TEXT: o f  S tav e ,  S t o n e 
  a n d  H e a r t
  a Guide to the Runes foR Game masteRs
  $5.00
  by Jaye Sonia
  
  2
  intRoduction
  unes and role-playing games; if you ask me, you’d be hard pressed to separate the two.  While I’m sure there are 
  plenty of games that don’t incorporate the runes, I’m willing to bet those games also fail to include magic, elves, or 
  dwarves, as well. Of course, if they do, you can bet the runes are lurking in there somewhere, just waiting for you to 
  find them. In fact, that seems to be the prevailing spirit behind the runes—mystery. In my humble opinion, that’s one of the 
  most important things about the runes, too. They are a source of magic that streaks across the imagination like stars across 
  the night sky. It’s that sort of magic I’ve tried to evoke in this guide.
  Of course, the runes are not just mysterious or magical, either. They’re an alphabet as well. In this sense, they 
  communicate entire histories for people—detailing the grand adventures of heroes who “know how to read, know how to 
  carve” the runes—be they in stone, metal, or bone. The runes tell the tales of the honored dead, speak of victories won, and 
  invite future heroes to discover their own greatness. And in that sense, even as a simple alphabet, they have a certain sort of 
  magic about them. Personally, I think they’re one of the corner stones of the traditional fantasy setting and we’d all be at a 
  loss if they were to disappear again.
  While this guide is intended for game masters running campaigns set in Rhune: Dawn of Twilight, it will easily fit 
  into any Pathfinder Roleplaying Game campaign setting that incorporates runes. Of course, creative game masters will 
  probably find this a valuable resource and are encouraged to use it in conjunction with their favorite fantasy RPG! 
  Of course, this guide would never have been had it not been for those who wrote about the runes long before I discovered 
  them. So, in that spirit, this guide is dedicated to each of them, as well. May all of those who have sung night’s secret song 
  smile while they read this… 
  —Jaye Sonia, 2012
  cRedits
  Written and designed by: Jaye Sonia
  Cover artsist: Terry Maranda
  interior artists: Terry Maranda
  editing and development: Bill Collins, Ari Namara, Jaye Sonia,  
  and Allison Tsatsa
  layout: Stephen Wark
  publisher: Storm Bunny Studios, LLC
  produCt identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.)
  open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game 
  product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
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  license.
  of stave, stone, and heart – a guide to the runes for game masters is published by Storm Bunny Studios, LLC under the Open 
  Game License.  Copyright 2012.
  
  3
  the Runes
  “Know how to cut them, know how to read them,  
  Know how to stain them, know how to prove them,  
  Know how to evoke them, know how to score them,  
  Know how to send them, know how to send them.”
  The Hávamál, verse 143
  he runes are one of the central themes in Rhune: 
  Dawn of Twilight. They are part of its creation 
  myth, part of its mystery, and ultimately a large 
  part of what drives the setting as a whole. They are not, 
  however, intended to be a passive game element. In fact, 
  the runes are designed to be an interactive mechanic. 
  In that sense, they are intended to illustrate stories in 
  addition to providing mechanical assistance to the player 
  characters. In short, the runes are intended to be both 
  illustrative and operative, each in their own turn.
  Ideally, game masters should use the runes to drive the 
  setting. They should be tools used to tell stories, suggest 
  mysteries, and to reward players for their hard work. They 
  are not intended to replace arcane or divine magic, but 
  instead offer one route by which you might explain both. 
  In this book, the runes are divided into two groups—the 
  elder runes and the younger runes. Unlike the Elder 
  Futhark and Younger Futhark, the only distinction between 
  these groups in this book is when they appeared on 
  Midgard. The elder runes, for instance, refer to the celestial 
  or mythic use of the runes. All references to the younger 
  runes refer to more modern uses. As a rule of thumb, 
  knowing who carved the rune will tell you which category 
  it best fits in. If a god or ancient hero carved the rune, it’s 
  an elder rune. If a man carved it, it is a younger rune. 
  The elder runes are the first source, the primeval 
  language that the ancients lost access to when the gods 
  shattered the Grand Galdr in thrice and hid the runes. 
  When the elder runes are used in the setting, they are 
  intended to act in BIG ways. The discovery of an elder rune 
  might (and in the case of the City of Redwall, did) prompt 
  the construction of an entire city. An elder rune might be 
  used to turn the tide of a battle, cure a plague, or open a 
  portal to another branch of The Great Tree. In this sense, 
  the elder runes are both physical artifacts and, depending 
  on how much emphasis a particular GM might place on 
  them, may even be treated as a full artifact. 
  But the runes are also metaphysical concepts. The 
  elder runes are items that, once touched by a god, have 
  been hidden in secret places and are eligible for discovery. 
  Once discovered, they can be studied by the wise and thus 
  incorporated into their base of knowledge, informing 
  The Younger FuThark  
  vs. The Younger runes
  Although the Younger Futhark was a simplified 
  runic alphabet in real life, the younger runes 
  in Rhune: Dawn of Twilight do not follow suit. 
  Generally speaking, they should follow the Elder 
  Futhark and should number approximately 
  twenty-four in number. 
  Some GMs may wish to change this and are 
  free to do so, especially in campaigns that follow 
  earth’s actual history more closely. When they 
  do, the younger runes may follow the Younger 
  Futhark and should be reduced to sixteen in 
  number.
  The Younger
   Younger
   Y
   FuThark
  vs. The Younger
   Younger
   Y
  runes
  Although the Younger Futhark was a simplified 
  runic alphabet in real life, the younger runes 
  in Rhune: Dawn of Twilight do not follow suit. 
    
  unes
  Although the Younger Futhark was a simplified 
  runic alphabet in real life, the younger runes 
   do not follow suit. 
  Generally speaking, they should follow the Elder 
  Futhark and should number approximately 
  Some GMs may wish to change this and are 
  free to do so, especially in campaigns that follow 
  earth’s actual history more closely. When they 
  do, the younger runes may follow the Younger 
  Futhark and should be reduced to sixteen in 
  hark  
  hark  
  hark
  unes
  Although the Younger Futhark was a simplified 
  runic alphabet in real life, the younger runes 
   do not follow suit. 
  academic, social and cultural trends. In this regard, they 
  are treated as concepts that can be explored and expanded 
  upon—acting as a genesis for future magic and philosophy. 
  Thus, the elder runes are both abstract and literal. 
  In Rhune: Dawn of Twilight, the elder runes are 
  divided equally into three groups of 8. These three groups 
  represent where Oridynn placed them and how he intended 
  for them to be used. 
  The first group of runes is the World Runes. All of these 
  runes are physically located in Midgard and directly affect 
  the course of its history. These runes are the focal point of 
  many explorations, giving adventurers reasons to brave 
  ancient forests and freezing mountaintops. Ancient myths 
  say that Oridynn placed these runes for the heroes of the 
  world to discover.
  The second group of runes is the God Runes. These 
  runes are hidden in The Great Tree, specifically in the 
  realms outside of Midgard, They are often attributed to the 
  starry realms (and sometimes to Velluna-Akka herself). 
  These runes deal with divine matters and directly affect 
  the celestial world. Ancient myths say that Oridynn placed 
  these runes among the stars for the wise to find.
  The last group of runes is the Heart Runes. These runes 
  affect the social and political currents of Midgard (and 
  sometimes, other realms as well). Unlike the other 16 runes, 
  these 8 do not necessarily have physical counterparts 
  (although they could). They are the most mysterious 
  symbols, having been placed by Oridynn into the very 
  hearts of men. Ancient myths say that their discovery will 
  usher in the final days before the Great Winter that leads to 
  Ragnarök. 
  The younger runes are, much like their elder parents, 
  both physical and intangible—although they are far more 
  the former than they are the latter. In most campaigns 
  
  4
  increasing the linguistics skill). They should have factions, 
  cults, and schools dedicated to their study and they should 
  definitely have a place in both arcane and divine magic. 
  In the latter, they might be incorporated into celestial (or 
  might replace it entirely). In the former, they should be the 
  basis for spells that rely on symbols, glyphs and wards to 
  execute their effects.
  In this campaign, the younger runes should be readily 
  available to educated player characters and the elder runes 
  should be accessible through research, adventure, and—at 
  the end of a campaign—possibly rewarded as treasure.
  In a campaign where runes are emerging, they should 
  be available as an ancient or hidden language and should 
  only be available at character generation in special 
  circumstances. In these cases, a wizard might replace 
  draconic (as a bonus starting language) with runic. (This is 
  that use the younger runes, they should be described as 
  the actual characters that make up the runic alphabet and 
  they should have definitive meanings. While they may have 
  intangible associations (a sword rune might be associated 
  with long swords, short swords, scimitars, or even an attack 
  by a sword), the definition behind the rune should always 
  bare out. The concept it communicates should always be 
  clear, even when the particular details lack precision. 
  The younger runes are more fluid, utilitarian variants 
  of the elder runes. Although they share the same names 
  (and many of the same meanings), they are considered 
  to be “lesser versions” that lack the purity of their elder 
  counterparts. These lesser runes are frequently associated 
  with the 3 major races (the ælves, dwarves, and giants) 
  and many are depicted accordingly, as each race continues 
  to use these runes to this day. Unlike the elder runes, the 
  younger runes are often combined to create new runes 
  called bindrunes (glyphs containing one 
  or more runes). They are sometimes 
  reversed to create wendrunes (glyphs 
  that are formed to counter bindrunes), as 
  well. Regardless of how they are used, the 
  younger runes are used all over the Great 
  Tree in Rhune: Dawn of Twilight.
  Of course, the younger runes (as a 
  language and alphabet) should easily mix 
  with the arcane and divine aspects of any 
  campaign. They can be used as additional 
  components for spells and, as described 
  later (see “Learning the 
  Runes” below), enhance 
  the spell or skill they are 
  associated with. Characters 
  should be able to learn these 
  younger runes, paint them onto their armor, 
  and etch them at the sites of battles they’ve 
  won. In essence, they should use them much 
  in the same way the ancients did—to tell great tales and 
  boost of their power!
  Just how common aRe the Runes?
  There is no right or wrong when it comes to exposing the 
  runes to player characters in a game. That said, how a GM 
  presents them will determine how much impact they have 
  in a setting. When they are presented as mysterious keys to 
  an unknown universe, then they should obviously remain 
  fairly scarce. When they are common, they tend should be 
  more fundamental. Generally, GMs should approach the 
  rune’s scarcity in one of three ways—either the runes are 
  common, the runes are emerging, or the runes are hidden.
  In a campaign where runes are common, they should be 
  available as a language (called Runic) that most characters 
  can learn (either at character generation or later on, when 
  recommended for most Rhune: 
  Dawn of Twilight campaigns). 
  Otherwise, discovering and 
  learning runic should take place in 
  game and should be the source of 
  several adventures. Further, the runes should 
  be mysterious and learning to incorporate 
  them into arcane or divine magic should be 
  difficult. It should require resources, 
  time, and should not be allowed more 
  than once per rune per level (the default 
  in this book).
  In this campaign, the 
  younger runes should be 
  available to most skalds, 
  wizards, and others 
  interested in rare or 
  forbidden knowledge. They 
  should be studied in schools and colleges, but 
  should never be common. The elder runes 
  should remain a mystery, with only a rare few known to 
  the general public. In this campaign, they should inform as 
  much as they mystify.
  In a campaign where the runes are hidden, they should 
  not be available at character generation, regardless of 
  background, mental statistics, or class/race options. At 
  best, player characters should begin play with no more 
  than rumors or odd references to them. They might begin 
  play with mythic fragments or discovered poems that 
  reference to them, but even these should be shrouded 
  in mystery. Discovering the runes, in this case, should 
  drive adventures. Player characters that learn to read and 
  write runic should be rare (as should NPCs) and valuable 
  members of any society they choose to work within. 
  Alternately, they might be outlaws whose knowledge of the 
  runes threatens the safety of the established societies. In 
  
  5
  this instance, the very act of initiating a runic revival might 
  power an entire campaign! 
  In this campaign, reading and writing runic should 
  be unheard of. Only the rare oddball or eccentric should 
  connect the dots, and when he does, it might also 
  accompany equally odd (and unrelated) theories. In this 
  campaign, the elder runes should remain an utter mystery 
  to all and even a single discovery should change the face 
  the setting.
  In Rhune: Dawn of Twilight, the runes should be 
  treated as something special, never as just another series of 
  magic items. (That’s one of the reasons none of the runes in 
  this guide have a listed item price and why no information 
  is given on how to create new runes.) Characters should 
  discover the runes, not buy or invent them! While might 
  call it a little restrictive to say the only thing a character 
  can ever hope to do is to copy or learn a particular 
  rune, that sentiment carries the essential weight of how 
  important the runes are in the setting. In fact, the runes 
  should never be so common that players begin to treat 
  them as another type of magical technology. 
  If your campaign does, however, feature them 
  prominently, consider making them a school of magic or 
  a specific field of study. In doing this, you grant them a 
  special level of exclusivity that, much like astrophysics 
  or quantum psychology, is only accessible to a very 
  select group of people—people like the player characters! 
  Remember, exclusivity makes people feel special. If you 
  can communicate this to your player characters, you’ll win 
  them over with whatever element you introduce into your 
  campaign setting.
  Learning to find this balance is important in Rhune: 
  Dawn of Twilight. This is one of the reasons this guide 
  is intended for game masters more than players. The 
  ideas are intended to shape a campaign, not lock it into a 
  specific mechanic or mode. Creative game masters might 
  find better uses for them, or even more creative ways to 
  encourage players to use them. In any case, uncovering how 
  to use each rune, what spells it affects (or what spells are 
  ‘keyed’ to the rune), and what rune stones it might activate 
  should be something the players discover while exploring 
  the setting. 
  a runic glossarY
  Bindrune – A rune that incorporates a number 
  of younger runes into a more complex rune that 
  carries a very specific meaning for a particular 
  individual, place, or event. Bindrunes may carry 
  blessings, curses, or even warnings. 
  Elder Futhark, The – Popular between the 
  between 2nd and 8th centuries, the Elder 
  Futhark is the oldest form of the runic language. 
  There are twenty-four runes in this alphabet.
  Runestone – A standing stone covered with 
  runes. Most runestones commemorate heroes, 
  battles, or significant locations.
  Runic – Any significant language composed 
  primarily of runes. In Rhune: Dawn of Twilight, 
  runic is a single language. 
  Vitkarr – In Rhune: Dawn of Twilight, a vitkarr is 
  a master of the runes. It is also the term used to 
  describe someone that is compelled or “called” 
  by the runes. The vitkarr is also a prestige class 
  presented later on in this book.
  Wendrune – A rune designed specifically to 
  counter or undo a bindrune. 
  Younger Futhark, The – A simplified version of 
  the Elder Futhark, the younger Futhark contains 
  only sixteen runic symbols. It was popular from 
  the 8th century onward.
  usinG the Runes as a plot device
  Obviously, the runes are intended as a plot device. This is 
  one of the reasons they are discussed conceptually prior 
  to introducing any potential mechanical uses. As a plot 
  device, game masters should make an effort to keep the 
  runes accessible to players, regardless of class or race. 
  They should plan to use them early on, possibly as seeds 
  for future adventures (or even as side quests). GMs can 
  accomplish this easily by making regular use of the runes as 
  a language or script that academics, magicians, and skalds 
  study.  They might also introduce them as discovered 
  items, including them as either treasure or as part of wards 
  protecting older artifacts.
  Consider using the following methods to introduce the 
  runes into your current campaign. 
  As a background discovery—Introducing the runes as 
  a historic discovery that takes place in the background 
  of a campaign gives player characters a chance to start 
  runic research early on, while simultaneously controlling 
  the flow of information that the players receive. In this 
  instance, the GM can introduce the runes alongside key 
  organizations, NPCs, or even specific events, shaping 
  the nature of the campaign and what the players might 
  encounter. This also includes the added benefit of giving 
  a runic glossarY
  Bindrune – A rune that incorporates a number 
  of younger runes into a more complex rune that 
  carries a very specific meaning for a particular 
  individual, place, or event. Bindrunes may carry 
  blessings, curses, or even warnings. 
   – A standing stone covered with 
  runes. Most runestones commemorate heroes, 
   – Any significant language composed 
  Rhune: Dawn of Twilight, 
  Rhune: Dawn of Twilight, a vitkarr is 
  a master of the runes. It is also the term used to 
  describe someone that is compelled or “called” 
  by the runes. The vitkarr is also a prestige class 
   – A rune designed specifically to 
   – A simplified version of 
  the Elder Futhark, the younger Futhark contains 
  only sixteen runic symbols. It was popular from 
  
  6
  the GM time to canvas precisely where the player’s 
  interests lie and shape the runes to that interest. This is 
  a more passive introduction, but it ultimately one that 
  allows both the GM and the players the luxury of time, 
  both to seed a campaign and to research those seeds.
  As a player character discovery—Introducing the runes 
  directly through the player characters is a far more 
  direct method, but with the benefit of throwing your 
  party into the action right away. In this instance, the GM 
  might offer the runes as something the player characters 
  discover by accident (as part of treasure, as part of an 
  inheritance, or so on)—with another group actively 
  looking for them. This could put player characters 
  on the defensive, forcing them to try and understand 
  their recent acquisition while defending it from any 
  number of outside forces (both good or evil). Families, 
  universities, or even nations might covet the runes and 
  upon hearing of the player character’s discovery, seek 
  them out. Alternatively, the player characters might 
  discover a location or even a clue that hints at such a 
  discovery, once again forcing them on the defensive 
  with little to no information to aid them. While this is 
  a faster-paced and more active introduction, it has the 
  leaRninG the 
  Runes
  he significance of learning a particular rune will 
  depend on how prominently the runes play in a 
  campaign setting as a whole, but should always 
  represent a notable event nonetheless. In essence, learning 
  a rune means realizing its full potential and unlocking that 
  understanding in a manageable way. A player character 
  that does so will learn to use that rune not only to enhance 
  his understanding of its associated skill, but also how 
  it affects the arcane or divine magic associated with it. 
  While this will attract a high percentage of spellcasters 
  (who will seek to enhance their own spells with the runes), 
  party into the action right away. In this instance, the GM 
  might offer the runes as something the player characters 
  discover by accident (as part of treasure, as part of an 
  inheritance, or so on)—with another group actively 
  looking for them. This could put player characters 
  on the defensive, forcing them to try and understand 
  their recent acquisition while defending it from any 
  number of outside forces (both good or evil). Families, 
  universities, or even nations might covet the runes and 
  upon hearing of the player character’s discovery, seek 
  them out. Alternatively, the player characters might 
  discover a location or even a clue that hints at such a 
  discovery, once again forcing them on the defensive 
  with little to no information to aid them. While this is 
  a faster-paced and more active introduction, it has the 
  campaign setting as a whole, but should always 
  represent a notable event nonetheless. In essence, learning 
  a rune means realizing its full potential and unlocking that 
  understanding in a manageable way. A player character 
  that does so will learn to use that rune not only to enhance 
  his understanding of its associated skill, but also how 
  it affects the arcane or divine magic associated with it. 
  While this will attract a high percentage of spellcasters 
  (who will seek to enhance their own spells with the runes), 
  benefit of emphasizing the overall importance of the 
  runes emerging in a given campaign.
  As a monumental event—Whether you introduce 
  the runes directly through the player characters 
  or through a background channel, having 
  this information quickly spread the globe 
  can shape how important the player 
  characters view this discovery. If you make 
  the discovery a monumental event with a 
  high level of publicity, then you’re bound 
  to place a higher level of importance on 
  it. Introducing the runes in this manner 
  means whoever discovers them has either 
  access to mass-communication, did so in a 
  very public place, or has had a long, public 
  involvement with the runes. This is generally 
  a safe way to introduce the runes in a high-
  magic or modern campaign, where global 
  communication is as prevalent as an interest 
  in the ancient past.
  non-casters who learn the runes will invariably 
  enhance their natural defense against said magic, 
  as well.
  Unlike most spells or skills, player characters 
  can only learn a limited number of runes. There 
  are two methods by which player characters 
  learn the runes. 
  The first method is called the primary 
  ability method. When a player character 
  encounters and attempts to learn their first 
  rune, they must select one non-physical 
  ability score (Charisma, Intelligence, or 
  Wisdom). They may then learn a total 
  number of elder runes equal to this ability 
  score’s modifier. Regardless of their future 
  class choices or ability score advancements, 
  this ability score determines the number 
  of runes they can know and once selected, 
  cannot be changed. If the player character 
  loses access to this ability score or the 
  modifier is somehow reduced, the player 
  character also loses access to an associated 
  number of runes (chosen by the game master). 
  If this ability score is increased permanently 
  through character advancement (or other 
  means), the player characters can learn 
  additional runes. 
  The second method is called the linked score method. 
  This method ties the three types of runes to the individual 
  mental statistics, allowing player characters to learn a 
  number of runes equal to each bonus type. In this instance, 
  the World Runes are tied to the character’s Intelligence 
  modifier, the God Runes to the character’s Wisdom 
  modifier, and the Heart Runes to the character’s Charisma 
  modifier. This method allows each player character to learn 
  a larger number of runes, but limits them based on type 
  and association. 
  As a hidden event—If you choose to introduce the 
  runes into a campaign quietly, you should consider 
  keeping the event isolated. In this campaign, the 
  runes are likely discovered by covert organizations 
  or means, with shadow governments or religious 
  orders competing directly for the runes. If the player 
  characters discover the runes, then they are likely to 
  do so by accident or in secret. This introduction is best 
  coupled with low-magic campaigns or with settings 
  where the runes are hidden. This introduction offers 
  the luxury of time coupled with intrigue.
  
  7
  Regardless of which method is used, learning a rune 
  takes one week of study and requires the player character 
  to make an ability score check (using the ability score tied 
  to their rune). The DC of this check is equal to DC 15 (+ 2 
  for every rune the player character already knows). The 
  player character may add his character level to this roll. If 
  the player fails this attempt, they must study the rune an 
  additional week, increasing the DC by 2 in the process. If 
  they fail a second attempt, they must wait until they gain 
  an additional level (hit die). 
  Example: 
  Jarl Stonefist is a 5th level cleric with a wisdom score of 
  16. He already knows 1 rune. While exploring the ruins of 
  South Pointe, he discovers an Elhaz rune. He pockets the 
  rune and studies it for a week. At the end of the week, he 
  attempts to learn it. He rolls a 6, adds 3 for his wisdom 
  modifier, and another 5 for his character level. His total 
  of 14 is not high enough (DC 17) to learn the rune, so he 
  must wait another week. At the end of his second week, 
  he rolls a 14, adds 3 for his wisdom modifier, and 5 for his 
  character level. He gets a 22 (the DC is 19) and learns the 
  rune. If he had failed again, he would have had to wait 
  until he gained another level (hit die) to attempt to learn 
  the rune.
  Rune 
  descRiptions
  he following descriptions give a basic overview 
  of the runes alongside a series of suggestions—
  including an associated clerical domain, skill, and 
  two different spells. Game masters are encouraged to use 
  whatever associations they feel are appropriate for their 
  individual campaigns. 
  Name of the Rune—This is the common name of the rune.
  Type—Each rune is a God (Wisdom) Rune, Heart (Charisma) Rune, or 
  World (Intelligence) Rune. These types are associated with an ability 
  score, as well. 
  Domain—This is the domain associated with the rune. If a character 
  learns this particular rune and has access to the associated domain, 
  he can cast spells from that domain at +1 CL. If the character does not 
  cast spells, he gains a +1 save against spells from that domain. No 
  character can enjoy both benefits and must choose once they learn the 
  particular rune.
  ELDER RUNE
  Greater Spell Key (spell) Once per day, the caster can apply one of 
  the following metamagic benefits—dazing*,  maximize, persistent*, 
  quicken, reach*, or widen as if she possessed the appropriate 
  metamagic feat. If the character cannot cast the listed spell, it gains a 
  +4 bonus to save (when applicable) against that particular spell.
  YOUNGER RUNE
  Skill Key (skill) Characters treat the listed skill as if it were a class 
  skill. If the listed skill is already a class skill, the character gains a +2 
  competence bonus to that skill instead.
  Lesser Spell Key (spell) Once per day, the caster can apply one of the 
  following metamagic benefits—bouncing*, disruptive*, ectoplasmic*, 
  elemental*, empower, enlarge, focused*, intensified*, lingering*, 
  selective*, sicken*,  or still as if she possessed the appropriate 
  metamagic feat. If the character cannot cast the listed spell, he gains 
  a +2 bonus to save (when applicable) against that particular spell 
  instead.
  Fehu
  Type World Rune—Rune of Wealth
  Domain Trade*
  ELDER RUNE
  Greater Spell Key Treasure Stitching*
  YOUNGER RUNE
  Skill Key Appraise
  Lesser Spell Key Glitterdust
  “And from Midgard the Dwarves did bring treasures 
  untold. And with forges red and bright did they turn 
  them into art of Mithral and Gold. And the kings and 
  princes bore them with pride. With these little treasures 
  did men ride.”
  Fehu is the rune of cattle, wealth, and gold. It is generally 
  inscribed into items of wealth or incorporated into spells 
  the caster will use to seek out wealth. It said to bring good 
  fortune to those that possess it. 
  In addition to its normal benefits, characters that know 
  the Fehu rune gain a +1 competence bonus to Perception 
  skill checks to find hidden treasure.
  Uruz
  Type World Rune—Rune of the Wild 
  Beast
  Domain Animal
  ELDER RUNE
  Greater Spell Key Aspect of the Wolf*
  YOUNGER RUNE
  Skill Key Handle Animal
  Lesser Spell Key Charm Animal
  “The Wild Aurachs, roving through bog and moor. Tearing 
  at the underbrush, raging wild and free, the great beasts 
  tore the land with their mighty horns.”
  Uruz is the rune of wild beasts and untamed spirits. It is 
  generally inscribed into items dealing with war or combat, 
  as many believe it brings courage, endurance, and strength 
  to its wearer.
  In addition to its normal benefits, characters that know 
  the Uruz rune gain a +1 competence bonus to CMB rolls to 
  break free from a grapple.
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  8
  Thurisaz
  Type World Rune—Rune of the Giants
  Domain Strength
  ELDER RUNE
  Greater Spell Key Giant Form
  YOUNGER RUNE
  Skill Key Climb
  Lesser Spell Key Bull’s Strength
  “The faithful of the Thrall Lords come swinging mighty 
  hammers. They made war on man and they made war on 
  the Æssinyr. They make war on the Heavens, cursing all 
  with blows from their mighty clubs.”
  Thurisaz is the rune of the giants and is frequently 
  associated with the Thrall Lords and chaos. It is often 
  believed to be a bad omen, although some vitkarr believe it 
  brings strength and can remove fear.
  In addition to its normal benefits, characters possessing 
  (and visibly displaying) the Thurisaz rune gain a +1 
  competence bonus to Intimidate skill checks. 
  Ansuz
  Type God Rune—Rune of the Sovereign 
  God
  Domain Rune
  ELDER RUNE
  Greater Spell Key Project Image
  YOUNGER RUNE
  Skill Key Diplomacy
  Lesser Spell Key Magic Mouth
  “The All-Father smiled and the Sun and Stars were 
  born. The All-Father smiled and buried in the earth the 
  secret Runes. The All-Father smiled and the sun burst 
  aflame. The Lord of Light and of the Deep Places, eternal 
  remains.”
  Ansuz is known as the rune of Oridynn, but is also 
  associated with messages, the mouth, and wisdom that is 
  passed down verbally. It is frequently inscribed into the 
  foundations of places of learning or where people seek 
  prophecies.
  In addition to its normal benefits, characters that know 
  the Ansuz rune gain a +1 competence bonus to Bluff skill 
  checks to pass on secret messages to their allies. 
  Raidho
  Type Heart Rune—Rune of the Journey
  Domain Travel
  ELDER RUNE
  Greater Spell Key Teleport, Greater
  YOUNGER RUNE
  Skill Key Knowledge (geography)
  Lesser Spell Key Expeditious Retreat
  “They have journeyed near and they have traveled far. 
  By horse, by wagon, and by boat do they search Rhune, 
  ever expanding. Ever onward they journey, ever onward 
  they journey.”
  Raidho is the rune of the journey and associated with 
  the act of traveling into new lands. It is associated with 
  expanding the self by crossing borders and the change that 
  comes with departure. It is also associated with the color 
  red.
  In addition to its normal benefits, characters that know 
  the Raidho rune gain a +1 competence bonus to Acrobatics 
  skill checks to cross slippery surfaces or while in difficult 
  terrain.
  Kenaz
  Type Heart Rune—Rune of the Torch
  Domain Fire
  ELDER RUNE
  Greater Spell Key Flame Strike
  YOUNGER RUNE
  Skill Key Perform
  Lesser Spell Key Continual Flame
  “The Flame of Inspiration is the torch of the hallowed 
  hall. In every kingdom and in every noble place, it burns 
  bright. By the will of the heroes it burns ever brighter.”
  Kenaz is the rune of inspiration and is associated with 
  artistic works of all sorts. It is frequently inscribed in 
  the halls of great families, where it is believed to inspire 
  kings and skalds alike. It is also associated with wounds, 
  specifically ulcers.
  In addition to its normal benefits, characters that know 
  the Kenaz rune gain a +1 competence bonus to Heal skill 
  checks to treat deadly wounds.
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  9
  Gebo
  Type Heart Rune—Rune of the Hidden 
  Gift
  Domain Darkness
  ELDER RUNE
  Greater Spell Key Limited Wish
  YOUNGER RUNE
  Skill Key Perception
  Lesser Spell Key Darkness
  “In the secret places of Midgard and in the secret places 
  of the stars, they hid the gifts. Gifts for the ælves, gifts for 
  the dwarves, and gifts for the men. They hid the gifts of 
  beauty and the gifts of darkness in strange forests.”
  Gebo is known as the Gift Rune and represents unlocked 
  potential. It is the hidden source that great men draw 
  strength from and is frequently etched into items intended 
  to harness powerful forces. In most cases, Gebo represents 
  great ability, talent, or drive. Gebo is sometimes associated 
  with darkness and the unknown.
  In addition to its normal benefits, characters that know 
  the Gebo rune gain a +1 competence bonus to Will saves to 
  resist charm and compulsion effects.
  Wunjo
  Type God Rune—Rune of Joy
  Domain Community
  ELDER RUNE
  Greater Spell Key Blessing of Fervor*
  YOUNGER RUNE
  Skill Key Knowledge (local)
  Lesser Spell Key Bless
  “Ever happy is he that knows harmony. Ever joyful is the 
  hero who does the good. Ever happy is the clan that does 
  not bend on broken knee.”
  Wunjo is the rune of joy and harmony. It represents the 
  collective strength of a family, tribe, or lodge—and the joy 
  experienced by that community when it struggles together. 
  It is often associated with light, joy, and the success of a 
  hero.
  In addition to its normal benefits, characters that know 
  the Wunjo rune gain a +1 competence bonus to Diplomacy 
  skill checks when representing a group of ten or more 
  people.
  Hagalaz
  Type World Rune—Rune of Midgard
  Domain Storms*
  ELDER RUNE
  Greater Spell Key Storm of Vengeance
  YOUNGER RUNE
  Skill Key Knowledge (planes)
  Lesser Spell Key Call Lightning
  “For all the World is hidden in the seed of the hailstone, 
  the dawn of winter. From The Great Tree does the world 
  spring, and to the World does The Great Tree go in the 
  dawn of twilight.”
  Hagalaz is a complex rune. Although it represents hail, 
  destruction, and the coming storm, it also represents the 
  whole of Midgard. It is sometimes called the Seed Rune, 
  as it represents the whole of the prime material plane. 
  Stormbound druids often wear this rune and frequently 
  carve it in places linked to wild storms.
  In addition to its normal benefits, characters that know 
  the Hagalaz rune gain a +1 competence bonus to Survival 
  skill checks to predict stormy weather.
  Nauthiz
  Type Heart Rune—Rune of Struggle
  Domain Resolve*
  ELDER RUNE
  Greater Spell Key Geas/Quest
  YOUNGER RUNE
  Skill Key Survival
  Lesser Spell Key Bear’s Endurance
  “Great need commands the hero to rise above the common 
  man. To search the ancient places, to uncover the way, 
  and to stand like a shining one in the final days.”
  Nauthiz is the need rune and represents compulsion, desire, 
  and drive. To the more learned, it represents the very hero 
  himself, who from some great need, is driven beyond the 
  bounds of a common life and into a life of adventure.
  In addition to its normal benefits, characters that know 
  the Nauthiz rune gain a +1 competence bonus to saves to 
  resist death effects.
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  10
  Eihwaz
  Type Heart Rune—Rune of The Great 
  Tree
  Domain Plant
  ELDER RUNE
  Greater Spell Key Liveoak
  YOUNGER RUNE
  Skill Key Knowledge (nature)
  Lesser Spell Key Speak with Plants
  “Its roots dig deep into the realm under Rhune. Its limbs 
  climb toward the Heavens. It stands betwixt and between 
  the all and the nothing. It stands on the horizon of dusk 
  eternal.”
  Eihwaz is the rune of The Great Tree and represents the 
  yew tree, as well as bows (and crossbows) made from it. 
  Both the ælves and the dwarves hold this rune in high 
  regard, associating it with magic, deflection, and foresight.
  In addition to its normal benefits, characters that know 
  the Eihwaz rune gain a +1 competence bonus to Survival 
  skill checks to identify edible foods when scavenging in the 
  wild. 
  Perthro
  Type God Rune—Rune of the Deep 
  Well
  Domain Protean*
  ELDER RUNE
  Greater Spell Key Legend Lore
  YOUNGER RUNE
  Skill Key Knowledge (arcana)
  Lesser Spell Key Arcane Sight
  “Buried deep in the darkness, it is the source of many 
  mysteries. From this well, the Æssinyr draw inspiration. 
  Into this well men and skalds gaze, seeking to know.”
  Perthro is the rune of the deep well. It represents a number 
  of mundane actions, including gambling and drinking 
  vessels. It is better known as the rune of mystery, where it 
  represents divination by gazing into deep places or out into 
  the ocean. It also represents the mystery of alchemy.
  In addition to its normal benefits, characters that know 
  the Perthro rune gain a +1 competence bonus to Craft 
  (alchemy) skill checks to create oils and potions.
  Isa
  Type God Rune—Rune of Ice
  Domain Ice*
  ELDER RUNE
  Greater Spell Key Polar Ray
  YOUNGER RUNE
  Skill Key Intimidate
  Lesser Spell Key Cone of Cold
  “In stillness and dark, beyond death and the pale, the 
  Long Winter’s reign prevails. With the coming of fire, the 
  landscape is changed, but the secrets of winter forever 
  remain.”
  Isa is the rune of ice and represents ice, the cold, winter, 
  and even stagnation. In some circles, it also represents the 
  potential inherent in the stillness of frozen soil. Isa also 
  represents the far, cold north and many associate this rune 
  with the more barbaric aspects of the wintery realms.
  In addition to its normal benefits, characters that know 
  the Isa rune gain a +1 competence bonus to saves against 
  spells with the cold descriptor.
  Jera
  Type World Rune—Rune of the 
  Seasons
  Domain Seasons*
  ELDER RUNE
  Greater Spell Key Control Winds
  YOUNGER RUNE
  Skill Key Survival
  Lesser Spell Key Endure Elements
  “From spring to summer and back again, the sun does 
  wax and wane forever. Until the Long Winter takes all of 
  Rhune, so will the seasons mark the passing.”
  Jera is the rune of the seasons and is frequently known as 
  the harvest rune. It is the rune of completion and often 
  used in bindrunes designed to operate at specific times. As 
  a rune that represents fruition, Jera is used in documents 
  and to mark special events—especially when they occur 
  annually.
  In addition to its normal benefits, characters that know 
  the Jera rune gain a +1 competence bonus to Knowledge 
  (history) skill checks to recall specific rites or ceremonies.
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  11
  Elhaz
  Type Heart Rune—Rune of the Bridge
  Domain Travel
  ELDER RUNE
  Greater Spell Key Plane Shift
  YOUNGER RUNE
  Skill Key Knowledge (planes)
  Lesser Spell Key Dimension Door
  “It joins places, rent from birth or war, and brings servants 
  to their masters. It connects the heavens to Midgard, and 
  promises men many journeys.”
  Elhaz is sometimes called the elk rune. It represents 
  safety, growth, and routes that pass over difficult terrain 
  or events. Elhaz is often associated with travel in the 
  divine realms and vitkarr inscribe it on items that grant 
  protection from harmful, outside forces.
  In addition to its normal benefits, characters that know 
  the Elhaz rune gain a +1 competence bonus to Knowledge 
  skill checks to identify fey and other outsiders that inhabit 
  The Great Tree.
  Sowilo
  Type God Rune—Rune of the Sun
  Domain Sun
  ELDER RUNE
  Greater Spell Key Fire Storm
  YOUNGER RUNE
  Skill Key Knowledge (nobility)
  Lesser Spell Key Searing Light
  “Ever bright the sun does shine, leading the way for those 
  who seek perfection. Ever bright the sun does shine for 
  the humble farmer, able soldier, and pious warden. Ever 
  bright does shine the sun, on all of Rhune and beyond. 
  Dægr smiles.”
  Sowilo is the sun rune and associated, almost universally, 
  with the god Dægr. The rune is associated with strength, 
  martial might, and victory in battle, as well. It is frequently 
  inscribed on items that are used in war, especially axes and 
  swords.
  In addition to its normal benefits, characters that know 
  the Sowilo rune gain a +1 competence bonus to Will saves 
  against fear effects.
  Tiwaz
  Type God Rune—Rune of the Star
  Domain Night*
  ELDER RUNE
  Greater Spell Key Shadow Walk
  YOUNGER RUNE
  Skill Key Stealth
  Lesser Spell Key Darkness
  “The Star shines and lights the way, by night but not by 
  day. Alnara rules Heaven’s night, and all her creatures 
  smile. In dancing and in drinking, from dusk until the 
  dawn, all under the star, her justice is on the heart of 
  every noble.”
  Tiwaz is a complex rune associated with a number of 
  meanings. Although it is frequently associated with the 
  starry night, it is also associated with tactical genius, 
  bravery, and daring acts. It is a festive rune associated 
  most notably with Alnara and her sense of compassion. It is 
  sometimes called the sword rune.
  In addition to its normal benefits, characters that know 
  the Tiwaz rune gain a +1 competence bonus to Perception 
  skill checks at night.
  Berkano
  Type God Rune—Rune of the Triple 
  Goddess
  Domain Fate*
  ELDER RUNE
  Greater Spell Key Cloak of Dreams*
  YOUNGER RUNE
  Skill Key Knowledge (religion)
  Lesser Spell Key Owl’s Wisdom
  “Nayadia in the chalice, Alnara of the ælves and night’s 
  secret embrace. She is ever the lover, to kindred and kin 
  alike. Velluna-Akka is her vengeance, when she is angered 
  and out of sorts.”
  Berkano is the rune of the feminine Æssinyr. It is often 
  called the rune of the Triple Goddess or rune of the fertile 
  fields. It represents birth, growth, plants, fertile lands, 
  beauty, and secret places of power. The clergy of Velluna-
  Akka hold this rune in special regard.
  In addition to its normal benefits, characters that know 
  the Berkano rune gain a +1 competence bonus to Diplomacy 
  checks to influence members of the opposite sex.
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  12
  Elwaz
  Type World Rune—Rune of the Horse
  Domain Animal
  ELDER RUNE
  Greater Spell Key Phantom Steed
  YOUNGER RUNE
  Skill Key Ride
  Lesser Spell Key Mount
  “Upon the plains and the fields the many run, spirit of the 
  earth in their bones. Before men walked Rhune, the horse 
  was a noble creature still.”
  Elwaz is the rune of the horse and is associated with 
  quick creatures, especially when they carry important 
  information. Many vitkarr inscribe this rune onto the 
  riding equipment they use, believing it brings good luck. 
  Elwaz is also associated with confidence and loyalty, both of 
  which are evident in fine horses.
  In addition to its normal benefits, characters that know 
  the Elwaz rune gain a +1 competence bonus to Knowledge 
  (nobility) skill checks to identify aristocracy with a 
  reputation for disloyalty.
  Mannaz
  Type Heart Rune—Rune of Men
  Domain Community
  ELDER RUNE
  Greater Spell Key Tongues
  YOUNGER RUNE
  Skill Key Knowledge (local)
  Lesser Spell Key Comprehend 
  Languages
  “Of Runes and Men so do the skalds sing, children of the 
  Noble Æssinyr, ever onward do they spring. After dwarves 
  and ælves, men did come. To stand like stones in the river 
  of chaos, to turn back the Fel Horde at the end of a winter 
  long.”
  Mannaz is known as the rune of mankind. It is not 
  associated with a particular ethnicity, but is instead 
  ascribed to the whole of humanity, representing dwarves 
  and ælves alike. It is sometimes associated with apotheosis 
  of the soul through directed, intelligent actions.
  In addition to its normal benefits, characters that know 
  the Mannaz rune gain a +1 competence bonus to Linguistic 
  skill checks.
  Laguz
  Type World Rune—Rune of the Deep 
  Water
  Domain Water
  ELDER RUNE
  Greater Spell Key World Wave*
  YOUNGER RUNE
  Skill Key Profession (sailor)
  Lesser Spell Key Water Breathing
  “Buried chaotic, cold places. Ever changing drowned in 
  its depth. It is a constant that even Mhamnoch fears.”
  Laguz is the rune of the water and is associated with bodies 
  of water, both big and small. It is also associated with 
  uncontrolled emotions, psychic abilities, and intuitive 
  (instead of rational) choices. Laguz is also associated with 
  the unseen depths and drowning, and by extension, the 
  Thrall Lord Mhamnoch.
  In addition to its normal benefits, characters that know 
  the Laguz rune gain a +1 dodge bonus to AC while aboard 
  seafaring vessels.
  Ingwaz
  Type God Rune—Rune of the Temple
  Domain Protection
  ELDER RUNE
  Greater Spell Key Hallow
  YOUNGER RUNE
  Skill Key Knowledge (religion)
  Lesser Spell Key Sanctuary
  “Held high in his honor, the Great Builder builds. He 
  crafts day and night, for the perfect place, to honor the 
  Æssinyr above men. A sanctuary comes into being.”
  Ingwaz is sometimes called the unity rune. It is used in 
  temples and other places of peace or quiet meditation. 
  It is also inscribed in places where people seek harmony 
  and unity, especially after great battles. It is sometimes 
  believed to bring healing. It is sometimes associated with 
  the valkyries.
  In addition to its normal benefits, characters that 
  know the Ingwaz rune gain a +1 competence bonus to 
  Concentration checks.
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  13
  Dagaz
  Type World Rune—Rune of the Day
  Domain Day*
  ELDER RUNE
  Greater Spell Key Sunburst
  YOUNGER RUNE
  Skill Key Survival
  Lesser Spell Key Daylight
  “Bright comes the sun, the warmth of morning to cheer 
  our faces. He warms the earth and makes her green with 
  joy. He burns those that anger him.”
  Dagaz is the rune of the day. It represents daylight, dawn, 
  radical change, and breakthroughs that enlighten. It 
  signifies brightness and most vitkarr etch it into items 
  used to dispel darkness and ignorance. The Dagaz rune also 
  represents the Æssinyrs’ victory over their dark siblings at 
  Ragnarök. 
  In addition to its normal benefits, characters that know 
  the Dagaz rune gain a +1 competence bonus to saving 
  throws against spells with the darkness descriptor.
  Othala
  Type Heart Rune—Rune of the Old 
  Lands
  Domain Knowledge
  ELDER RUNE
  Greater Spell Key Time Stop
  YOUNGER RUNE
  Skill Key Knowledge (history)
  Lesser Spell Key Slow
  “From the Old Lands we come. From deep mountains, 
  ancient seas, and cold ground we hail! Our hearts shall 
  seek these places again. We shall ever seek these places 
  again.” 
  Othala is the rune of the old lands. It represents hereditary 
  holdings, ancestral property, land, and a love of homeland. 
  In some circles, it represents the act of acquisition, both by 
  sword and by beneficial trading. To some, it represents the 
  ideal land, the place harmonized with the people that dwell 
  in it.
  In addition to its normal benefits, characters that know 
  the Othala rune gain a +1 competence bonus to Perception 
  skill checks to discover hidden passages into ancient or 
  ancestral places.
  the GRand 
  GaldR
  kalds tell of an ancient time—before the Thrall Lords 
  fell—when all runic lore was one. Skalds say that the 
  Æssinyr gave the dwarves, ælves, and giants a piece of 
  their divine knowledge, binding it into a single sacred text 
  called the Grand Galdr. 
  The Grand Galdr was a collection of poetry, songs, and 
  spells that taught the primeval races countless secrets. 
  With this knowledge, they learned to mimic the arts that 
  the gods themselves cherished, carving out kingdoms 
  where they could learn all the gods had to share. It gave 
  them power—some say unbelievable power—and that 
  power became the foundation of all the runic lore and 
  magic known today. 
  Those same skalds, however, say this glorious gift was 
  ultimately a burden too tempting to keep peacefully. Over 
  time, each of the three races began to covet it. Eventually, 
  it drove them apart. Before it did, however, each is said to 
  have copied a portion of it. The giants and their kin, ever 
  primordial and chaotic, copied the elemental runes into 
  a tome they called the Galdrasvid. The ælves, delicate and 
  graceful, copied the runes of beauty and travel into a tome 
  they called Galrdain. The dwarves—who favored runes of 
  crafting, forging, and ancient lore—copied the runes closest 
  to their hearts, creating a tome called Galdrdvalin.
  Othala is the rune of the old lands. It represents hereditary 
  holdings, ancestral property, land, and a love of homeland. 
  In some circles, it represents the act of acquisition, both by 
  sword and by beneficial trading. To some, it represents the 
  ideal land, the place harmonized with the people that dwell 
  * See the Pathfinder Roleplaying Game Advanced Player’s Guide.
  
  14
  the GaldRdvalin
  Whether the story of the Grand Galdr is true or not, the 
  dwarves of today do indeed posses a massive tome, hidden 
  in the deeps below Rhuneheim, that contains nearly all of 
  their collective wisdom. They call this book the Galdrdvalin 
  and only the most respected scholars (many of them 
  vitkarrs—or Rune Masters to the profane) ever lay eyes on 
  it. 
  the GaldRdain
  Today, the ælves have a tome they call Galdrdain, hidden 
  deep within the Moonwalde—and from it springs all of their 
  wonders. This text is the source of much of their magic and 
  philosophy, a lifestyle that aches to blend everything into 
  one seemingly endless piece of symbiotic artwork.
  the GaldRasvid
  The giants, now dark servants bound to the Thrall Lords, 
  have Galdrasvid hidden far in the north—and with it they 
  bind the darkest denizens of the icy north. A great beast, its 
  scales carved from the blackest ice, is said to guard it.
  Runic spells
  hile the dwarves have safeguarded Galdrdvalin 
  in their deepest halls, many still use the text to 
  accomplish great feats of magic. It is with this 
  book that the dwarves craft their goods, creating magic in 
  their homes, on their weapons, and in their temples. Those 
  lucky enough to study from the text (or one of its lesser 
  copies; mithral tomes called Codex Runar) can expect to 
  learn much, including how to identify and activate the rune 
  stones. Two of the most common spells from the Codex 
  Runar follow.
  Analyze Rune
  Divination
  Level: Brd 0, Clr 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area or Target: 1 creature
  Duration: 10 min/level
  Saving Throw: None
  When cast, you gain the ability to decipher magical runes for the 
  duration. You can read runes at a rate of 1 page (250 words) a minute 
  or examine an equivalent-sized item (see chart). In addition, the 
  caster gains a +2 to the next Knowledge (arcana) check he makes to 
  identify the rune’s effect. This spell does not, however, allow the caster 
  to activate the runes, although it may cause you to trigger traps and 
  glyphs that target the reader as normal. 
  Pages
  Object
  Time to read
  1
  1 small-sized object
  1 minute
  2
  1 medium-sized object
  2 minutes
  4
  1 large-sized object
  4 minutes
  Runewise
  Divination
  Level: Brd 1, Clr 1, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area or Target: 1 inactive rune
  Duration: 1 min/level
  Saving Throw: None
  When cast, this spell allows the caster to tap into the runic current, 
  granting him ancient knowledge of the runes. As a result, the caster 
  gains a +10 to his next Spellcraft check to activate a rune or rune 
  stone. Once the caster activates a rune, this spell is discharged. This 
  spell does not convey the meaning of the rune, and if the rune targets 
  the caster with a harmful effect, the caster suffers a -2 to save against 
  that effect. 
  The material component of this spell is a small piece of hematite worth 
  1 gp. It is consumed in the casting.
  scales carved from the blackest ice, is said to guard it.
  
  15
  the Runestones
  hile younger runes are carved into armor, 
  weapons, and in rare cases, even tattooed, none 
  are as potent as the ancient rune stones that 
  dot the lands of Midgard. Heralds of an ancient time, rune 
  stones are monuments to the Age of Myth and the potent 
  magic contained in the Grand Galdr. 
   Unlike the younger runes (and the arcane formulas that 
  are based on them), the rune stones are permanent magical 
  monuments that nearly anyone capable of manipulating 
  arcane or divine energy can activate. Most are raised 
  stones, with ornate, colorful runes carved in spirals around 
  the circumference. Others are carefully preserved trees, 
  columns, or statues with ancient runic inscriptions. 
  Activating rune stones requires two things: a spellcraft 
  check (the DC is listed for each stone) and an investment of 
  magical (arcane or divine) energy. To activate a rune stone, 
  the character must physically touch the stone and imbue 
  it with his or her own energy, sacrificing a number of 
  prepared spells (or spell slots) equal to the level of the rune 
  stone. Doing so activates the rune stone for 1 minute.
  Rune Stone  
  of the Blessed Anvil
  Abjuration
  Level 5th level (DC 25)
  Area or Target 60 ft. circle, 
  centered on the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw none
  Spell Resistance yes; harmless
  Common among the dwarves of the Forgestone Mountains, 
  this rune stone is often fixed at the entrances to their grand 
  halls and within their sacred temples. It appears as a 3 ft. 
  pillar, etched with silver runes that encircle a carved, stone 
  anvil. The sacred names of the Æssinyr surround the anvil.
  When activated, this rune stone bestows DR 3/silver upon 
  all of your allies within range. Any allies that leave the 
  area lose this protection. If they return to the area of effect 
  while the rune is active, they regain this protection.
  Rune Stone of the 
  Hall’s Fiery Defense 
  Evocation (Fire) 
  Level 3rd level (DC 23)
  Area or Target 30 ft. cone-
  shaped burst, originating from 
  the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw Fortitude (DC 23) 
  negates fatigue, ½ damage
  Spell Resistance no 
  Frequently constructed at defensive choke points, this 
  obsidian pillar is covered in dark, dull runes.
  When activated, this rune stone fills a cone-shaped area 
  in front of it with superheated air, fatiguing anyone in the 
  area. In addition, anyone in the area of effect takes 2d4 
  points of lethal damage (fire) each round. A successful Fort 
  save reduces this damage by half and removes the fatigue. 
  Enemies wearing medium or heavier armor suffer a -4 to 
  this save.
  Rune Stone 
  of the Holy Fire 
  Abjuration 
  Level 4th level (DC 24)
  Area or Target 30 ft. circle, 
  centered on the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw none
  Spell Resistance yes; harmless
  This grand, fixed stone pillar is covered in bright, copper-
  colored runes. It is found most commonly in the deepest 
  reaches of the earth, close to places where lava flows freely. 
  It is frequently found in the temples of Velash.
  When activated, this rune stone bestows energy 
  resistance 10 (fire) upon all of your allies within range. In 
  addition, your allies gain a +4 to saves against spells with 
  the fire descriptor. Any allies that leave the area lose this 
  protection. If they return to the area of effect while the 
  rune is active, they regain this protection.
  
  16
  Rune Stone 
  of the Sacred Champion
  Enchantment (compulsion) [mind 
  affecting]
  Level 3rd level (DC 23)
  Area or Target 30 ft. circle, 
  centered on the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw none
  Spell Resistance yes; harmless
  This black pillar is covered in intricate, red runes and foul 
  ichors. Common to the barbarian tribes of the north, it is 
  sometimes mistaken for a totem or primitive altar. It is 
  frequently a rallying point for those that defend the Fel 
  Kingdom.
  When activated, this rune stone bestows a +4 sacred 
  bonus to hit and damage to all allies within the area of 
  effect. Any allies that leave the area lose this bonus. If they 
  return to the area of effect while the rune is active, they 
  regain this bonus.
  Rune Stone  
  of the Two Ravens
  Transmutation
  Level 3rd level rune stone (DC 
  23)
  Area or Target 30 ft. circle, 
  centered on the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw none
  Spell Resistance yes; harmless
  This black and gray, fixed pillar is covered in interlocking 
  runes that describe two ravens atop a throne. 
  When activated, this rune stone bestows a +4 sacred 
  bonus to Will and Fort saves within the area of effect. Any 
  allies that leave the area lose this bonus. If they return to 
  the area of effect while the rune is active, they regain this 
  bonus.
  Rune Stone  
  of the Wooden Heart 
  Abjuration
  Level 6th level rune stone 
  (DC 26)
  Area or Target 60 ft. circle, 
  centered on the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw none
  Spell Resistance yes; harmless
  This wooden pillar is encircled in a spiral of carefully 
  carved runes; each one dyed a deep red. Often, when a 
  sacred tree is felled, the base is turned into this rune stone.
  When activated, this rune stone bestows DR 5/wood 
  upon all of your allies within range. Any allies that leave 
  the area lose this protection. If they return to the area of 
  effect while the rune is active, they regain this protection.
  Rune Stone  
  of the Zealous Champion
  Abjuration 
  Level 8th level rune stone 
  (DC 28)
  Area or Target 60 ft. circle, 
  centered on the rune stone
  Duration permanent; 1 minute 
  per activation
  Saving Throw none
  Spell Resistance yes; harmless
  This massive, granite pillar stands nearly 8’ and occupies a 
  five-foot square. It is covered in gold and silver runes. 
  When activated, this greater rune stone bestows several 
  benefits. First, it provides all of your allies with fast healing 
  2. Secondly, it provides a +4 luck bonus to AC. Lastly, it 
  provides allies with spell resistance 15.  Any allies that 
  leave the area lose these bonuses. If they return to the area 
  of effect while this rune stone is active, they regain these 
  bonuses.
  
  17
  the vitkaRR:  
  a Runic pRestiGe class
  itkarr are individuals with a single focus—acquiring 
  a deep command of the runes. While many are 
  ælves or dwarves, even humans find themselves 
  drawn to it. Regardless of race or kingdom, all vitkarr 
  class skills
  The vitkarr’s class skills (and the key ability for each skill) 
  are Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Knowledge (arcana) (Int), Knowledge (history) (Int), 
  Knowledge (religion) (Int), Perform (oratory) (Cha), Sense 
  Motive (Wis), and Spellcraft (Int).
  Skill Ranks at Each Level: 6 + Int modifier.
  class featuRes
  class featuRes
  understand that the runes are the truth 
  behind arcane and divine magic, and that 
  knowing how to read them is the greatest 
  of destinies. Some even say it is the will of 
  the Æssinyr.  
  Role
  Vitkarr fill a variety of roles in society, 
  acting as diplomats, historians, and 
  judges. Most kingdoms prize vitkarr and 
  court them appropriately. They are not, 
  however, pawns. They consider their 
  duties sacred and consider the whole 
  of their communities, often serving 
  the interests of the people before the 
  individual desires of a single king.
  Although they are highly regarded, 
  both for their knowledge and their 
  wisdom, not all choose to work within 
  their particular societies. Many, after 
  years of study, choose lives of solitude. 
  Some wander Rhune while others seclude 
  themselves.  
  aliGnment
  Vitkarr tend to come from all studious 
  environments that prize order and 
  discipline. They are not, however, slaves 
  to such. Many tend to be good, with a 
  tendency for neutrality. Few are chaotic. 
  Vitkarr are rarely evil.
  Hit Dice: d6
  RequiRements
  To qualify to become a vitkarr, a character must satisfy all 
  of the following criteria.
  Skills: Knowledge (arcana) 7 ranks, Knowledge (religion) 
  7 ranks, and Perform (oratory) 3 ranks.
  Feats: Craft Wand, Craft Wondrous Item, Skill Focus 
  (religion)
  Spellcasting: Able to cast 3rd-level arcane spells and 
  2nd-level divine spells. Must know at least 2 of the younger 
  runes.
  All of the following are the class features of the 
  vitkarr prestige class.
  Weapon and Armor Proficiency: Vitkarr do 
  not gain proficiency with any weapon or 
  armor.
  Spells per Day: When a vitkarr 
  level is gained, the character gains new 
  spells per day as if he had also gained 
  a level in any one arcane spellcasting 
  class he belonged to before he added 
  the vitkarr prestige class and any one 
  divine spellcasting class he belonged to 
  previously. He does not, however, gain 
  other benefits a character of that class 
  would have gained. This means that 
  he adds the level of vitkarr to the level 
  of whatever other arcane spellcasting 
  class and divine spellcasting class the 
  character has, then determines spells 
  per day, spells known, and caster level 
  accordingly. If a character had more 
  than one arcane spellcasting class or 
  more than one divine spellcasting class 
  before he became a vitkarr, he must 
  decide to which class he adds each 
  level of vitkarr to for the purpose of 
  determining spells per day.
  Runic discovery (Ex)—At 1st, 3rd, 
  and 5th level, the vitkarr may select a 
  runic discovery. 
  Defensive Rune—The vitkarr learns 
  to magically scribe a rune on a piece of 
  armor that grants a dodge bonus equal 
  to ½ the vitkarr’s class level (round up) to AC. Scribing this 
  rune is a standard action. This rune lasts 1 minute. The 
  Vitkarr may only have 1 defensive rune active at a time.
  Fire and Ice—The vitkarr adds his Wisdom modifier as a 
  bonus to damage whenever he casts spells with the Fire or 
  Cold descriptors.
  Galan—The vitkarr learns to ‘sing’ a single spell much 
  faster than normal. Choose a single spell with a casting time 
  of a standard action. The vitkarr may now cast this spell as 
  a swift action once per day. This spell must have a verbal 
  
  18
  component. The vitkarr can learn this discovery more than 
  once. Each time he does, it applies to a new spell.
  Offensive Rune—The vitkarr learns to magically scribe a 
  rune on a weapon that grants a luck bonus equal to ½ the 
  vitkarr’s class level (round up) to hit. Scribing this rune is a 
  standard action. This rune lasts 1 minute. Only 1 offensive 
  rune may exist at a time.
  Runic Insight—The vitkarr adds ½ of his class level (round 
  up) as an insight bonus to Initiative checks.
  Runic Knowledge—The vitkarr adds his class level as a 
  bonus to any Knowledge (arcana) or Spellcraft skill checks 
  made to identify runes.
  Runic Strength—The vitkarr adds his Strength modifier as 
  a bonus to his Fortitude saves and Survival skill checks.
  Runic Charm—The vitkarr adds his Charisma modifier as 
  a luck bonus to his Will saves and Sense Motive skill checks.
  Vitkarr’s Grace—The vitkarr adds his Charisma modifier 
  as a luck bonus to Reflex saves and Acrobatic skill checks. 
  Vitkarr’s Sight—The vitkarr adds his Intelligence modifier 
  as an insight bonus to Perception skill checks.
  Craft Rune Wand (Ex)—At 2nd level a vitkarr learns to 
  craft a Rune Wand, a wand that enhances his spellcasting 
  abilities. The Rune Wand can be used once per day to 
  cast any one spell that the vitkarr knows (and is capable 
  of casting), even if the spell is not prepared. This spell is 
  treated like any other spell cast by the vitkarr, including 
  casting time, duration, and other effects dependent on his 
  level.
  If the vitkarr was a wizard with a bonded object, he may 
  replace his original bonded object with the Rune Wand 
  at no cost. Creating a Rune Wand takes 4 days and costs 
  4000 gp.
  Craft Galdr (Ex)—At 5th level a vitkarr learns to craft a 
  book of incantations called a Galdr. This book functions for 
  the creator as a Blessed Book, while granting the vitkarr a 
  +2 bonus to a single ability score of his choice. The vitkarr 
  must keep the book in his possession to gain this bonus. 
  Creating a Galdr takes 6 days and costs 6000 gp.
  Level
  BAB
  Fort
  Reflex
  Will
  Special
  Spells/day
  1
  +0
  +1
  +0
  +1
  Runic 
  discovery
  +1 level of 
  existing
  2
  +1
  +1
  +0
  +2
  Craft rune 
  wand
  +1 level of 
  existing
  3
  +1
  +2
  +1
  +3
  Runic 
  discovery
  +1 level of 
  existing
  4
  +2
  +2
  +1
  +4
  Craft Galdr
  +1 level of 
  existing
  5
  +2
  +3
  +2
  +5
  Runic 
  Discovery
  +1 level of 
  existing
  
  19
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  Of Stave, Stone, and Heart – A Guide to the Runes for Game Masters. Copyright 2012, Storm Bunny Studios, LLC.
  
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