception to the normal limit of 5 APs. 
  When activating a temporary Rune of Stone, at your 
  
  — 6 —
  option you may choose to activate all temporary 
  Runes of Stone inscribed on armour you are cur-
  rently wearing simultaneously.
  rune of swiftness
  Type: Armour
  Empowerment: 12 / 120
  Duration: (Magic) Minutes
  Special: Can only be inscribed on boots.
  When wearing armour bearing this rune, you 
  gain a +1 to your Movement Characteristic, as well 
  as a +(5×Magic)% bonus to Dodge Blow Skill Tests.
  Talismanic Runes
  rune of (CharaCteristiC)
  Type: Talismanic
  Empowerment: 13 / 130
  Duration: (Magic) Minutes
  Special: You can only benefit from one Characteristic 
  increasing Common Rune.
  The bearer of an item inscribed with this rune 
  gains a +(5×Magic)% to his (Characteristic). This is 
  actually five different Common Runes that share the 
  same mechanic, known by the following names:
   » Strength: Rune of Brawn
   » Agility: Rune of Finesse
   » Intelligence: Rune of Brilliance
   » Willpower: Rune of Resolve
   » Fellowship: Rune of Leadership
  rune of the furnaCe
  Type: Talismanic
  Empowerment: 16 / 160
  Duration: (Magic) Minutes
  Special: —
  The bearer of an item inscribed with this rune is 
  immune to fire damage of all types. Neither natural 
  fires nor fire-based attacks such as a fiery blast spell 
  can affect someone protected by this rune.
  rune of health
  Type: Talismanic
  Empowerment: 8 / 80
  Duration: (Magic) Minutes
  Special: —
  The bearer of an item inscribed with this rune 
  gains a +(10 + 5×Magic)% bonus on tests made to 
  overcome poison and disease.
  
  — 7 —
  rune of luCk
  Type: Talismanic
  Empowerment: 9 / 90
  Duration: Until Fortune Points refresh
  Special: —
  The bearer of an item inscribed with this rune 
  gains an additional Fortune Point each day, with a 
  (25×Magic)% chance of generating a second addi-
  tional Fortune Point.
  rune of reaDiness
  Type: Talismanic
  Empowerment: 11 / 115
  Duration: (Magic) Minutes
  Special: —
  The bearer of an item inscribed with this rune 
  gains an additional 1d10 + (Magic) to his Initiative 
  rolls.
  rune of safeguarD
  Type: Talismanic
  Empowerment: 26 / —
  Duration: Special
  Special: Cannot be made as a Permanent Rune. Al-
  ways burns out after use.
  The first attack that reduces the bearer of an item 
  inscribed with this rune to 0 Wounds is immedi-
  ately negated. The bearer suffers no damage from 
  the attack. This rune can absorb (Magic) such hits, 
  and only affects the first such attack that strikes the 
  bearer in a round. The object bearing the rune be-
  comes slowly more degraded as the rune is used, 
  crumbling into a broken mess once the rune’s magic 
  runs out.
  rune of the traDesman
  Type: Talismanic
  Empowerment: 10 / 100
  Duration: (Magic) Minutes
  Special: Can only be placed on trade tools
  The bearer of an item inscribed with this rune 
  gains a +(5×Magic)% bonus on any Trade tests 
  made using the tools.
  rune of warDing
  Type: Talismanic
  Empowerment: 10 / 100
  Limit: 1
  Duration: (Magic) Minutes
  Special: —
  The bearer of an item inscribed with this rune 
  gains a +(5×Magic)% bonus on any test made to re-
  sist magic.
  
  — 8 —
  Weapon Runes
  rune of Carnage
  Type: Weapon
  Empowerment: 13 / 130
  Duration: (Magic) Minutes
  Special: —
  When rolling damage for a weapon bearing this 
  rune, treat each die’s value as (3 + Magic) if it is 
  higher than the rolled value.
  rune of Cleaving
  Type: Weapon
  Empowerment: 16 / 160
  Duration: (Magic) Rounds
  Special: —
  A weapon bearing this rune has its Damage rat-
  ing increased by (1 + Magic/2). This damage bonus 
  is increased by +1 on critical hits.
  rune of fire
  Type: Weapon
  Empowerment: 9 / 90
  Duration: (Magic) Minutes
  Special: —
  Upon the wielder’s command (a free action), a 
  weapon inscribed with this rune bursts into flame. 
  This provides the same illumination as a torch, and 
  the weapo nburns until commanded to stop (also 
  a free action). Additionally, the weapon gains a +1 
  bonus on damage rolls while flaming.
  rune of fury
  Type: Weapon
  Empowerment: 20 / 200
  Duration: (Magic) Minutes
  Special: —
  The wielder of a weapon bearing this rune gains a 
  +1 to his Attacks Characteristic.
  rune of gruDges
  Type: Weapon
  Empowerment: 13 / 130
  Duration: (Magic) Minutes
  Special: —
  On the first round of combat, the wielder of a 
  weapon bearing this rune can nominate one enemy 
  as a free action. For the remainder of this battle, the 
  wielder can re-roll all missed attacks made against 
  his chosen foe while wielding the weapon.
  rune of merCy
  Type: Weapon
  Empowerment: 8 / 80
  Duration: (Magic) Minutes
  Special: Cannot be inscribed on a weapon with a 
  sharp edge
  A weapon bearing this rune cannot cause a criti-
  cal hit that would result in dismemberment or 
  death. If such a result is rolled, move down the criti-
  cal result table until a sufficiently non-lethal option 
  is found. You may suppress this rune’s effect for any 
  individual attack as a free action.
  rune of might
  Type: Weapon
  Empowerment: 11 / 115
  Duration: (Magic) Minutes
  Special: —
  A weapon bearing this rune deals SB×2 damage, 
  but only against foes of Toughness (60 - 5×Magic)% 
  or higher.
  rune of sPeeD
  Type: Weapon
  Empowerment: 18 / 180
  Duration: (Magic) Minutes
  Special: Cannot be inscribed on weapons with the 
  Fast Quality.
  A weapon bearing this rune is more graceful, fly-
  ing through the air with far greater ease. A weapon 
  with the Slow Quality becomes average, and an av-
  erage weapon gains the Fast Quality.
  
  — 9 —
  rune of striking
  Type: Weapon
  Empowerment: 13 / 130
  Duration: (Magic) Minutes
  Special: You can only benefit from one Characteristic 
  increasing Common Rune.
  The wielder of a weapon bearing this rune gains a 
  +(5×Magic)% to his Weapon Skill or Ballistic Skill, 
  as appropriate.
  Master Armour Runes
  master rune of aDamant
  Type: Armour
  Empowerment: 320
  Duration: (Magic) Minutes
  Special: You can only benefit from one Characteristic 
  increasing Master Rune.
  The wearer of armour bearing this rune gains a 
  +30% to his Toughness, and re-rolls all tests based 
  on Toughness, taking the more favourable option.
  master rune of Celerity
  Type: Armour
  Empowerment: 290
  Duration: (Magic) Minutes
  Special: Can only be inscribed on boots
  The Movement characteristic of the wearer of 
  boots inscribed with this rune is doubled. In addi-
  tion, the wearer may make one Half Action’s worth 
  of movement (using his Movement characteristic 
  without the bonus granted by this rune) as a Free 
  Action each round.
  master rune of gromril
  Type: Armour
  Empowerment: 60
  Duration: (Magic) Minutes
  Special: A character can benefit from up to one Mas-
  ter Rune of Gromril on each piece of armour.
  Armour inscribed with this rune gains +3 Ar-
  mour Point, up to a maximum of 9 Armour Points. 
  This is an exception to the normal limit of 5 APs. In 
  addition, a piece of armour inscribed with this rune 
  counts against all effects, even those that would 
  normally ignore Armour Points. When activating a 
  temporary Rune of Gromril, at your option you may 
  choose to activate all temporary Runes of Gromril 
  inscribed on armour you are currently wearing si-
  multaneously.
  
  — 10 —
  master rune of Purity
  Type: Armour
  Empowerment: 350
  Duration: (Magic) Minutes
  Special: Can only be inscribed on a breastplate
  The wearer of armour bearing this rune gains the 
  Resistance to Chaos talent. If the wearer already has 
  the Resistance to Chaos talent, the bonus to resist 
  magic and Chaos effects increases to +40%. While 
  wearing any piece of equipment with this Rune, 
  the wearer’s Magic Characteristic is temporarily re-
  duced to 0.
  master rune of steel
  Type: Armour
  Empowerment: 230
  Duration: (Magic) Minutes
  Special: —
  Whenever the wearer of armour inscribed with 
  this rune loses Wounds due to an attack or effect 
  against which armour points normally apply, dam-
  age is re-rolled and the less harmful result is applied.
  Master Talismanic Runes
  master rune of (CharaCteristiC)
  Type: Talismanic
  Empowerment: 320
  Duration: (Magic) Minutes
  Special: You can only benefit from one Characteristic 
  increasing Master Rune.
  The bearer of an item inscribed with this rune 
  gains a +30% to his (Characteristic), and re-rolls all 
  tests based on (Characteristic), taking the more fa-
  vourable option. This is actually five different Mas-
  ter Runes that share the same mechanic, known by 
  the following names:
   » Strength: Master Rune of the Titan
   » Agility: Master Rune of the Winds
   » Intelligence: Master Rune of Sagacity
   » Willpower: Master Rune of Discipline
   » Fellowship: Master Rune of Hegemony
  master rune of Destiny
  Type: Talismanic
  Empowerment: 290
  Duration: Until fortune points refresh
  Special: —
  The bearer of an item inscribed with this rune 
  gains three additional Fortune Points at the begin-
  ning of each day. In addition, in an instance where 
  he would need to spend a Fate Point, he can instead 
  elect to call on the powerof this item. The first time 
  he does so, the item only grants one Fortune Point 
  per day from that point on. The second time he does 
  so, the object is destroyed.
  
  — 11 —
  master rune of Dismay
  Type: Talismanic
  Empowerment: 230
  Duration: (Magic) Minutes
  Special: Can only be inscribed on a horn.
  When a horn bearing this rune is sounded (a half 
  action), all enemies within 48 yards of the user must 
  make a Willpower Test or become dismayed. Those 
  affected can only take a half action on their next 
  turn.
  master rune of haste
  Type: Talismanic
  Empowerment: 320
  Duration: (Magic) Minutes
  Special: —
  The bearer of an item inscribed with this rune 
  gains an additional 1d10 to his Initiative rolls, and 
  may roll Initiative twice and take the more favour-
  able option. In addition, on the first round of com-
  bat, the bearer benefits from an additional Full Ac-
  tion on his turn; on the second round of combat, 
  he benefits from an additional Half Action. Adju-
  dicate these extra actions as separate rounds for the 
  purposes of action limitations (EG: One attack per 
  round, one Spell per round, etc.).
  master rune of kingshiP
  Type: Talismanic
  Empowerment: 260
  Duration: (Magic) Minutes
  Special: Can only be inscribed on a crown.
  Objects runed in this manner are only given to 
  the mightest Dwarf Lords. The wearer of such a 
  crown and a number of allies within 48 yards equal 
  to his Fellowship Characteristic are immune to fear 
  and terror.
  master rune of sPite
  Type: Talismanic
  Empowerment: 290
  Duration: (Magic) Minutes
  Special: —
  Attacks made against the bearer of an item in-
  scribed with this rune have their damage reduced 
  by 4. This applies against effects that normally ig-
  nore armour.
  Master Weapon Runes
  master rune of alariC the maD
  Type: Weapon
  Empowerment: 260
  Duration: (Magic) Minutes
  Special: —
  Attacks made by a weapon bearing this rune ig-
  nore all Armour Points. This bypasses the additional 
  protection granted by the Rune of Stone or the Rune 
  of Gromril, should either apply.
  master rune of the anCestor
  Type: Weapon
  Empowerment: 320
  Duration: (Magic) Minutes
  Special: —
  A weapon bearing this rune can fly about, acting 
  autonomously while being held by a smoky image 
  of one of its wielder’s ancestors, if the wielder in-
  vokes that ancestor’s name. The smoky form always 
  remains within 4 yards of the invoker, and can take 
  a Half Action each round to attack a foe or to Parry 
  for its master, using the master’s WS or BS as nec-
  essary. The smoky figure cannot be damaged, but 
  should it be disarmed, it dissipates into nothing.
  master rune of flight
  Type: Weapon
  Empowerment: 230
  Duration: (Magic) Minutes
  Special: Can only be inscribed on a hammer.
  A hammer inscribed with this rune can be 
  thrown, and the wielder is treated as having the Spe-
  cialist Weapon Group (Throwing) talent. The ham-
  mer has a range of 24 yards, and the rune grants the 
  thrower a +30% bonus to Ballistic Skill on such at-
  tacks. The hammer returns to the thrower’s hand at 
  the end of his turn.
  master rune of skalf BlaCkhammer
  Type: Weapon
  Empowerment: 290
  Duration: (Magic) Minutes
  Special: —
  Any weapon bearing this rune gains the Impact 
  
  — 12 —
  Quality and a +3 bonus on damage rolls. If the 
  weapon already has the Impact Quality, the wielder 
  instead rolls three dice for damage as if the Impact 
  Quality was applying twice.
  master rune of snorri sPangelhelm
  Type: Weapon
  Empowerment: 320
  Duration: (Magic) Minutes
  Special: You can only benefit from one Characteristic 
  increasing Master Rune.
  The wielder of a weapon bearing this rune gains 
  a +30% to his Weapon Skill or Ballistic Skill as ap-
  propriate, and re-rolls all such tests, taking the more 
  favourable option.
  master rune of the wyvern
  Type: Weapon
  Empowerment: 350
  Duration: (Magic) Minutes
  Special: —
  The wielder of a weapon gains a +3 to his Attacks 
  characteristic, and can make an additional attack as 
  a Free Action when making a Standard Attack.
  
  — 13 —
  Altered Runesmith Careers
  Runesmith careers have been given a bit of a face-lift. A few trappings have been altered, and a few skills 
  changed or added.
  aPPrentiCe runesmith
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +5%
  –
  +5%
  –
  –
  +10% +15%
  –
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  –
  +2
  –
  –
  –
  +1
  –
  –
  Skills: Academic Knowledge (Runes), Evaluate, Perception, Read/Write, Runecraft, Trade (Smith), Trade (Ar-
  moursmith or Weaponsmith)
  Talents: Rune (Any Two)
  Trappings: Medium Armour (Leather Jack, Mail Shirt), Trade Tools (Runesmith)
  Career Entries: Artisan, Runebearer, Scribe, Student
  Career Exits: Journeyman Runesmith, Runebearer, Scholar, Scribe, Shieldbreaker
  Note: Only Dwarfs can enter this career. If you are rolling randomly for your Starting Career, you can substitute 
  Apprentice Runesmith for Scribe with your GM’s permission.
  
  — 14 —
  Journeyman runesmith
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +10%
  +5%
  +10%
  +5%
  +5%
  +20% +25%
  +5%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  –
  +3
  –
  –
  –
  +2
  –
  –
  Skills: Academic Knowledge (History, Runes), Common Knowledge (Any Two), Dodge Blow, Evaluate, Gossip, 
  Intimidate, Perception, Read/Write, Runecraft, Speak Language (Any Two), Trade (Any Two)
  Talents: Artistic or Hardy, Rune (Any Six)
  Trappings: One item bearing a Permanent Rune, Good Craftsmanship Trade Tools (Runesmith)
  Career Entries: Apprentice Runesmith
  Career Exits: Master Runesmith, Scholar, Shieldbreaker
  Note: Only Dwarfs may enter this career.
  
  — 15 —
  master runesmith
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +15% +10% +15% +10% +10% +25% +35% +10%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  +1
  +5
  –
  –
  –
  +3
  –
  –
  Skills: Academic Knowledge (Any Three), Command, Common Knowledge (Any Three), Dodge Blow, Evaluate, 
  Gossip, Intimidate, Perception, Read/Write, Runecraft, Speak Language (Any Three), Trade (Any Two)
  Talents: Disarm or Strike Mighty Blow, Master Rune (Any Two), Rune (Any Ten), Specialist Weapon Group (Flail 
  or Two-Handed)
  Trappings: Two items bearing a Permanent Rune, Best Craftsmanship Trade Tools (Runesmith)
  Career Entries: Journeyman Runesmith
  Career Exits: Runelord, Scholar, Veteran
  Note: Only Dwarfs may enter this career.
  
  — 16 —
  runelorD
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +20% +15% +20% +15% +15% +30% +40% +15%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  +1
  +6
  –
  –
  –
  +4
  –
  –
  Skills: Academic Knowledge (Any Four), Charm, Command, Common Knowledge (Any Three), Dodge Blow, 
  Evaluate, Gossip, Intimidate, Perception, Read/Write, Runecraft, Speak Language (Any Three), Trade (Any 
  Two)
  Talents: Master Rune (Any Two), Rune (Any ten), Specialist Weapon Group (Any), Strike to Injure or Strike to 
  Stun
  Trappings: Three items bearing a Permanent Rune, One item bearing a Permanent Master Rune
  Career Entries: Master Runesmith
  Career Exits: Captain, Guild Master
  Note: Only Dwarfs may enter this career.
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Strike-To-Stun Forums/Aranai's WFRP Magic Overhaul - Rune.pdf