TEXT: Campaign
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  Rune Warden
  careful attention to form and structure. Basque takes a 
  more raw and primitive approach—a way of reaching 
  into the emotional core of universal symbology.
  Some of the symbols rune wardens employ derive 
  their power from interstitial entities, some from the 
  principles that drive the universe. Rune wardens can 
  tap into the primal essence of symbols to enact their 
  will upon the world. In recent years the flood of new 
  art forms from the First World has opened up new 
  methods of using this power; the concept of abstract 
  symbolization is one being heavily explored by Second 
  World rune wardens though it is not clear yet what 
  result this experimentation will have nor how fruitful 
  the efforts will turn out to be.
    Hit Die: d4.
    Action Points: 6 + 1/2 your character level (round 
  down)
  REQUIREMENTS
  To qualify to become a rune warden, a character must 
  fulfill all the following criteria.
  Craft (Visual Art): 8 ranks*
  Decipher Script: 4 ranks
  Forgery: 4 ranks
  Magic: Ability to cast 3rd level arcane spells.
  Special: You must be able to read and write at least 4 
  languages.
  Rune wardens practice their power through the use of 
  symbols. Symbols have meaning; names have power. 
  These truths have been known for a very long time. 
  In the Second World setting, New York is the city of 
  runes and is steeped in the power of the symbol. This 
  power spontaneously erupts onto the walls, intertwined 
  with the graffiti left by people is the graffiti left by the 
  city itself. Often kids, artists, and drunks will add their 
  own embellishments to the writing that has appeared, 
  so being clear on what is said by someone, and what 
  is directly channeled from the essence of the symbol, 
  is unclear. 
  In Second World New York, Randolph Chen and 
  Basque are the most well known and influential rune 
  wardens. They pursue different styles, though. Chen 
  practices runes in the Chinese calligraphy style, with a 
  RUNE WARDEN
  WHY A PRESTIGE CLASS?
  As a full-fledged spellcaster why not make rune war-
  dens a base class instead of a prestige class?
  One reason was to keep them more in line with the 
  other wardens—these are disciplines that a character 
  finds their way into. Also, many players are new, and 
  find it easier to get into the game by working in well-
  defined and familiar frameworks. Then, as the game 
  progresses, they might branch out and try some of 
  the more unusual or intricate rules.
  Finally, one advantage of a class like this is that it 
  gives spellcasters a second chance. One can feel 
  “locked into” spellcasting class, since jumping ship 
  can be so costly in terms of effectiveness. Offering 
  a prestige class that allows the character to change, 
  perhaps radically, the way they use magic, gives the 
  player a way to change their mind about their charac-
  ter later in the game while retaining story continuity.
  
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  Chapter Three: Wardens
  * Depending on whether you use the Modern rules, the 
  standard fantasy rules, or your custom house rules, the 
  Craft skill may be handled very differently. Allow any 
  two-dimensional visual art to qualify: art, tattooing, 
  calligraphy, and so on, or any skill that includes that 
  kind of work as a sub-skill—for example, Modern’s 
  Craft (Visual Art) skill would encompass perhaps all 
  the examples.
  CLASS SKILLS
  The rune warden’s class skills (and the key ability 
  for each skill) are Appraise (Int), Concentra-
  tion (Con), Craft (Int), Decipher Script (Int), 
  Disguise (Cha), Forgery (Int), Knowledge (all 
  skills, taken individually) (Int), Profession 
  (Wis), Speak Language, and Spellcraft (Int).
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the 
  rune warden.
  WEAPON AND ARMOR PROFI-
  CIENCY
  Rune wardens are proficient with all simple 
  weapons. They are not proficient with any type 
  of armor or shield. Armor of any type interferes 
  with a rune warden’s gestures even moreso than 
  for normal arcane spellcasters; this can cause 
  their spells with somatic components to fail. 
  INTUITIVE VS. STRUCTURAL
  One of the driving forces behind art is the ability of 
  people with wildly divergent outlooks to express them-
  selves in unique ways through it.
  Rune wardens embody this diversity as well: some 
  choosing to express complex intellectual concepts 
  through their art, like a Da Vinci or an Escher, and 
  others reaching for raw emotion and the deep psyche, 
  like a Van Gogh or an Edvard Munch.
  When taking your first level of rune warden you must 
  choose either the Intuitive route or the Structural 
  Table 1: The Rune Warden
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Def
  Rep
  1st
  +0
  +0
  +0
  +2
  Intuitive vs. structural, tattoo spellcasting, affinity 
  for symbols, +1 to caster level
  +1
  +1
  2nd
  +1
  +0
  +0
  +3
  +1 to caster level
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  +1 to caster level
  +2
  +1
  4th
  +2
  +1
  +1
  +4
  +1 to caster level, bonus feat
  +2
  +2
  5th
  +2
  +1
  +1
  +4
  +1 to caster level
  +3
  +2
  6th
  +3
  +2
  +2
  +5
  +1 to caster level
  +3
  +2
  7th
  +3
  +2
  +2
  +5
  +1 to caster level, deep tattoo
  +4
  +3
  8th
  +4
  +2
  +2
  +6
  +1 to caster level
  +4
  +3
  9th
  +4
  +3
  +3
  +6
  +1 to caster level
  +5
  +3
  10th
  +5
  +3
  +3
  +7
  +1 to caster level, bonus feat
  +5
  +4
  Theory: Rune wardens store arcane power in the form of spell 
  points. They cannot use this power directly though; instead they 
  must structure the power in the form of an inscribed rune. They 
  then cast a spell via the rune. When they cast a spell by using 
  a rune that power is burned off and can be recovered with a 
  good night’s sleep. The next morning they recover any used 
  spell points and can inscribe more runes.
  This picture should help the gamemaster adjudicate unusual 
  circumstances. For example, if a rune warden goes up in level 
  during the course of a day, all their spells use the new caster 
  level since the runes are still powered by their personal store 
  of energy.
  If a rune is erased somehow, the power in the rune is released 
  back to the rune warden. With the right feats or circumstances 
  the rune warden can use that power to inscribe a new rune. 
  Normal rune wardens, though, can only inscribe runes shortly 
  after a good night’s rest.
  If a rune warden is knocked unconscious or falls asleep their 
  runes remain prepared since the physical image remains and 
  the rune warden still has the necessary power. If a rune warden 
  dies then they no longer supply power to the runes, thus the 
  runes become mundane.
  If a rune warden suffers level loss or negative levels then 
  they immediately lose spell points accordingly. However, the 
  rune warden can choose which prepared spells they want to 
  sacrifice.
  
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  Rune Warden
  one:
  Intuitive rune wardens use Cha-
  risma as their core ability (the 
  ability score they use to determine 
  bonus spell points, maximum 
  spell level they can learn, and 
  the saving throws for the spells 
  they cast). 
  Structural rune wardens use In-
  telligence as their core ability.
  Normally, a you cannot choose 
  to combine both paths, but the 
  Unifying the Art feat allows you 
  to pursue this difficult route. You 
  should just be careful that your 
  talent matches your ambition.
  TATTOO SPELLCASTING
  When a spellcaster becomes a 
  rune warden they forego their 
  previous method of preparing 
  and casting spells in order to cast spells using the 
  rune warden method.
  Rune wardens cast arcane spells drawn from the 
  standard sorcerer/wizard spell list; this remains true 
  even if they previously received arcane spells from a 
  different list. A rune warden must choose and prepare 
  his spells ahead of time by inscribing runes or symbols 
  on his body.
  To learn, prepare, or cast a spell, the rune warden must 
  have a core ability (Intelligence or Charisma, see the 
  Intuitive vs. Structural class feature 
  above) score equal to at least 10 
  + the spell level. The Difficulty 
  Class for a saving throw against 
  a rune warden’s spell is 10 + the 
  spell level + the rune warden’s core 
  ability modifier.
  In addition, in order to prepare a 
  spell, a rune warden must have 
  at least double the spell’s level in 
  Craft (Visual Art) ranks; e.g. to cast a 4th level spell 
  you must have 8+ ranks in Craft (Visual Art). Ask your 
  gamemaster if another, similarly artistic skill, would 
  be acceptable.
  Like other spellcasters, rune wardens can cast only 
  a certain number of spells per day. However, instead 
  of having a fixed number of slots per spell level, rune 
  wardens have a pool of spell points based on their caster 
  level that they may allocate to any spells they know.
  Table 2: Rune Warden Spell Points
  Caster Level
  Spell Points
  1
  1
  2
  2
  3
  4
  4
  7
  5
  11
  6
  17
  7
  23
  8
  32
  9
  41
  10
  53
  11
  65
  12
  80
  13
  95
  14
  113
  15
  131
  16
  152
  17
  173
  18
  197
  19
  219
  20
  243
  Core 
  Ability 
  Score
  Table 3: Bonus Spell Points
  1st 2nd
  3rd
  4th 5th 6th 7th 8th 9th 10th 11th
  12th 13th 14th 15th 16th 17th 18th 19th 20th
  10-11
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  12-13
  0
  1
  1
  2
  2
  3
  3
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  14-15
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  16-17
  1
  3
  4
  6
  7
  9
  10
  12
  13
  15
  16
  18
  19
  21
  22
  24
  25
  27
  28
  30
  18-19
  2
  4
  6
  8
  10
  12
  14
  16
  18
  20
  22
  24
  26
  28
  30
  32
  34
  36
  38
  40
  21-21
  2
  5
  7
  10
  12
  15
  17
  20
  22
  25
  27
  30
  32
  35
  37
  40
  42
  45
  47
  50
  22-23
  3
  6
  9
  12
  15
  18
  21
  24
  27
  30
  33
  36
  39
  42
  45
  48
  51
  54
  57
  60
  24-25
  3
  7
  10
  14
  17
  21
  24
  28
  31
  35
  38
  42
  45
  49
  52
  56
  59
  63
  66
  70
  26-27
  4
  8
  12
  16
  20
  24
  28
  32
  36
  40
  44
  48
  52
  56
  60
  64
  68
  72
  76
  80
  28-29
  4
  9
  13
  18
  22
  27
  31
  36
  40
  45
  49
  54
  58
  63
  67
  72
  76
  81
  85
  90
  30-31
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  100
  32-33
  5
  11
  16
  22
  27
  33
  38
  44
  49
  55
  60
  66
  71
  77
  82
  88
  93
  99
  104
  110
  34-35
  6
  12
  18
  24
  30
  36
  42
  48
  54
  60
  66
  72
  78
  84
  90
  96
  102
  108
  114
  120
  36-37
  6
  13
  19
  26
  32
  39
  45
  52
  58
  65
  71
  78
  84
  91
  97
  104
  110
  117
  123
  130
  38-39
  7
  14
  21
  28
  35
  42
  49
  56
  63
  70
  77
  84
  91
  98
  105
  112
  119
  126
  133
  140
  40-41
  7
  15
  22
  30
  37
  45
  52
  60
  67
  75
  82
  90
  97
  105
  112
  120
  127
  135
  142
  150
  Table 4: Spell Point Cost
  Spell Level
  Spell Point Cost
  0
  Special
  1
  1
  2
  3
  3
  5
  4
  7
  5
  9
  6
  11
  7
  13
  8
  15
  9
  17
  
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  Chapter Three: Wardens
  They may prepare any combination of known spells 
  they desire so long as no spells’ cost is greater than the 
  rune warden’s caster level. In this way, they resemble 
  psions.
  When preparing spells, rune wardens allocate spell 
  points from their available pool to the spell. The cost 
  of preparing a spell is detailed in Table 4: Spell Point 
  Cost.
  0-level spells normally cost no spell points. Rune war-
  dens can prepare 4 of them per day for free. For each 
  extra spell point allocated, rune wardens can prepare 
  2 additional 0-level spells.
  The rune warden’s base daily spell point allotment is 
  given in Table 2: Rune Warden Spell Points. 
  A rune warden’s caster level is equal to the total of 
  the caster levels they gain as a rune warden, added to 
  the highest caster level granted by any of their other 
  classes. For example, a 6th level sorcerer/2nd level 
  rune warden has a caster level of 8—and uses that 
  caster level to determine what spells they can learn, 
  how many power points they have, and so on.
  There is one limitation on this: the caster level granted 
  by another class cannot exceed double the highest level 
  arcane spell that class offers.  Thus, a 10th level bard/
  1st level rune warden has a caster level of 9; normally, 
  their bard caster level would be 10, but since they can 
  cast at most a 4th level spell, they’re capped at caster 
  level 8 for bard, +1 for rune warden.
  In addition, rune wardens receive bonus spell points per 
  day if they have a high core ability score. The bonus 
  points are given in Table 3: Bonus Spell Points—cross 
  reference the rune warden’s core ability score with their 
  caster level to determine the total number of bonus 
  spell points.
  Like wizards, rune wardens may know any number of 
  spells. They must choose and prepare their spells ahead 
  of time by getting a good night’s sleep and spending 1 
  hour studying their spellbook and inscribing tattoos on 
  their body. While studying, the rune warden decides 
  which spells to prepare and allocates their available 
  spell points to the spells. 
  The inscription process typically involves using ink 
  or some kind of paint to tattoo the spell on the body. 
  These tattoos are charged with magical energy, and 
  detect as such (according to the spell inscribed) when 
  viewed with detect magic. This also makes them more 
  durable, effectively tied into the arcane spirit of the 
  rune warden. They do not wash off with water nor does 
  the rune warden need to worry that they’ll be damaged 
  in a normal battle—in effect, the runes penetrate deep 
  into the body. However, the spells are maintained in 
  a visual record on the character’s body and can be 
  identified by others, see the sidebar. 
  Also like wizards, rune wardens may benefit from the 
  Spell Mastery feat.
  Sorcerers Becoming Rune Wardens: When a sor-
  cerer, or other arcane spellcasting class that doesn’t 
  prepare spells, becomes a rune warden they pick up 
  a free, special version of the Spell Mastery feat. All 
  their previously known spells become spell mastered 
  (likely well in excess of their Intelligence bonus) and 
  thus can be inscribed without a spellbook.
  Any future spells they wish to acquire must be copied 
  into a spellbook and prepared as usual.
  Special Bard Rule: Bards have one unique benefit—
  when they become a rune warden they retain any of 
  their known spells, including those that normally aren’t 
  on the sorcerer/wizard list (such as cure light wounds). 
  They can continue to cast these spells as rune wardens, 
  and those spells count as mastered, as usual.
  Metamagic Feats and Rune Wardens: Rune wardens 
  can acquire metamagic feats as usual (or use previously 
  acquired metamagic feats) and apply them to spells 
  during preparation. For each +1 to the spell level that 
  a metamagic feat imposes, add +2 to the spell point 
  cost. As normal, a rune warden cannot cast a spell that 
  costs more spell points (after adjustment) than their 
  caster level.
  CASTING SPELLS
  Rune wardens use their full normal caster level for 
  determining the effects of their spells, with one ex-
  ception. Spells that deal a number of dice of damage 
  based on caster level (such as magic missile, fireball, 
  or cone of cold) deal damage as if cast by a character 
  of the minimum level rune warden capable of casting 
  the spell. Spells whose damage is partially based on 
  caster level, but that don’t deal a number of damage 
  dice based on caster level (such as produce flame or 
  wall of fire) use the rune warden’s normal caster level 
  to determine damage. Use the rune warden’s normal 
  caster level for all other effects, including range and 
  duration.
  For example, a fireball deals a number of dice of 
  damage based on the caster’s level, so when cast by 
  a rune warden, it deals 5d6 points of damage (as if 
  
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  Rune Warden
  cast by a 5th-level rune warden, which is the 
  minimum level of rune warden capable of 
  casting fireball). 
  A rune warden can allocate additional spell 
  points when preparing a spell to increase the 
  dice of damage dealt by the spell. Every 1 
  extra spell point allocated during prepa-
  ration increases the spell’s effective caster 
  level by 2 for purposes of dealing damage. 
  Rune wardens cannot increase a damage-deal-
  ing spell’s caster level above their own caster 
  level, or above the normal maximum allowed 
  by the spell.
  For example, even at 10th level, Randolph 
  Chen’s lightning bolts deal only 5d6 points 
  of damage (just like a 5th level rune warden) 
  unless he allocates additional spell points 
  during preparation. If he spends 1 additional 
  spell point (making the lightning bolt cost 6 
  points rather than 5), the spell deals 7d6 points 
  of damage. A second extra spell point would 
  increase the damage to 9d6 points. Also, at 
  18th level Randolph Chen can still only cause, 
  at most, 10d6 points of damage with a lighting 
  bolt (costing 7 spell points), since that is the 
  maximum damage a lightning bolt can do.
  This leads to some strategic choices. At 9th 
  level Randolph could allocate 5 spell points 
  to prepare either a 9th level magic missile 
  (with 5 missiles), or a 6th level fireball—i.e. 
  either certain damage or the opportunity to hurt more 
  opponents, albeit with the downside that they receive 
  a saving throw.
  Somatic Components and Spell Failure: Like other 
  arcane casters, the rune warden must gesture to cast 
  spells with somatic components. However, since 
  rune wardens need to draw their spells on their bare 
  skin, they suffer double the spell failure chance when 
  wearing armor. Also, all spells cast by rune wardens 
  automatically include a somatic component.
  Rune wardens can use the Still Spell feat to remove 
  the somatic component. Spell tattoos inscribed with 
  this metamagic feat can be placed under armor and 
  activated mentally, thus removing the need for dig-
  ging around under one’s shirt trying to touch the right 
  rune.
  AFFINITY FOR SYMBOLS
  Rune wardens have an innate understanding of sym-
  bols, tattoos, and runes.
  Benefit: You can recognize and identify the language 
  of any written text by making a Spellcraft check (DC 
  15). For ancient or dead languages add +5 to the DC 
  of the check. For alien languages (whether extra-pla-
  nar or from a distant planet), add another +5 to the 
  DC of the check. Doing this requires that the warden 
  at least know of the existence of the culture that uses 
  the language. 
  This ability also grants a +2 bonus on Decipher Script 
  checks and any Spellcraft checks involving the analysis 
  of written materials.
  BONUS FEAT
  At 3rd and 10th level rune wardens gain a bonus feat. 
  At each such opportunity, they can choose a metamagic 
  feat, an item creation feat, a rune warden technique, 
  or spell mastery. The rune warden must still meet all 
  SPECIAL NOTES
  Carved Runes: If a rune warden lacks normal inscribing mate-
  rial. they can prepare spells by carving them on their body with 
  a sharp object. This causes 1 point of damage per 10 full spell 
  points worth of spells inscribed in this way. The damage can be 
  healed normally; in this case the spells remain in the form of scars 
  and the scars disappear when the spell is cast.
  Rune Transcribing: If a rune warden is missing their spellbook, 
  they can prepare spells by reading then runes on their own body 
  (i.e. ones that haven’t been cast yet) or on the body of another 
  rune warden. They simply make multiple copies of the spell; the 
  warden can adjust the effective caster level and add or subtract 
  metamagic feats as they see fit when doing this. If copying from 
  another rune warden they must already know the spell to be 
  inscribed.
  Withdrawing Runes: As a standard action, a rune warden may 
  withdraw power from a rune they inscribed. This works even if the 
  rune is inscribed on someone else (see the New Range: Rune 
  section later). The rune disappears and the warden regains half 
  (round down) the spell points that were dedicated to it. Note 
  though that these spell points are only useful if you have a feat 
  (such as Quick Inscribe) that allows you to make use of them.
  Erasing Runes: If a rune warden is helpless, then someone else 
  can erase the inscriptions on the warden’s body. This requires 
  more than just rubbing with a washcloth; the power in the rune 
  warden’s inscriptions makes them resilient. It takes one minute 
  per rune to attempt an erase and requires that the erasing person 
  beat the rune warden in a contested Will save (it’s more a psychic 
  act than a physical one). Moreover, the rune warden receives a 
  bonus to the save equal to the level of the spell inscribed. 
  
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  Chapter Three: Wardens
  prerequisites for a bonus feat, including caster level 
  minimums.
  These bonus feats are in addition to the feat that a 
  character of any class gets from advancing levels. The 
  rune warden is not limited to the categories of item 
  creation feats, metamagic feats, or Rune Mastery when 
  choosing these feats.
  DEEP TATTOO
  Rune wardens can inscribe permanent tattoos on their 
  body, like crafting a magic item. 
  Any spell that a rune warden is capable of preparing 
  can be inscribed as a deep tattoo. Spells placed in deep 
  tattoos do not count against the warden’s total power 
  points, and automatically “recharge” every day, like a 
  daily use item. The tattoo itself remains, even after be-
  ing used. However, when charged the colors are more 
  intense. After being used the tattoo fades slightly.
  Deep tattoos are used just like normal prepared spells—
  thus using them provokes attacks of opportunity, they 
  are subject to spell failure when wearing armor, and 
  so on. Deep tattoos do not, however, occupy magic 
  item slots.
  Inscribing a deep tattoo costs gold (Influence can also 
  be used in the Second World setting) and experience 
  points according to table 5.
  Table 5: Deep Tattoo Costs
  Spell 
  Level
  Base Cost
  Cost/+1 SP
  Gold
  XP
  Gold
  XP
  0
  250
  50
  25
  5
  1
  500
  100
  50
  10
  2
  1,000
  200
  100
  20
  3
  2,000
  300
  200
  30
  4
  4,000
  400
  400
  40
  5
  6,000
  500
  600
  50
  6
  10,000
  600
  1,000
  60
  7
  14,000
  700
  1,400
  70
  8
  19,000
  800
  1,900
  80
  9
  25,000
  900
  2,500
  90
  A deep tattoo’s caster level is the rune warden’s caster 
  level, just like for their regular prepared spells. Also, 
  just like the warden’s regular spells, increasing the 
  caster level for damage dice requires that additional 
  spell points be charged into the rune, at +2 to caster 
  level for each spell point. The cost per spell point is 
  included on the table.
  You can “touch up” an existing tattoo to add a meta 
  magic feat to it or increase the spell points embedded 
  for purposes of determining damage dice by simply 
  paying the difference in costs.
  Crafting a deep tattoo takes time, 1 day per 1,000 gold 
  pieces in cost—as for regular magic item crafting.
  Overcharging Deep Tattoos: By doubling the costs, 
  you can give the deep tattoo 3 uses per day. These 
  empowered deep tattoos start out slightly brighter than 
  normal deep tattoos.
  Limit on Number of Deep Tattoos: The total spell 
  point value of all you deep tattoos added together 
  (overcharged tattoos count for double their normal 
  spell point value) cannot exceed your normal daily 
  spell point allotment. It’s unlikely that this would 
  ever become an issue—but, then again, players make 
  a career out of doing the unlikely.
  Design Note: As you can see, the costs are similar to, 
  but do not follow the same pattern as, the normal costs 
  for uses per day items. In particular, first and zero level 
  spells have a higher relative base cost, and the costs of 
  upper level spells are reduced slightly.
  NEW FEATS
  In addition to the normal range of item creation and 
  metamagic feats, a rune warden may also choose to 
  take the following techniques as one of their general 
  or bonus feats. These techniques alter the way the rune 
  warden prepares spells and can help represent differ-
  ent styles of casting, much in the way different artists 
  employ different styles.
  While these are treated as normal feats they are de-
  signed primarily to add color and texture to the way 
  that rune wardens cast and prepare spells. Thus they are 
  given the sub-category of Rune Warden Technique.
  AESTHETICS OF DIFFERENCE 
  [RUNE WARDEN TECHNIQUE]
  Cliché is the enemy of art. By varying your repertoire 
  of prepared spells you can enhance their effective-
  ness.
  Benefit: If your prepared spells include no repeats (i.e. 
  you don’t prepare two or more of any particular spell), 
  then all spells you cast until the next time you prepare 
  spells receive a +2 to their effective caster level. The 
  caster level bonus applies for all purposes, including 
  spell penetration and damage dice.
  
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  Note: This feat should be balanced for use with wiz-
  ards and other classes that prepare spells. Ask your 
  gamemaster if they will allow it with a particular type 
  of caster.
  INTERTWINED RUNES [RUNE 
  WARDEN TECHNIQUE]
  Skilled artists can work one symbol into another. A 
  single line can define the boundary of a house and draw 
  the eye to an important part of the image.
  Rune wardens can do something like this with the ar-
  cane symbols they craft in order to gain a larger array 
  of spells; however, doing so reduces the flexibility they 
  have in choosing their spells.
  Benefit: With this feat a rune warden can prepare spells 
  using the wizard chart. When preparing spells you may 
  choose whether you want to use intertwined runes, 
  and gain these benefits, or use the standard method of 
  rune preparation.
  Determine the number of spell slots of each level avail-
  able to the rune warden as if he were a wizard of the 
  same caster level. Increase the number of spell slots 
  as usual the warden’s core ability bonus.
  When using intertwined runes, the rune warden also 
  casts spells like a wizard in that they can use their full 
  caster level for all spell effects, including damage.
  QUICK INSCRIBE [RUNE WARDEN 
  TECHNIQUE]
  If you have spell points remaining in your spell point 
  pool, then you can prepare spell tattoos during the 
  day.
  Prerequisite: Spell Point Pool
  Benefit: You can quickly inscribe new tattoos on your 
  body during the day, much like when you prepare spell 
  in the morning.
  It takes 5 minutes to inscribe a 4th or lower level spell, 
  and 10 minutes to inscribe a 5th or higher level spell. 
  You need all the normal accoutrements to do this, and 
  dedicate your spell points normally.
  RE-CHANNEL POWER [RUNE 
  WARDEN TECHNIQUE]
  You may use the power invested in one rune to power 
  a different prepared spell.
  Benefit: Prior to casting a spell, you first touch one 
  or more other runes to tap their spell points, then use 
  those spell points to power the targeted rune. The first 
  runes and their spell points are expended normally. 
  As long as the spell points are enough to pay for the 
  cost of the spell in the casting rune, you cast the spell 
  normally and retain use of the rune in the future, as if 
  you didn’t cast the spell.
  You can also do this to power a deep rune without us-
  ing one of its charges, or power a deep rune that has 
  already had its uses for the day expended. The latter is 
  possible because, even though the rune has been used, 
  the un-charged symbol remains—unlike your normal 
  tattoos, which vanish after being used.
  Casting a spell in this way takes a full-round action (or 
  the spell’s normal casting time if longer).
  Note: If you use this while employing the Aesthetics 
  of Difference technique (see above) then you imme-
  diately lose the +2 caster level bonus and suffer a –1 
  to the DC of all your spells’ saving throws until the 
  next time you prepare spells. Lack of purity damages 
  artistic vision.
  SPELL POINT POOL [RUNE WAR-
  DEN TECHNIQUE]
  Rune wardens can leave some of their spell points un-
  allocated and use those points to fuel existing spells 
  in their repertoire.
  Benefit: When preparing spells you may choose to 
  leave some of your spell points unallocated, i.e. not 
  devote them to any particular spell—these are called 
  spell pool points. During the day, you may use spell 
  pool points to boost spells, or prevent the expenditure 
  of a rune.
  Saving a Rune: Instead of expending a rune when cast-
  ing the spell stored in it you may spend points from 
  your spell pool equal to the cost of the rune. You cast 
  the spell normally, but the rune remains available for 
  future use.
  Note: If you use this while employing the Aesthetics 
  of Difference technique (see above) then you imme-
  diately lose the +2 caster level bonus and suffer a –1 
  to the DC of all your spells’ saving throws until the 
  
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  next time you prepare spells. Lack of purity damages 
  artistic vision.
  Boosting a Rune: When casting a spell from a rune 
  you may expend points from your spell pool to boost 
  the spell.  
  This can be used to increase the number of damage 
  dice for the spell using the normal rules. This requires 
  no additional time.
  Boosting can also be used to add a metamagic effect 
  to the spell. Adding a metamagic effect to the rune 
  increases the casting time for a 1 action spell to a full 
  round, and adds 1 full round to the casting time of 
  spells with a longer casting time.
  As normal, you cannot invest more power points in a 
  spell than your caster level.
  SYMBOL AND METAPHOR [RUNE 
  WARDEN TECHNIQUE]
  You can design runes that have both primary meanings 
  and secondary meanings. 
  Benefit: When you prepare your spells you may pre-
  pare as many runes as you like as having both primary 
  and secondary spells allocated to them—these are 
  called metaphor runes.
  The spell point cost of a rune prepared this way equals 
  the highest spell point cost of the two spells plus one 
  half (rounded up) the spell point cost of the lower cost 
  spell. When you use the rune you may choose which 
  of the two spells you wish to cast. The rune is used up 
  after either spell is cast.
  Note, the total spell point cost of the metaphor rune 
  can exceed your caster level, so long as the spell point 
  cost of neither of the spells included in the metaphor 
  rune exceeds your caster level.
  Example: Randolph Chen prepares a metaphor rune 
  with fireball at +4 to caster level (SP cost 7) and a 
  secondary meaning of dispel magic (SP cost 5) for a 
  total cost of 10 spell points. Later in the day he needs 
  a fireball more than a dispel magic so he uses the rune, 
  casts a 10d6 fireball, and the rune vanishes.
  In roleplaying terms, Randolph may have discovered 
  an obscure Sumerian cuneiform that in certain contexts 
  symbolizes fire and in other contexts symbolizes dis-
  persion of spiritual essence. Players are encouraged to 
  come up with symbols, metaphors, or explanations for 
  commonly used metaphor runes.
  UNIFYING THE ART [RUNE WAR-
  DEN TECHNIQUE]
  Instead of choosing just the intuitive or structural path, 
  you pursue both, and strive to unify them into a new, 
  more encompassing style of art. This is, to say the 
  least, challenging.
  The Price: Your core ability score effectively becomes 
  the lower of your Charisma or Intelligence. For pur-
  poses of maximum spell level you can cast, bonus 
  spell points, and spell saving throws, use the lower 
  ability score.
  The Benefit: Your deeper understanding of the ways 
  of magic allows you to tap into a much deeper reser-
  voir of power. You receive 50% more total spell points 
  (round up) and gain a +1 bonus to the saving throw 
  DC of your spells.
  NEW SPELLCASTING 
  RULES
  Some of the new spells in this section include a spe-
  cial sort of range, a new component, and a new sort 
  of duration:
  NEW RANGE: RUNE
  Spells with a range of Rune must be inscribed (pre-
  pared) on an object or person; this is done normally 
  during spell preparation and, naturally, the target must 
  be present. When the  spell is cast, it must target the 
  object or person on which it’s inscribed.
  All such spells must either have a single object or 
  individual as their target, or affect an area centered 
  on the rune.
  Runes with a verbal component can be activated by 
  anyone as an action according to the spell’s casting 
  time by simply speaking the command word or phrase 
  within audible distance of the rune—assume 100 feet 
  if the character shouts. Rune spells with long casting 
  times and purely verbal components can be assumed 
  to require longer phrases.
  Runes with a somatic component can be activated by 
  anyone as an action according to the spell’s casting 
  time by simply passing one’s hand over the rune. This 
  requires at least a move action, so when designing 
  your own spells or adding a somatic component to a 
  
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  rune that normally lacks one, raise the casting time to 
  at least a move action.
  Runes with both verbal and somatic components must 
  include both, so the activator would need to pass their 
  hand over the rune and speak the command phrase.
  Runes with material components (rare) must expend 
  those components when the runes are first inscribed. If, 
  for some reason, the rune is destroyed or never used, 
  those material components are simply lost.
  If a rune has an experience point component, then the 
  person activating the rune must spend the experience 
  points. When they attempt to activate the rune they’ll 
  feel a tug at the core of their being, energy being drawn 
  into the magic. At that point they may choose to cancel 
  their action, in which case the rune dissipates—a mis-
  fire—or go ahead and pay the experience cost, if they 
  can afford it. Inform the player of the full experience 
  cost, their character will have a sense of how much of 
  a drain the spell will be.
  When preparing a rune-range spell, the caster sets 
  the command word or phrase if the spell has a verbal 
  component. The caster can also add a somatic or ver-
  bal component to the spell, thus requiring the person 
  activating the rune to also touch it or speak the code; 
  this can be useful for security purposes.
  Regardless of who activates the rune, the spell effects 
  use the inscriber’s level and attributes.
  Leaving the Rune In Place: If, whenever the caster  
  prepare spells, they leave the spell points or spell slot 
  dedicated to a rune, then that rune remains ready to 
  activate until they stop doing so (or it’s used). If the 
  rune is used the caster immediately knows, and can 
  re-dedicate those spell points or the spell slot the next 
  time they prepare spells.
  Example: Basque could give a soldier a wound tat-
  too, the soldier could wander off into the world for 
  a couple weeks, and so long as every time Basque 
  prepared spells, he kept those spell points dedicated 
  to the wound tattoo, the spell would remain in place. 
  Perhaps a week later the soldier gets into a bad fight, 
  and the wound tattoo activates, saving the soldier’s 
  life. Basque knows that it’s been used (but nothing 
  else) and can use those spell point for something else 
  the next morning.
  Withdrawing Power: The person who inscribed the 
  rune can withdraw its power as a standard action. After 
  doing this the rune no longer detects as magical, and 
  wears off (or can be rubbed off) normally.
  Across Planes: If the person who inscribed the rune 
  moves to a different plane from where the rune is, then 
  the rune loses its power. If they move back onto the 
  same plane within 24 hours, then the link is re-estab-
  lished and the rune regains its power.
  A Dangerous Link: The caster maintains a magical 
  link with runes they’ve inscribed—it is through this 
  link that they supply the rune with its power and can 
  perform a special activation (see below).
  For purposes of scrying and other spells that use physi-
  cal connections, the rune acts like a body part, such as 
  a lock of hair or blood.
  Activation by Thought: All rune-range spells can be 
  activated by the person who inscribed them as a full 
  round action via thought. Doing so does not require 
  a somatic or verbal component and can be performed 
  at any range, so long as the inscribed rune is on the 
  same plane as the caster.
  Wizards and Rune-range Spells: Wizards can prepare 
  these spells, but must make sure to have the appropriate 
  equipment, such as a paint brush and paint, or some 
  way of carving into the surface of the object. In all 
  other respects the spells behave the same for a wizard 
  as they do for a rune warden.
  The inscribed spell may be used normally, but loses all 
  magical power when the wizard next prepares spells, 
  or in 24 hours, whichever comes first.
  Sorcerers and Rune-range Spells: Sorcerers can also 
  use these spells, but in a slightly different manner. At 
  any time during the day the sorcerer can spend some 
  time and “prepare” a rune-range spell by inscribing it 
  on an object or person. This uses up one of their spell 
  slots just as if they cast the spell.
  The inscribed spell may then be used normally, but 
  loses all magical power when the sorcerer next prepares 
  spells, or in 24 hours, whichever comes first.
  Inscribing a spell on the fly like this requires the usual 
  equipment and 5 minutes for a 4th or lower level spell, 
  or 10 minutes for a 5th or higher level spell.
  NEW COMPONENT: CONTINGENT
  Spells with a contingent component often have no other 
  components. This is because they are not consciously 
  activated by the user. Instead, a pre-determined event 
  causes the spell to activate as an immediate action. 
  The component, in effect, thus becomes the external 
  trigger. Typically the spell will specify the trigger, and 
  
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  it will be similar to the sort of things that can trigger a 
  regular contingency spell.
  Spells with a contingent component are marked with 
  a C.
  NEW DURATION: SUSTAINED
  Because runes don’t fade normally unless used, they 
  allow for a special kind of duration, called here sus-
  tained.
  A sustained spell acts somewhat as if it were cast 
  when it’s first prepared, by inscribing or placing it on 
  an object or creature for instance. The spell and its ef-
  fects then lasts indefinitely so long as it remains on the 
  target, and the caster leaves the spell points invested 
  in the spell dedicated to it.
  Thus, the next day, or even next week, when the caster 
  sleeps and prepares new spells, they must leave the 
  spell points dedicated to the sustained spell, otherwise 
  the duration expires and the spell fades.
  In effect, the spell is permanent so long as the caster 
  continues to devote that slot or spell points to it. If, 
  for any reason, the caster can no longer do so (perhaps 
  due to level drain, or because all their magic is wiped 
  out, or they’re in an anti-magic field, or they’re on a 
  different plane) the effects of the spell immediately 
  cease. However, the link lingers for 24 hours—and 
  during that time, if they manage to fix the problem (e.g. 
  returning from the other plane or leaving an anti-magic 
  field) the link is re-established and the spell goes back 
  into effect.
  Components and Casting Time: The components 
  for casting a sustained spell indicate the components 
  needed during preparation. Material components or 
  foci would indicate additional items, above and beyond 
  the standard inscribing tools used for preparing rune 
  warden spells.
  Casting time will be listed as Preparation, unless extra 
  time is required (perhaps to indicate an especially long 
  ritual).
  Withdrawing Power: The person who cast the spell 
  can withdraw its power as a standard action. After 
  doing this the spell vanishes. If a rune, it no longer 
  detects as magical, and wears off (or can be rubbed 
  off) normally.
  Dying, as it so happens, counts as withdrawing 
  power.
  A Dangerous Link: The caster maintains a magical 
  link with their sustained spells—it is through this link 
  that they supply the spell with its power.
  For purposes of scrying and other spells that use physi-
  cal connections, the sustained spell acts like a body 
  part, such as a lock of hair or blood.
  Other Spellcasters: Other spellcasters can cast spells 
  with a sustained duration too, if on their list. They 
  simply re-dedicate the appropriate spell slot whenever 
  they prepare or refresh their spells.
  NEW SPELLS
  Naturally, most of the new spells come in the form of 
  runes. However, even runes can be used by other cast-
  ers, and a few spell follow a more normal format.
  ARMOR RUNE
  Transmutation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 immediate action 
  Range: Rune
  Target: Armor inscribed
  Duration: 1 round
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object)
  When this rune is activated the armor gains a +3 en-
  hancement bonus and moderate fortification until the 
  beginning of your next action. You may declare this 
  before an attack, but not after you see the attack roll.
  Moderate fortification protects vital areas of the wearer 
  more effectively. When a critical hit or sneak attack is 
  scored on the wearer, there is a 75% chance that the 
  critical hit or sneak attack is negated and damage is 
  instead rolled normally.
  FLAME SIGIL
  Conjuration (Summoning) [Fire]
  Level: Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One or more rays 
  Duration: Instantaneous 
  Saving Throw: None 
  
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  Spell Resistance: No
  This spell releases a bound Flame Sigil from the 
  Forge, which launches out at an enemy as a flaming 
  missile in the shape of an arcane symbol. It is, in fact, 
  a quasi-sentient creature—the Forge is home to myriad 
  symbols that have achieve animal level intelligence, 
  but lasts for such a brief time in the our world that it 
  can be treated as a weapon.
  The sigil makes a touch attack against its target with a 
  +8 bonus and ignores cover. If it hits, it causes 3d6 fire 
  damage, with a critical range of 19-20/×2. The sigil is 
  actually summoned within close range of you, but flies 
  out to the range given in the spell description.
  At higher levels you can summon more powerful flame 
  sigils. For every two caster levels over 3 you are, the 
  sigil gains a +2 bonus to hit and does +1d6 damage, 
  to a maximum of +14 to hit and 6d6 damage total at 
  9th level.
  Unfortunately for casters facing exotic creatures, flame 
  sigils are cowardly animals and refuse to attack crea-
  tures with the cold or water subtype.
  LIGHT RUNE
  Evocation [Light]
  Level: Sor/Wiz 1
  Components: S
  Casting Time: 1 move action 
  Range: Rune
  Target: Object inscribed 
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  This rune, when activated, glows like a torch, shedding 
  bright light in a 20-foot radius (and dim light for an 
  additional 20 feet). Light taken into an area of magical 
  darkness does not function.
  The person who activated the rune, even if not a 
  spellcaster, can deactivate it (like dismissing) by again 
  touching the rune as a move action. This acts just as if 
  the spell duration ran out, so the rune disappears after 
  dismissed.
  A light spell (one with the light descriptor) counters 
  and dispels a darkness spell (one with the darkness 
  descriptor) of an equal or lower level.
  RUNE OF THE CLIPSE
  Conjuration (Summoning) [Mind-Affecting]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Area: 100-ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes
  This spell brings forth a clipse, a powerful psychic 
  sigil and entity from the depths of the Forge. Clipses 
  are to the Forge what those strange, alien-looking fish 
  the live at the bottom of the ocean our to the sea. And, 
  like those deep sea fish, clipses have adapted to liv-
  ing in their alien environment, so much so that when 
  brought into the weak air of the normal world, they 
  die. Spectacularly.
  When the spell is cast, it bring a clipse into the world, 
  where it immediately dies. The trauma to the clipse 
  causes it to send out a reality bending psychic shock 
  wave that deals 15d8 damage, and 1d6 temporary 
  Intelligence, Wisdom, and Charisma damage (roll 
  separately) to all in the area of effect—Will save for 
  half. Those who fail their Will saves are also stunned 
  for 1d6 rounds. 
  Creatures without minds and structures suffer no ef-
  fects, though the intensity of the wave is disturbing 
  since it seems to ripple space for a moment.
  Since the effect is psychic, the area passes freely 
  through physical objects like walls—though it is 
  stopped by barriers that block magic or psionics, such 
  as a wall of force.
  Moral spellcasters may feel torn over use of this spell. 
  The clipse does not truly die, since death in the regular 
  world just means banishment back to the Forge for 
  it—but the pain it suffers is extreme. On the other 
  hand, given the spell’s range and area of effect, the 
  spellcaster suffers right along with the creature, so 
  perhaps it balances out.
  This spell is harmless when activated in the Forge, 
  since the clipse won’t die there.
  SIGHT RUNE
  Divination (Scrying)
  Level: Sor/Wiz 3
  Components: Special
  
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  Casting Time: 1 round
  Range: Rune 
  Target: Object inscribed
  Duration: 1 min./level (D)
  Saving Throw: None 
  Spell Resistance: No
  You inscribe this rune on a surface. Within the artwork 
  is an eye-shaped motif, though clever artists can hide 
  this with a Forgery check.
  The rune can then only be activated by thought, 
  according to the normal rules for doing that. Once 
  activated, the rune acts like a remote set of eyes for 
  the caster—a scrying sensor based in the rune.  The 
  caster cannot move or rotate the sensor but can “roll” 
  the sensor’s eyes to get an adequate look around the 
  sensor’s location.
  The rune must be on the same plane as the caster, but 
  otherwise works across any distance.
  WARDING TATTOO
  Abjuration
  Level: Sor/Wiz 3
  Components: V
  Casting Time: 1 immediate action 
  Range: Rune
  Target: Creature or object inscribed
  Duration: 1 round
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless)
  This rune can be activated to provide spell resistance 
  15 to the creature or object on which it’s drawn for the 
  remainder of the round. This can be used prior to a spell 
  being cast at you or while a spell is on the way, but not 
  after damage has been rolled or saves made.
  WEAPON RUNE, ATTACK
  Transmutation
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 swift action 
  Range: Rune 
  Target: Weapon inscribed
  Duration: 1 round
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object)
  When this rune is activated the weapon gains a +2 
  enhancement bonus until the end of the round.
  You can’t cast this spell on a natural weapon, such as 
  an unarmed strike (instead, see magic fang). A monk’s 
  unarmed strike is considered a weapon, and thus it can 
  be enhanced by this spell.
  WEAPON RUNE, ENDURE
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: Preparation
  Range: Rune
  Target: Weapon inscribed
  Duration: Sustained
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object)
  This rune fortifies a weapon, making it more resistant 
  to damage.  
  The weapon gains a +10 hardness and +20 to its hit 
  points, making it much more difficult to damage or 
  break. As long as this rune is sustained on a weapon, 
  the weapon enjoys these benefits. 
  WEAPON RUNE, FLAME
  Transmutation
  Level: Sor/Wiz 2
  Components: S
  Casting Time: 1 move action 
  Range: Rune 
  Target: Weapon inscribed
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object)
  When this rune is activated the weapon is sheathed 
  in fire. The fire does not harm the wielder. A flaming 
  weapon deals an extra 1d6 points of fire damage on a 
  successful hit. 
  The weapon also explodes with flame upon striking a 
  successful critical hit, dealing an extra 1d10 points of 
  fire damage on a successful critical hit. If the weapon’s 
  critical multiplier is x3, add an extra 2d10 points of 
  fire damage instead, and if the multiplier is x4, add an 
  extra 3d10 points of fire damage. 
  Bows, crossbows, and slings so crafted bestow the fire 
  energy upon their ammunition.
  
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  You can’t cast this spell on a natural weapon, such as 
  an unarmed strike (instead, see magic fang). A monk’s 
  unarmed strike is considered a weapon, and thus it can 
  be enhanced by this spell.
  WEAPON RUNE, SPEED
  Transmutation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 swift action 
  Range: Rune 
  Target: Weapon inscribed
  Duration: 1 round
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object)
  When this rune is activated the weapon is much 
  faster, acting like it had the speed quality for the cur-
  rent round.
  When making a full attack action, the wielder of a 
  speed weapon may make one extra attack with it. 
  The attack uses the wielder’s full base attack bonus, 
  plus any modifiers appropriate to the situation. (This 
  benefit is not cumulative with similar effects, such as 
  a haste spell.)
  You can’t cast this spell on a natural weapon, such as 
  an unarmed strike (instead, see magic fang). A monk’s 
  unarmed strike is considered a weapon, and thus it can 
  be enhanced by this spell.
  WOUND TATTOO
  Abjuration
  Level: Sor/Wiz 4
  This spell functions like a lesser wound tattoo, except 
  it activates if 40 or more points of damage are taken 
  and absorbs 20 points of that damage.
  WOUND TATTOO, GREATER
  Abjuration
  Level: Sor/Wiz 6
  This spell functions like a lesser wound tattoo, except 
  it activates if 60 or more points of damage are taken 
  and absorbs 30 points of that damage.
  WOUND TATTOO, LESSER
  Abjuration
  Level: Sor/Wiz 2
  Components: C
  Casting Time: 1 immediate action 
  Range: Rune
  Target: Creature inscribed
  Duration: 1 attack
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless)
  This tattoo protects its bearer against grievous injury 
  by doing the bleeding for them. These are typically 
  drawn with plenty of red ink or paint.
  When the creature bearing this takes 15 or more points 
  of damage from any source, the tattoo activates. This 
  will absorb 8 damage points from the attack, then the 
  tattoo dissipates.
  Use of this tattoo will also serve to lower the damage 
  for purposes of determining whether or not a massive 
  damage save is required (in those games the include 
  massive damage saves, or similar effects).
  Since tattoos aren’t intelligent, if you have multiple 
  wound tattoos on you, they will all activate if the trig-
  ger conditions are met, and, of course, cannot reduce 
  the damage below zero.
  
  Campaign
  Opponents
  Equipment
  Influence
  Wardens
  Characters
  R-14
  Chapter Three: Wardens
  Written and designed by Steven Palmer Peterson 
  (sppeterson@gmail.com)
  Second World Simulations
  www.Second-World-Simulations.com
  Save for this license, all text in this document is designated open content.
  The mention of or reference to any company or product in these pages is 
  not a challenge to the trademark or copyright concerned.
  Copyright © 2006 Steven Palmer Peterson
  OPEN GAME LICENSE Version 1.0a
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  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.,
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell based on original 
  material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of 
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  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte 
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  Rune Warden Copyright 2006, Steven Palmer Peterson.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Second World Simulations/The Second World Sourcebook - Rune Warden.pdf