TEXT: UUllttiimmaattee
  RRuunneessmmiitthhiinngg
  BBrraaddlleeyy CCrroouucchh
  AA bbiirrtthhddaayy ggiifftt ffoorr PPrreessttoonn MMiittcchheellll
  II .. G
  G ..
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  Ultimate Runesmithing
  Interjection Games
  TABLE OF CONTENTS
  The Runesmith
  1
  Table: The Runesmith
  1
  Table: Rune/Spell Equivalence
  3
  Favored Class Bonuses
  5
  Runesmith Archetypes
  6
  Campaigner (Archetype)
  6
  Forgemaster (Archetype)
  7
  Projectionist (Archetype)
  7
  Runesmith Feats
  8
  Sidebar: Feat Selection for Projection Runes
  8
  Table: Campaigning Soldier Dungeoneering
  9
  Rune Summaries
  10
  Runes by Power Level
  10
  Equipment Runes
  10
  Least
  10
  Lesser
  10
  Greater
  11
  Grandmaster
  11
  Projection Runes
  11
  Least
  11
  Lesser
  11
  Greater
  12
  Grandmaster
  12
  Runes Alphabetically by Function
  12
  Equipment Runes
  12
  Projection Runes
  15
  Runes List ­ Equipment
  16
  Table: Apprentice's Chickenscratch Effects
  16
  Sidebar: Mutable Sigil and On­Inscription Effects
  24
  Table: Campaigning Soldier Armor
  28
  Table: Campaigning Soldier Containers
  28
  Table: Campaigning Soldier Cookware
  28
  Table: Campaigning Soldier Foodstuffs
  28
  Table: Campaigning Soldier Medicine
  28
  Table: Campaigning Soldier Tools
  28
  Table: Campaigning Soldier Weapons
  29
  Runes List ­ Projection
  33
  Legal
  41
  CREDITS
  Author
  Bradley Crouch
  Commissioner (Birthday Boy)
  Preston Mitchell
  CLASS STATS
  Difficulty to Play (1­5): 3
  Difficulty to Build (1­5): 2
  Role: Full BAB Spellcaster
  Playstyle: Arcane caster specializing in area warding and
  temporary magical equipment
  Get
  the
  inside
  scoop
  on
  Interjection
  Games
  class
  development straight from the source on my Patreon at
  www.patreon.com/interjectiongames!
  Benefits
  All
  new
  class
  and
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  releases
  are
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  Become a "sugar daddy" or "sugar momma" and have me
  build you the class of your dreams from the ground up.
  An Interjection Games, LLC Production
  Compatibility with the Pathfinder Roleplaying Game
  requires the Pathfinder Roleplaying Game from Paizo
  Inc.. See http://paizo.com/pathfinderRPG for more
  information on the Pathfinder Roleplaying Game. Paizo
  Inc. does not guarantee compatibility, and does not
  endorse this product. (But they really should.)
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  RUNESMITH
  At its heart, magic, as the sorcerer practices it, is the
  shaping of raw energy toward a specific purpose. What
  makes the sorcerer's job so taxing, however, is that he
  simultaneously draws and shapes said power. The focus
  required to do so directly leads to the inadequacies of
  arcane magic as opposed to its divine counterpart, the
  most notable being a lack of physical constitution and
  the inability to wear armor for fear of losing a spell due
  to stiff movements.
  By disconnecting the drawing of power from the shaping
  of that power to its intended use, it is possible to produce
  arcane specialists who can hold their own in a physical
  confrontation. One means by which this can be done is
  through runes. Runes are precisely­drawn sigils made to
  focus raw magic to a single, highly­specific purpose. This
  tie to a physical "transformer" makes rune specialists, or
  runesmiths, the last word in temporary equipment
  enhancement, but also highly dependent upon access to
  said equipment to ply their trade.
  Role:
  Dependent
  as
  they
  are
  upon
  physical
  aids,
  runesmiths are, by necessity, proficient with a wide array
  of equipment. This makes them competent in a pitched
  battle, while also indispensable as arcane support.
  Alignment: Any. Specialist arcane trades appeal to
  everyone from the righteous soul to the depraved lunatic.
  Hit Die: d8
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In
  addition, each character begins play with an outfit worth
  10 gp or less.
  The runesmith's class skills are Appraise (Int), Craft (any)
  (Int), Disable Device (Dex), Knowledge (arcana) (Int),
  Knowledge (engineering) (Int), Knowledge (planes) (Int),
  Linguistics (Int), Perception (Wis), Profession (Wis),
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  1
  Table: The Runesmith
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  CLASS FEATURES
  All of the following are class features of the runesmith.
  Weapon Proficiency: Runesmiths are proficient with
  simple weapons.
  Armor
  and
  Shield
  Proficiency:
  Runesmiths
  are
  proficient with light and medium armor, as well as
  shields, but not tower shields. A runesmith wielding a
  shield or wearing armor with which he is not proficient
  increases the inscription point cost of all rune activations
  (see below) by +1 inscription point.
  Methodology (Ex): At 1st level, choose one of the
  following methodologies, which represent the way the
  runesmith tends to prepare his runes. He gains the
  corresponding weapon proficiencies.
  Calligraphy ­ The runesmith is proficient with the
  switchblade knife and the whip.
  Chiseling ­ The runesmith is proficient with the light
  hammer, the warhammer, the lucerne hammer, and the
  maul.
  Fingerpainting
  ­
  The
  runesmith
  gains
  Improved
  Unarmed Strike as a bonus feat.
  Gouging ­ The runesmith is proficient with light picks,
  heavy picks, and the pickaxe.
  Painting ­ The runesmith is proficient with the starknife
  and the syringe spear.
  Runes
  A runesmith's primary source of power stems from his
  knowledge of transcribed magical glyphs, known within
  his profession as runes. Much like a wand that needs
  charged before each use, a rune acts as a magical
  capacitor and transformer of sorts, shaping raw magical
  energy to some specific purpose. To that end, a rune is of
  little use without a source of said raw magical energy ­
  generally a runesmith ­ on hand to do the channeling, and
  few runes make their way to magical emporiums as a
  result.
  Learning Runes
  A runesmith knows runes drawn from the runesmith rune
  list. A runesmith begins play with three runes, and learns
  an additional rune at each new runesmith level. Of these
  known runes, he can inscribe a number per day as
  dictated by Table: The Runesmith.
  Runes come in two varieties: equipment and projection,
  and
  are
  further
  divided
  by
  power
  level,
  which
  in
  increasing order of relative power are Least, Lesser,
  Greater, and Grandmaster. Most runes are compatible
  with multiple power levels, and each individual power
  level is referred to as a variant. A runesmith must be able
  to inscribe runes of the lowest variant available to a
  particular rune in order to learn it. For example, as a rune
  of frost can be inscribed at any power level, a runesmith
  of any level may learn it; however, given temper can only
  be inscribed as a Lesser rune or a Greater rune, then a
  runesmith must be able to inscribe Lesser runes to learn
  it.
  Equipment Runes ­ Equipment runes are inscribed upon
  gear, such as weapons, armor, and hats. Each individual
  rune indicates the type or types of equipment with which
  it is compatible. Only a single equipment rune can be
  present on an item at any one time, and most equipment
  runes grant a passive bonus to the wearer of that item. If
  the runesmith who inscribed the equipment rune is within
  Close range (25 feet + 5 feet/2 levels) of said rune, he may
  activate it (see below). Activation effects vary, but are
  generally short­lived, far­superior variants of the passive
  ability.
  Because runes of great power tend to interfere with extant
  magical fields, only Least equipment runes may be
  inscribed
  upon
  magic
  items.
  By
  the
  same
  token,
  equipment
  inscribed
  with
  a
  Lesser,
  Greater,
  or
  Grandmaster equipment rune gains no benefit from spells
  and spell­like abilities that grant a bonus, be it an
  enhancement
  bonus,
  a
  weapon
  special
  ability,
  or
  otherwise, to weapons.
  Projection Runes ­ Unlike equipment runes, projection
  runes work regardless of the object on which they are
  inscribed. As such, runesmiths carry them about in sketch
  pads, on small pieces of stone, or other portable media.
  They grant no passive bonus, and are unusable by anyone
  other than the inscribing runesmith. When a projection
  rune is presented in one hand and activated (see below), it
  glows and shoots forth magical energy in a cone or burst.
  The radii of two projections with the same name cannot
  overlap. Though they have no passive effect, the latent
  magic of creation sets a projection's activation cost to 0
  the first time it is activated each day.
  2
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  Inscribing Runes
  A runesmith begins play with the ability to inscribe Least
  runes. He gains the ability to inscribe Lesser runes at 5th
  level, the ability to inscribe Greater runes at 11th level,
  and the ability to inscribe Grandmaster runes at 17th
  level.
  The number of runes a runesmith can inscribe each day is
  based on his class level (see Table: The Runesmith).
  Each morning, a runesmith may spend 1 hour inscribing
  up to that many runes, a process which renders useless
  any runes he inscribed on previous days. Given the
  transient nature of inscribed runes, inscription tends not
  to be done with stone, hammer, and chisel, but rather
  with blood, ink, charcoal, paint, or some other, semi­
  permanent means; that said, some staunch traditionalists
  still do chisel.
  An individual cannot gain benefit from runes that have
  been inscribed upon equipment with which he is not
  proficient.
  Activating Runes
  All runes have an activation time, as well as an activation
  cost. The activation cost of runes is paid with inscription
  points from the runesmith's inscription pool. Activation
  times of a swift action, immediate action, or free action do
  not provoke attacks of opportunity. All other activation
  times do. The Difficulty Class for any saving throw called
  for by a rune is equal to 10 + 1/2 the runesmith's class
  level + the runesmith's Intelligence modifier.
  Counterspelling and Dispelling Runes
  Equipment runes are treated as magic items for the
  purpose of interacting with effects that hinder magic, such
  as dispel magic or antimagic field. If an equipment rune
  is suppressed while an activation effect is ongoing, its
  duration continues to elapse while suppressed. The
  effective caster level of an item with an equipment rune is
  equal to the runesmith level of its inscriber.
  Projection runes are so similar to classical magic that they
  are treated as arcane spells, save that they are not subject
  to arcane spell failure. This means that projection runes
  can be cast on the defensive in order to avoid provoking
  attacks of opportunity, using the runesmith's class level as
  his caster level. Additionally, a runesmith who knows at
  least one projection rune is considered to be an arcane
  spellcaster. Each projection rune has a spell school, and
  can be counterspelled or dispelled just like any other
  arcane spell. See Table: Rune/Spell Equivalence for a
  rune's
  spell
  level
  equivalent
  for
  the
  purpose
  of
  counterspelling, dispelling, and defensive casting. The
  caster level of a projection rune is equal to the runesmith
  level of its projector.
  Runes
  and
  Meeting
  Feat
  and
  Archetype
  Requirements
  For the purpose of meeting the prerequisites of feats and
  archetypes, a runesmith has a caster level equal to his
  runesmith level. In addition, for the purpose of the
  aforementioned prerequisites, a runesmith is considered
  to have equivalent spellcasting as detailed in Table:
  Rune/Spell Equivalence below.
  Note that since runesmiths don't cast actual spells, feats
  and prestige classes that grant arcane spell progression,
  additional spells known, or any other feature or ability
  linked
  to
  standard
  arcane
  magic
  doesn't
  grant
  a
  runesmith any benefit, with the exception of runesmiths
  who have gained standard arcane magic from another
  source.
  Inscription Pool (Su): At 1st level, a runesmith gains a
  pool of inscription points, literally a measure of his ability
  to pump raw magic into the runes he creates. The number
  of points in a runesmith's inscription pool is equal to
  twice his runesmith level + his Intelligence modifier.
  Inscription points are used to pay for the activation costs
  of the runesmith's runes.
  The inscription pool is replenished each morning after 8
  hours of rest or meditation; these hours do not need to be
  consecutive.
  Practiced Scribe (Ex): At 2nd level, a runesmith gains
  a bonus equal to half his runesmith level, rounded down,
  to Linguistics and Profession (scribe) skill checks.
  Woven Magic (Su): Starting at 3rd level, a runesmith
  can apply Lesser, Greater, and Grandmaster equipment
  runes
  to
  magic
  weapons
  and
  armor
  with
  a
  +1
  enhancement modifier. All special abilities present on
  weapons and armor to which a Lesser, Greater, or
  Grandmaster rune has been inscribed are suppressed for
  as long as that rune persists. At 7th level and every four
  runesmith levels thereafter, the maximum enhancement
  modifier of magic weapon or armor to which Lesser,
  Greater, and Grandmaster equipment runes may be
  added with no restriction increases by +1, to a maximum
  of +5 at 19th level.
  3
  Table: Rune/Spell
  Equivalence
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  Modify Runes (Sp): Starting at 4th level, a runesmith
  may transform one of his inscribed runes within 30 feet to
  another rune of the same power level and type that he
  knows. This is a full­round action that provokes attacks of
  opportunity. For example, a Lesser projection rune must
  be
  changed
  into
  another
  Lesser
  projection
  rune.
  Compound runes and ur runes cannot be modified.
  A runesmith may use this ability once per day for every
  four runesmith levels he possesses.
  Compound Runes: At 6th level, whenever a runesmith
  inscribes his runes for the day, he may inscribe two Least
  equipment runes on the same item as though they were a
  single Lesser rune. Similarly, he may inscribe two Least
  projection runes as though they were a single Lesser rune.
  Activating a combined rune activates both runes at once.
  The activation cost is equal to the greater of the activation
  costs of the two runes, and the activation time is equal to
  the greater of the activation times of the two runes.
  A runesmith may inscribe a single compound rune per
  day at 6th level, two per day at 10th level, and three per
  day at 18th level.
  Rune Mastery (Ex): At 9th level, the runesmith gains a
  +1 luck bonus to saving throws against spells and abilities
  with a writing motif, such as symbol of death, symbol of
  insanity, sepia snake sigil, and explosive runes. In
  addition, if a spell with a writing motif normally allows no
  saving throw, then the runesmith is entitled to a Will save
  to stare the spell down and negate it. If the runesmith is
  the only individual who would be affected by a spell that
  he negates in this manner, the spell retroactively fails to
  trigger, and cannot trigger upon the runesmith again for
  24 hours. At 13th level, this luck bonus improves to +2.
  Advanced Compound Rune: At 14th level, whenever a
  runesmith inscribes his runes for the day, he may inscribe
  two Lesser equipment runes on the same item as though
  they were a single Greater rune.
  Similarly, he may
  inscribe two Lesser projection runes as though they were
  a single Greater rune. This consumes a Greater inscription
  slot. Activating a combined rune activates both runes at
  once. The activation cost is equal to the greater of the
  activation costs of the two runes, and the activation time
  is equal to the greater of the activation times of the two
  runes.
  A runesmith may inscribe a single advanced compound
  rune per day.
  Ur Rune: At 20th level, whenever a runesmith inscribes
  his runes for the day, he may inscribe a Least, a Lesser,
  and a Greater equipment rune on the same item as though
  they were a single Grandmaster rune. Similarly, he may
  inscribe a Least, a Lesser, and a Greater projection rune
  as though they were a single Grandmaster rune. This
  consumes a Grandmaster inscription slot. Activating an ur
  rune activates all three runes at once. The activation cost
  is equal to the greatest of the activation costs of the three
  runes, and the activation time is equal to the greatest of
  the activation times of the three runes.
  A runesmith may inscribe a single ur rune per day.
  4
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  FAVORED CLASS BONUSES
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  runesmiths as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Every 3 times this bonus is selected, the
  runesmith gains 1 temporary hit point whenever he
  activates an equipment rune on an item worn or wielded
  by
  another
  creature.
  This
  bonus
  stacks,
  and
  the
  temporary hit points last for 1 round.
  Drow – Add +1/4 of a point to the runesmith's inscription
  pool.
  Dwarf – Every 6 times this bonus is selected, the
  runesmith may inscribe an additional Least rune each
  day.
  Elf – Add +1/4 of a point to the runesmith's inscription
  pool.
  Gnome – Every 6 times this bonus is selected, choose a
  known weapon or armor equipment rune with a Least
  variant. The chosen rune's Least variant may be inscribed
  upon equipment upon which a rune has already been
  inscribed.
  Half­elf – Add +1 to Craft and Profession checks made to
  earn a living during downtime.
  Halfling – Every 3 times this bonus is selected, choose
  Fortitude, Reflex, or Will. The runesmith gains a +1 luck
  bonus to the chosen saving throw for 2 rounds whenever
  he activates a rune. He cannot choose the same saving
  throw more than twice.
  Half­orc – Every 8 times this bonus is selected, choose an
  equipment rune. Whenever the chosen equipment rune is
  inscribed, if there exists a variant of that rune for the next
  higher power level (For example, when inscribing a Least
  rune, is there a Lesser variant of that rune?), then the
  runesmith may choose to grant the passive bonus of that
  next higher power level variant, but at the cost of being
  unable to activate that rune.
  Hobgoblin – Every 8 times this bonus is selected, choose
  an equipment rune. Whenever the chosen equipment
  rune is inscribed, if there exists a variant of that rune for
  the next higher power level (For example, when inscribing
  a Least rune, is there a Lesser variant of that rune?), then
  the runesmith may choose to grant the passive bonus of
  that next higher power level variant, but at the cost of
  being unable to activate that rune.
  Human – Add +1/5 of a rune known.
  Kitsune – Every 4 times this bonus is selected, choose a
  known projection rune with a Least variant. The chosen
  rune's Least variant may be activated at no cost twice per
  day rather than just once per day.
  Kobold – Add +1/4 to the Difficulty Class of all runes if
  the victim is a gnome.
  Orc – Every 6 times this bonus is selected, choose a
  known weapon or armor equipment rune with a Least
  variant. The chosen rune's Least variant may be inscribed
  upon equipment upon which a rune has already been
  inscribed.
  Puddling – Every 4 times this bonus is selected, choose a
  known projection rune with a Least variant. The chosen
  rune's Least variant may be activated at no cost twice per
  day rather than just once per day.
  Tiefling
  –
  Whenever
  the
  runesmith
  activates
  an
  equipment rune he is actively wearing or wielding, his
  next physical attack made before the end of his next turn
  deals an additional point of damage for every 3 times this
  bonus has been selected.
  Vanara – Add +1/4 of a point to the runesmith's
  inscription pool.
  Vishkanya – Add +1/5 of a rune known.
  5
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  RUNESMITH ARCHETYPES
  Those adventurers who earn their mantle by their
  intellect tend to specialize in dramatic fashion. Consider,
  where one fighter may favor using hammers to debilitate
  foes and another prefers to use swords defensively, one
  wizard
  may
  rain
  down
  arcane
  fire,
  and
  another
  summons outsiders from the far­flung corners of the
  multiverse to do his bidding. Simply put, magical
  specialties are simply more visibly different, and as a
  quirky subset of magical practitioners, runesmiths tend
  to specialize in all sorts of odd directions.
  CAMPAIGNER (RUNESMITH ARCHETYPE)
  There's prepared, there's crazy prepared, and then
  there's this guy.
  Campaigners have the following class features:
  Always Prepared: A campaigner must learn the sigil of
  the campaigning soldier at 1st level. In addition, he must
  inscribe the aforementioned rune at least once every time
  he inscribes runes, using one of the highest power level
  rune slots he possesses. He must also elect to wear one of
  the cloaks upon which this rune has been inscribed at the
  highest power level possible. When drawing a random
  item from a filled pocket, the campaigner may roll twice
  and select which result he wishes to draw from the pocket.
  Prepared
  Adventurer
  (Ex):
  At
  2nd
  level,
  a
  campaigner gains The Adventuring Soldier as a bonus
  feat. He does not need to meet the prerequisites of this
  feat. In addition, at 4th level and every two campaigner
  levels thereafter, the number of temporary inscription
  points granted by the The Adventuring Soldier feat
  increases by +1.
  This ability replaces practiced scribe.
  Extra Pockets (Ex): At 6th level, a campaigner gains
  both The Devout Soldier and The Inquisitive Soldier as
  bonus feats. He does not need to meet the prerequisites of
  the feats.
  This ability replaces compound runes.
  Scrolldier (Ex): Starting at 6th level, Lesser sigils of the
  campaigning soldier inscribed by the campaigner may
  have either an arcana pouch or a gloriana pouch. Choose
  the desired pouch upon inscription.
  Efficient Scrolling (Su): Starting at 10th level, the
  following feats no longer increase the activation cost of
  the
  sigil
  of
  the
  campaigning
  soldier
  when
  their
  corresponding pockets are refilled: The Devout Soldier
  and The Inquisitive Soldier.
  In addition, scrolls drawn from pockets produced by the
  inscriber's sigil of the campaigning soldier are treated as
  though they had a caster level equal to the inscriber's
  campaigner level for the purpose of overcoming spell
  resistance and determining the Difficulty Class of any
  saving throws they call for, but not for determining their
  magnitude of effect, and only when cast by the inscriber
  himself.
  Superior Scrolling (Su): Starting at 14th level, Greater
  and Grandmaster sigils of the campaigning soldier
  inscribed by the campaigner grant a greater arcana pocket
  and a greater gloriana pocket. These pockets come pre­
  filled. The greater arcana pocket contains the scroll of a
  random 2nd­level arcane spell, while the greater gloriana
  pocket contains the scroll of a random 2nd­level divine
  spell. The caster level of the scroll is equal to half the
  inscriber's campaigner level, rounded down. The wearer
  of a cloak with a Greater or Grandmaster sigil of the
  campaigning soldier may cast any scroll drawn from its
  greater arcana pocket or its greater gloriana pocket
  without making a Use Magic Device check. The activation
  cost of the sigil of the campaigning soldier increases by
  +1 if that activation would refill the greater arcana or
  greater gloriana pockets. This cost increase stacks if both
  are to be refilled.
  This ability replaces advanced compound runes.
  Metascrolling (Su): At 18th level, the campaigner may
  spontaneously apply any metamagic feat with a +1 level
  modifier to any 1st or 2nd­level scroll drawn from the
  pockets of any cloak he inscribed with the sigil of the
  campaigning soldier. Doing so increases the casting time
  of the scroll to a full­round action and expends inscription
  points equal to the scroll's spell level.
  The
  Big
  One
  (Su):
  At 20th level, whenever the
  campaigner
  inscribes
  a
  Grandmaster
  sigil
  of
  the
  campaigning soldier, he may have it produce an oblivion
  pocket. This pocket comes pre­filled. Once he produces an
  oblivion pocket, he cannot produce a new one for one
  week. The oblivion pocket can only have items drawn
  from it by the campaigner himself, and when drawn from,
  roll 1d6+3, 1d3+3, and 1d2+1. The campaigner pulls out
  three random scrolls with spell levels corresponding to
  the results of the three rolls. While wearing the cloak with
  the oblivion pocket, the campaigner may cast the drawn
  scrolls without making a Use Magic Device check. The
  oblivion pocket cannot be refilled by any means.
  This ability replaces ur rune.
  6
  Campaig
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  FORGEMASTER (RUNESMITH ARCHETYPE)
  The
  popular
  view
  of
  the
  runesmith
  is
  that
  of
  a
  blacksmith­wizard.
  This
  leads
  to
  an
  interesting
  dichotomy of behaviors. On one hand, there are the
  runesmiths who behave like wizards, holing themselves
  up and honing their craft for years. On the other hand,
  there are those who behave like a local blacksmith who
  just so happens to be able to channel magical energy.
  This latter group is known as forgemasters, and it is a
  lucky community that has one at its beck and call.
  Forgemasters have the following class features:
  Class Skills: A forgemaster adds Knowledge (local) (Int)
  to his list of class skills.
  Rented
  Runes
  (Sp):
  At
  2nd
  level,
  whenever
  a
  forgemaster inscribes his runes for the day, he may
  inscribe copies of some of his equipment runes to other
  non­magical items. For each power level he can inscribe
  (Least, Lesser, etc.), the forgemaster may select a single
  variant he is currently inscribing. If he does, he inscribes
  that rune on two items rather than just one. Designate
  one of these two items as the "rental". A rented rune acts
  just like a normal rune, but cannot be activated. Rented
  runes persist until the next time the forgemaster inscribes
  runes.
  This ability replaces practiced scribe and the compound
  rune slot granted at 10th level.
  Rented Activation (Sp): At 4th level, whenever a
  forgemaster activates a Least rune that he inscribed, he
  may also activate a single rented rune he inscribed of the
  same variant. The rented rune must be within 30 feet.
  This doubles the activation cost of that rune, and
  increases the activation time to a full­round action, unless
  it is already longer. This ability can only be used if the
  forgemaster is wearing at least one of the two runed items
  to be activated.
  At 8th level, the forgemaster may activate Lesser rented
  runes in this fashion.
  At 12th level, he may activate Greater rented runes in this
  fashion.
  At 18th level, he may activate Grandmaster rented runes
  in this fashion.
  This ability replaces modify runes and the compound
  rune slot granted at 18th level.
  PROJECTIONIST (RUNESMITH ARCHETYPE)
  Magic as the wizard performs it is supremely hard on the
  mind. Not only does the wizard need the requisite
  memory to keep all sorts of awkward incantations
  straight, but he must also be able to recall these
  incantations while drawing and channeling magical
  energy. This approach to the arcane leaves many
  intelligent individuals face­down in the dust, for the
  contemplative mind can't handle the mental gymnastics
  required to sling spells. A subset of these failed wizards
  take to runesmithing as a way to bypass the requisite
  mental gymnastics, and, among them, some take to
  projections as the closest analog to the wizardly ways
  denied them.
  Projectionists have the following class features:
  Projection Exclusivity (Ex): Starting at 1st level, a
  projectionist can only learn projection runes.
  This ability modifies runes.
  Metaprojection Study (Ex): At 3rd level and every
  four
  levels
  thereafter,
  a
  projectionist
  gains
  the
  Metaprojection Study feat as a bonus feat.
  This ability replaces woven runes.
  Projection Favoritism (Su): Starting at 4th level,
  whenever the projectionist would learn a new rune by
  virtue of increasing in level, he may choose to forego
  learning a new rune. If he does, he instead selects a
  known projection rune with a Least variant. When
  inscribed as a Least rune, the selected rune may be
  activated for free twice per day rather than just once.
  Starting at 12th level, the projectionist may select a known
  projection rune with a Lesser variant instead. When
  inscribed as a Lesser rune, the selected rune may be
  activated for free twice per day rather than just once.
  This ability replaces modify runes.
  Metainscription
  (Sp):
  Starting
  at
  8th
  level,
  a
  projectionist may activate any variant of an inscribed
  projection rune whose power level is less than or equal to
  the inscribed power level. For example, if the projectionist
  inscribes a Grandmaster sign of the laggard, he may use
  that inscribed rune to activate a Least sign of the laggard,
  a Lesser sign of the laggard, a Greater sign of the
  laggard, or a Grandmaster sign of the laggard. Only the
  actual inscribed variant can be activated for free in
  accordance with the free daily activation granted to all
  prepared projection runes.
  This ability cannot be used in conjunction with combined
  runes or ur runes.
  Metaprojection Focus (Ex): At 16th level, applying a
  metaprojection feat to an activation of a projection rune
  no longer increases the activation time of that rune.
  7
  Projection
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  RUNESMITH FEATS
  Equipment Focus (Rune)
  What's the point of learning how to make runes if they
  don't work when you really need them?
  Prerequisite: Runes class feature
  Benefit: Choose an item slot that accepts equipment
  runes (armor, feet, hands, head, shoulders, or weapon).
  Add +1 to the Difficulty Class for all saving throws against
  runes you inscribe to the chosen equipment slot.
  Special: You can gain Equipment Focus multiple times.
  Each time, select a new item slot.
  Greater Equipment Focus (Rune)
  If you can't do something well, you may as well not do it
  at all!
  Prerequisite: Equipment Focus
  Benefit: Choose an item slot that accepts equipment
  runes for which you have already taken the Equipment
  Focus feat. Add +1 to the Difficulty Class for all saving
  throws against spells from the school of magic you select.
  This stacks with the bonus granted by the Equipment
  Focus feat.
  Special: You can gain Greater Equipment Focus multiple
  times. Each time, select a new item slot.
  Margin Inscription (Rune)
  Weaker runes tend to be smaller, so learning how to
  write in the margins lets you cram something in there.
  Prerequisite: Ability to inscribe Greater runes
  Benefit: Whenever you inscribe runes for the day, you
  may inscribe two equipment runes on a single item, but if
  and only if one of those runes is a Least rune and the
  other rune is at least one power level lower than the
  greatest power level you can inscribe. You can only
  "double inscribe" a single item in this fashion each day.
  Master Modifier (Rune)
  You like to change your mind.
  Prerequisite: Modify runes class feature
  Benefit: You may use the modify runes class feature an
  additional time per day.
  Special: You can gain Master Modifier multiple times. Its
  effects stack.
  Metaprojection Study (Rune)
  If runes are simply magic in reverse, then metamagic is
  certainly within a runesmith's reach.
  Prerequisite: Runes class feature
  Benefit: Choose a metamagic feat for which you meet all
  the prerequisites. You gain that metamagic feat as a
  metaprojection feat. If you increase the activation time of
  a projection rune to a full­round action, you may apply a
  metaprojection feat that you know to the projection.
  Unlike a metamagic feat, which directly changes a spell's
  spell level, applying a metaprojection feat does not change
  the power level of a rune. A maximized Lesser rune is still
  a Lesser rune. Instead, the activation cost increases by a
  number of inscription points equal to the level increase of
  the metaprojection feat.
  Special: You can gain Metaprojection Study multiple
  times. Each time, select a new metamagic feat whose
  prerequisites you meet.
  Special: Metamagic feats with a variable level increase,
  such as Heighten Spell, cannot be taken as metaprojection
  feats.
  Rune Study (Rune)
  Some call you a dilettante, but you insist on being called
  well­rounded.
  Prerequisite: Runes class feature
  Benefit: Choose a single rune with a Least variant. You
  learn the chosen rune.
  Special: You can gain Rune Study multiple times. Each
  time, select a new rune with a Least variant.
  Rune Specialization (Rune)
  One rune in particular has your attention.
  Prerequisites: Runes class feature
  Benefit: Choose a rune that you know. Whenever you
  replenish your inscription pool, you gain 2 temporary
  inscription points that last for 24 hours. These temporary
  inscription points may only be spent on activating the
  chosen rune.
  8
  Sidebar: Feat Selection
  for Projection Runes
  Feats that grant bonuses to arcane spells without
  referring to individual spell slots or spell levels,
  such as Spell Focus, Greater Spell Focus, or Spell
  Penetration, apply to a runesmith's projection
  runes.
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  The Adventuring Soldier (Rune)
  The adventuring runesmith becomes accustomed to a
  different sort of campaigning.
  Prerequisite: Know the sigil of the campaigning soldier
  rune
  Benefit:
  Whenever
  you
  inscribe
  the
  sigil
  of
  the
  campaigning soldier, the wearer gains access to the
  dungeoneering pocket. This pocket comes pre­filled. In
  addition, whenever you replenish your inscription pool,
  you gain 2 temporary inscription points that last until the
  next time you replenish your inscription pool. These
  temporary inscription points can only be spent on
  activating the sigil of the campaigning soldier.
  The Devout Soldier (Rune)
  Some say you're a priest in everything but name.
  Prerequisite: Know the sigil of the campaigning soldier
  rune, ability to inscribe Greater runes
  Benefit:
  Whenever
  you
  inscribe
  a
  Greater
  or
  Grandmaster sigil of the campaigning soldier, the wearer
  gains access to the gloriana pocket. This pocket comes
  pre­filled. The gloriana pocket contains the scroll of a
  random 1st­level divine spell, and the caster level of the
  scroll
  is
  equal
  to
  half
  the
  inscribing
  runesmith's
  runesmith level, rounded down. The wearer of a cloak
  with a Greater or Grandmaster sigil of the campaigning
  soldier may cast any scroll drawn from its gloriana pocket
  without making a Use Magic Device check. The activation
  cost of the sigil of the campaigning soldier increases by
  +1 if that activation would refill the gloriana pocket.
  The Inquisitive Soldier (Rune)
  You are a favorite of wizards who simply have to know
  every spell.
  Prerequisite: Know the sigil of the campaigning soldier
  rune, ability to inscribe Greater runes
  Benefit:
  Whenever
  you
  inscribe
  a
  Greater
  or
  Grandmaster sigil of the campaigning soldier, the wearer
  gains access to the arcana pocket. This pocket comes pre­
  filled. The arcana pocket contains the scroll of a random
  1st­level arcane spell, and the caster level of the scroll is
  equal to half the inscribing runesmith's runesmith level,
  rounded down. The wearer of a cloak with a Greater or
  Grandmaster sigil of the campaigning soldier may cast
  any scroll drawn from its arcana pocket without making a
  Use Magic Device check. The activation cost of the sigil of
  the campaigning soldier increases by +1 if that activation
  would refill the arcana pocket.
  Trickster's Opus (Rune)
  You take borrowed magic to its very zenith.
  Prerequisite: Know the trickster's calling card rune,
  ability to inscribe Grandmaster runes
  Benefit: Your trickster's calling card rune can now be
  inscribed as a Grandmaster rune. This has the same
  activation cost, activation time, and activation duration as
  a
  Greater
  trickster's
  calling
  card.
  A
  Grandmaster
  trickster's calling card functions as a Greater, save that
  you choose a 2nd­level spell from the wizard spell list in
  addition to those you already choose for a Greater. The
  chosen spell can be cast as a spell­like ability by the
  wearer in the same manner as other chosen spells.
  9
  Table: Campaigning
  Soldier Dungeoneering
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  RUNE SUMMARIES
  Note: Given that equipment runes are only compatible
  with the armor, feet, hands, head, shoulders, and weapon
  item slots, any equipment runes that list "all slots" in the
  rune summary mean they are simply compatible with all
  six of those slots.
  RUNES BY POWER LEVEL
  EQUIPMENT RUNES
  (Format: Name ­ slot)
  Least
  Apprentice's Chickenscratch ­ shoulders
  Archmage's Sigil ­ head
  Aurora's Emblem ­ head
  Berserker's "Armor" ­ armor
  Emblem of Purgation ­ armor
  Emblem of the Scout ­ feet
  Evader's Deletion ­ all slots
  Exemplar's Example ­ head
  Hoarfrost Emblem ­ weapon
  Hurler's Dag ­ hands
  Insignia of the Persuasive Lunatic ­ head
  Mark of Lethal Legerdemain ­ weapon
  Medic's Mark ­ hands
  Messenger's Mark ­ feet
  Mutable Sigil ­ all slots
  Paranoid Prescience ­ weapon
  Rune of Change ­ all slots
  Rune of Corrosion ­ weapon
  Rune of Deflection ­ head
  Rune of Frost ­ armor
  Sigil of the Campaigning Soldier ­ shoulders
  Sigil of the Stubborn Ass ­ feet
  Talisman of the Swan ­ weapon
  Umbral Sigil ­ shoulders
  Vampire's Ward ­ armor
  Lesser
  Archmage's Sigil ­ head
  Berserker's "Armor" ­ armor
  Crest of the Bullfighter ­ shoulders
  Duelist's Insignia ­ hands
  Duelist's Ward ­ armor
  Emblem of the Engineer ­ weapon
  Emblem of Purgation ­ armor
  Emblem of the Scout ­ feet
  Evader's Deletion ­ all slots
  Exemplar's Example ­ head
  Hangman's Assistant ­ shoulders
  Hoarfrost Emblem ­ weapon
  Hurler's Dag ­ hands
  Insignia of the Persuasive Lunatic ­ head
  Mark of Lethal Legerdemain ­ weapon
  Medic's Mark ­ hands
  Messenger's Mark ­ feet
  Mutable Sigil ­ all slots
  Paranoid Prescience ­ weapon
  Rune of Change ­ all slots
  Rune of Corrosion ­ weapon
  Rune of the Firewalker ­ feet
  Rune of Frost ­ armor
  Rune of the Shadowy Corner ­ head
  Sigil of the Campaigning Soldier ­ shoulders
  Sigil of the Shag Rug ­ feet
  Sigil of the Stubborn Ass ­ feet
  Sign of the Ninja ­ hands
  Talisman of the Swan ­ weapon
  Temper ­ weapon
  Thunderstorm's Mark ­ weapon
  Transmuter's Rune ­ armor, weapon
  Umbral Sigil ­ shoulders
  Vampire's Ward ­ armor
  10
  Runes by Power Level
  Equipment Runes
  Least
  Lesser
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  Greater
  Archmage's Sigil ­ head
  Aurora's Emblem ­ head
  Berserker's "Armor" ­ armor
  Calling Card of the Fool ­ weapon
  Crest of the Bullfighter ­ shoulders
  Duelist's Ward ­ armor
  Emblem of Purgation ­ armor
  Evader's Deletion ­ all slots
  Exemplar's Example ­ head
  Hangman's Assistant ­ shoulders
  Hoarfrost Emblem ­ weapon
  Hurler's Dag ­ hands
  Insignia of the Persuasive Lunatic ­ head
  Mark of Obliteration ­ hands
  Medic's Mark ­ hands
  Messenger's Mark ­ feet
  Mutable Sigil ­ all slots
  Paranoid Prescience ­ weapon
  Rune of Change ­ all slots
  Rune of Corrosion ­ weapon
  Rune of Deflection ­ head
  Rune of the Firewalker ­ feet
  Rune of Frost ­ armor
  Rune of the Shadowy Corner ­ head
  Sigil of the Campaigning Soldier ­ shoulders
  Sigil of the Stubborn Ass ­ feet
  Sign of the Ninja ­ hands
  Talisman of the Swan ­ weapon
  Temper ­ weapon
  Thunderstorm's Mark ­ weapon
  Trickster's Calling Card ­ hands
  Umbral Sigil ­ shoulders
  Vampire's Ward ­ armor
  Grandmaster
  Archmage's Sigil ­ head
  Berserker's "Armor" ­ armor
  Duelist's Insignia ­ hands
  Emblem of Purgation ­ armor
  Emblem of the Scout ­ feet
  Exemplar's Example ­ head
  Hangman's Assistant ­ shoulders
  Hoarfrost Emblem ­ weapon
  Hurler's Dag ­ hands
  Insignia of the Persuasive Lunatic ­ head
  Mark of Lethal Legerdemain ­ weapon
  Medic's Mark ­ hands
  Messenger's Mark ­ feet
  Mutable Sigil ­ all slots
  Paranoid Prescience ­ weapon
  Rune of Corrosion ­ weapon
  Rune of Frost ­ armor
  Rune of the Shadowy Corner ­ head
  Sigil of the Campaigning Soldier ­ shoulders
  Sigil of the Shag Rug ­ feet
  Sigil of the Stubborn Ass ­ feet
  Sign of the Ninja ­ hands
  Talisman of the Swan ­ weapon
  Thunderstorm's Mark ­ weapon
  Umbral Sigil ­ shoulders
  Vampire's Ward ­ armor
  PROJECTION RUNES
  Least
  Crossed Vines
  Darkening Sigil
  Designation of the Firing Range
  Draconic Presence
  Draconic Visage
  Infirmary's Signpost
  Legion of Stuff
  Mark of the Apprentice
  Phalanx
  Sentinel's Badge
  Sigil of the Horseman's Bane
  Sigil of the Leaky Construct
  Sign of the Elements
  Stamp of the Hero
  Stamp of the Laggard
  Lesser
  Crossed Vines
  Darkening Sigil
  Designation of the Firing Range
  Draconic Visage
  Exodus Rune
  Giant Step
  Hall of the Oath
  Infirmary's Signpost
  Legion of Stuff
  Library's Doormat
  Liliput Steps
  Luminous Mark
  Medusa's Statuary
  Phalanx
  Physician's Waypoint
  Sentinel's Badge
  Sigil of Segregation
  Sign of the Elements
  Smoothing Sigil
  Stamp of the Hero
  Stamp of the Laggard
  11
  Grandmaster
  Projection Runes
  Least
  Lesser
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  Greater
  Breath of the Nosferatu
  Creation
  Crossed Vines
  Draconic Presence
  Draconic Visage
  Elemental Magnetism
  Exodus Rune
  Giant Step
  Infirmary's Signpost
  Legion of Stuff
  Liliput Steps
  Mason's Mark
  Medusa's Statuary
  Miner's Mark
  Phalanx
  Quarantine
  Sentinel's Badge
  Sigil of the Horseman's Bane
  Sign of the Elements
  Stamp of the Hero
  Stamp of the Laggard
  Grandmaster
  Designation of the Firing Range
  Draconic Visage
  Exodus Rune
  Infirmary's Signpost
  Legion of Stuff
  Medusa's Statuary
  Phalanx
  Quarantine
  Sentinel's Badge
  Sigil of Segregation
  Sign of the Elements
  Stamp of the Hero
  Stamp of the Laggard
  RUNES ALPHABETICALLY BY FUNCTION
  Legend
  EQUIPMENT RUNES
  Apprentice's Chickenscratch ­ Lt, Gr
  Shoulders
  P ­ Gain a random bonus when worn.
  A ­ Transform that bonus to a luck bonus.
  Archmage's Sigil ­ Lt, Lr, Gr, Gm
  Head
  P ­ Increase the size of the inscription pool when worn.
  A ­ None.
  Aurora's Emblem ­ Lt, Gr
  Head
  P ­ Gain an insight bonus against daze and blindness
  effects.
  A ­ Blast a target with a flash of light.
  Berserker's "Armor" ­ Lt, Lr, Gr, Gm
  Armor
  P ­ Increase temporary hit points gained from all sources.
  A ­ Gain temporary hit points, and DR/­ for so long as the
  temporary hit points last.
  S ­ Must be inscribed upon skin, and doesn't work when
  armor is worn.
  Calling Card of the Fool ­ Gr
  Weapon
  P ­ Roll twice on the confusion table when confused.
  A ­ The weapon acts like a rod of wonder for one
  activation.
  Crest of the Bullfighter ­ Lr, Gr
  Shoulders
  P ­ Gain a bonus to non­musical Perform checks, as well
  as a bonus to feinting at higher power levels.
  A ­ Charging creatures that miss keep moving forward.
  12
  Equipment
  Rune Name ­ Power Levels
  Item Slot
  (P)assive ­ Ability summary
  (A)ctive ­ Ability summary
  (S)pecial ­ Ability summary
  Projection
  Rune Name ­ Power Levels
  (E)ffect ­ Ability Summary
  Power Levels
  Lt = Least
  Lr = Lesser
  Gr = Greater
  Gm = Grandmaster
  Grandmaster
  Runes
  Equipment Runes
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  Duelist's Insignia ­ Lr, Gm
  Hands
  P ­ Gain proficiency and the benefits of Weapon Focus
  and/or Weapon Specialization with weapons made by the
  gloves.
  A ­ Produce a dagger and a rapier.
  Duelist's Ward ­ Lr, Gr
  Armor
  P ­ Gain a shield bonus to AC equal to the armor's
  enhancement bonus.
  A ­ Grant a nearby creature the shield bonus to AC.
  Emblem of the Engineer ­ Lr
  Weapon
  P ­ All creatures are proficient with the runed siege
  engine.
  A ­ A single creature is treated as a full crew for the
  purpose of reloading the runed siege engine.
  Emblem of Purgation ­ Lt, Lr, Gr, Gm
  Armor
  P ­ Gain a scaling morale bonus to Strength and/or
  Constitution.
  A ­ Double the aforementioned morale bonus(es).
  Emblem of the Scout ­ Lt, Lr, Gm
  Feet
  P ­ Gain a bonus to base land speed.
  A ­ Gain one of a wide variety of effects based on power
  level.
  Evader's Deletion ­ Lt, Lr, Gr
  Armor, Feet, Hands, Head, Shoulders, Weapon
  P ­ Hide another rune from divination magic.
  A ­ None.
  S ­ This rune can be stacked on top of other runes.
  Exemplar's Example ­ Lt, Lr, Gr, Gm
  Head
  P ­ Gain a luck bonus to a chosen skill.
  A ­ Change the chosen skill.
  Hangman's Assistant ­ Lr, Gr, Gm
  Shoulders
  P ­ Use the cloak as a natural weapon.
  A ­ Perform various tricks with the cloak natural weapon.
  S ­ The cloak can be independently targeted and damaged
  while active, and reducing it to 0 hit points ends the
  activation.
  Hoarfrost Emblem ­ Lt, Lr, Gr, Gm
  Weapon
  P ­ Creatures damaged by the weapon have their speed
  reduced.
  A ­ Weapon explodes in bursts of frigid cold that damage
  in a 5­ft. radius.
  Hurler's Dag ­ Lt, Lr, Gr, Gm
  Hands
  P ­ Load ammunition into extradimensional space, and
  choose a weapon rune to grant to loaded ammunition.
  A ­ Fire all the loaded ammunition at a single target.
  Insignia of the Persuasive Lunatic ­ Lt, Lr, Gr, Gm
  Head
  P ­ Gain an insight bonus to Bluff, Diplomacy, and
  Intimidate
  A ­ Deploy attack dogs from the hat itself.
  Mark of Lethal Legerdemain ­ Lt, Lr, Gm
  Weapon
  P ­ Gain the ability to conceal weapons, up to and
  including
  those
  that
  are
  bigger
  than
  the
  creature
  concealing it, as though they were light weapons.
  A ­ When drawing a runed concealed weapon, everyone is
  flatfooted against it.
  Mark of Obliteration ­ Gr
  Hands
  P ­ Gain Improved Unarmed Strike.
  A ­ Make a single unarmed attack, dealing additional
  damage for each attack sacrificed.
  Medic's Mark ­ Lt, Lr, Gr, Gm
  Hands
  P ­ Potions absorbed by the gloves gain a bonus to caster
  level.
  A ­ Absorb a potion.
  S ­ An absorbed potion can be delivered as a touch. When
  the rune ends, any absorbed potion is lost.
  Messenger's Mark ­ Lt, Lr, Gr, Gm
  Feet
  P ­ Gain the ability to pass through difficult terrain as
  though it were not difficult.
  A ­ Gain one of a number of abilities based on mobility.
  Mutable Sigil ­ Lt, Lr, Gr, Gm
  Armor, Feet, Hands, Head, Shoulders, Weapon
  P ­ None.
  A ­ Transform into another, weaker, rune for a period of
  time.
  Paranoid Prescience ­ Lt, Lr, Gr, Gm
  Weapon
  P ­ Gain a bonus to initiative rolls.
  A ­ Gain an insight bonus to one attack.
  Rune of Change ­ Lt, Lr, Gr
  Armor, Feet, Hands, Head, Shoulders, Weapon
  P ­ Increase, or decrease, the runed item's hardness.
  A
  ­
  The
  runed
  item
  gains
  an
  alchemically­themed
  property based on its item type.
  Rune of Corrosion ­ Lt, Lr, Gr, Gm
  Weapon
  P ­ Runed weapon deals additional acid damage.
  A ­ Creatures previously damaged by the weapon take a
  penalty to AC.
  Rune of Deflection ­ Lt, Gr
  Head
  P ­ Deflect or reflect mundane ranged attacks that exactly
  meet the wearer's AC.
  A ­ Deflect or reflect all mundane ranged attacks that
  miss.
  13
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  Rune of the Firewalker ­ Lr, Gr
  Feet
  P ­ Gain resistance to energy when walking over the
  source of damage.
  A ­ Leave a trail of energy when walking.
  Rune of Frost ­ Lt, Lr, Gr, Gm
  Armor
  P ­ Creatures that attack the wearer take cold damage.
  A ­ Radiate an aura of cold damage.
  Rune of the Shadowy Corner ­ Ls, Gr, Gm
  Head
  P ­ Roll twice for Stealth and Perception checks, albeit at a
  penalty.
  Sigil of the Campaigning Soldier ­ Lt, Lr, Gr, Gm
  Shoulders
  P ­ Pull random useful items out of pockets in the cloak.
  A ­ Refill the pockets.
  Sigil of the Shag Rug ­ Lr, Gm
  Feet
  P ­ Deal electricity damage to attackers if and only if the
  wearer moved far enough this round.
  A ­ Build up static electricity through movement, then
  deliver it as touch attacks or in electric nova bursts.
  Sigil of the Stubborn Ass ­ Lt, Lr, Gr, Gm
  Feet
  P ­ Gain an insight bonus to CMD.
  A ­ Gain kicks as bonus attacks.
  Sign of the Ninja ­ Lr, Gr, Gm
  Hands
  P ­ Gain proficiency with shuriken
  A ­ Create a full attack worth of shuriken.
  Talisman of the Swan ­ Lt, Lr, Gr, Gm
  Weapon
  P ­ Do not provoke attacks of opportunity with specific
  movement.
  A ­ Increase the wielder's reach with this weapon.
  Temper ­ Lr, Gr
  Weapon
  P ­ Deal additional fire damage.
  A ­ Deal more additional fire damage.
  Thunderstorm's Mark ­ Lr, Gr, Gm
  Weapon
  P ­ Deal additional electricity damage.
  A ­ Arcing lightning bolts damage nearby creatures.
  Transmuter's Rune ­ Lr
  Armor, Weapon
  P ­ If the runed item is made of adamantine or mithral, it
  is treated as though it were made of both.
  A ­ None.
  Trickster's Calling Card ­ Gr
  Hands
  P ­ Choose two cantrips and a 1st­level wizard spell. The
  wearer can cast these a limited number of times per day.
  A ­ Recharge the number of times per day the chosen
  spells can be cast.
  Umbral Sigil ­ Lt, Lr, Gr, Gm
  Shoulders
  P ­ Ranged attacks may miss the wearer.
  A ­ All attacks may miss the wearer.
  Vampire's Ward ­ Lt, Lr, Gr, Gm
  Armor
  P ­ Gain an insight bonus to saves against death effects, as
  well as resistance to all magic and DR/­ when at 0 hit
  points or lower.
  A
  ­
  Delay
  death
  with
  constant
  inscription
  point
  expenditure.
  14
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  PROJECTION RUNES
  Breath of the Nosferatu ­ Gr
  E ­ Deal damage to the weakest creature in a cone, and
  gain temporary hit points.
  Creation ­ Gr
  E ­ Create one or more copies of a desired mundane item
  with supplied raw materials.
  Crossed Vines ­ Lt, Lr, Gr
  E ­ Entangle areas in an area, plus other effects.
  Darkening Sigil ­ Lt, Lr
  E ­ Produce an area of magical darkness.
  Designation of the Firing Range ­ Lt, Lr, Gm
  E ­ Grant bonuses to ranged attacks in an area, including
  the ability to use the Intelligence modifier to damage.
  Draconic Presence ­ Lt, Gr
  E ­ Scare creatures in a cone.
  Draconic Visage ­ Lt, Lr, Gr, Gm
  E ­ Deal a chosen type of energy damage to those in a
  cone.
  Elemental Magnetism ­ Gr
  E ­ Creatures caught in the cone take additional energy
  damage of a chosen type.
  Exodus Rune ­ Lr, Gr, Gm
  E
  ­
  Designate
  an
  entry
  area
  and
  an
  exit
  area.
  Teleportation is enabled between the two.
  Giant Step ­ Lr, Gr
  E ­ Increase the size of creatures in the area.
  Hall of the Oath ­ Lr
  E ­ Lies cannot be told in the area.
  Infirmary's Signpost ­ Lt, Lr, Gr, Gm
  E ­ Grant creatures in the area fast healing.
  Legion of Stuff ­ Lt, Lr, Gr, Gm
  E ­ Command a small army of animated objects that
  cannot leave the area of the projection.
  Library's Doormat ­ Lr
  E ­ Product an area of magical silence.
  Lilliput Steps ­ Lr, Gr
  E ­ Decrease the size of creatures in the area.
  Luminous Mark ­ Lr
  E ­ Creatures to enter the area glow like a torch; this
  thwarts invisibility.
  Mark of the Apprentice ­ Lt
  E ­ Gain the ability to prestidigitate in an area.
  Mason's Mark ­ Gr
  E ­ Instantly produce a primitive fortress.
  Medusa's Statuary ­ Lr, Gr, Gm
  E ­ Impose a penalty to Dexterity to all creatures caught in
  the cone, petrifying some.
  Miner's Mark ­ Gr
  E ­ Instantly dig a temporary hole.
  Phalanx ­ Lt, Lr, Gr, Gm
  E ­ Grant a small shield bonus to AC as an immediate
  action.
  Physician's Waypoint ­ Lr
  E ­ Focusing on any creature to enter the area grants vital
  information on that creature, as the status spell.
  Quarantine ­ Gr, Gm
  E ­ The first two creatures to enter the area are diseased.
  Sentinel's Badge ­ Lt, Lr, Gr, Gm
  E ­ Ward an area against intrusion with an alarm system,
  a
  personal
  damage
  reduction
  bubble,
  and
  various
  contingent runes.
  Sigil of the Horseman's Bane ­ Lt, Gr
  E ­ Create an area of (possibly explosive) caltrops.
  Sigil of the Leaky Construct ­ Lt
  E ­ Create an area of slippery oil.
  Sigil of Segregation ­ Lr, Gm
  E ­ Prevent a certain type of alien or unnatural creature
  from entering or leaving the area of the projection.
  Sign of the Elements ­ Lt, Lr, Gr, Gm
  E ­ Trap rune blasts the next creature to enter the area
  with elemental damage.
  Smoothing Sigil ­ Lr
  E ­ A cone of generic goo smoothes difficult terrain,
  making it easy to traverse.
  Stamp of the Hero ­ Lr, Gr, Gm
  E ­ Grant one of many variations on the haste spell.
  Stamp of the Laggard ­ Lt, Lr, Gr, Gm
  E ­ Impose one of many variations on the slow spell.
  15
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  RUNES LIST ­ EQUIPMENT
  Apprentice's Chickenscratch
  Type: Equipment
  Slot: Shoulders
  Power Level: Least, Greater
  Action to Activate: 1 swift action
  Activation Cost: Least ­ 1 inscription point,
  Greater ­ 2 inscription points
  Activation Duration: 1 minute/level
  Apprentice runesmiths are usually told to practice on
  cloaks, for they are large, regular surfaces and are fairly
  forgiving given the wide sweep that they cover. This
  doesn't stop some apprentices from producing some
  wildly off­kilter runes, however.
  PASSIVE
  Least ­ When inscribing this rune, roll on the table
  below. The wearer gains the listed benefit.
  Greater ­ As Least, but the rolled bonus has a magnitude
  of +2.
  ACTIVE
  Least/Greater ­ The bonus granted by this rune's passive
  is a luck bonus rather than its listed type.
  Archmage's Sigil
  Type: Equipment
  Slot: Head
  Power Level: Least, Lesser, Greater, Grandmaster
  Wizardly
  ways,
  particularly
  those
  of
  wizards
  who
  compulsively
  produce
  scrolls,
  are
  surprisingly
  compatible with those of the runesmith. The archmage's
  sigil is the result of their cooperation: a rune that
  generates power of its own, but has no other actual use.
  PASSIVE
  Least ­ The size of the wearer's inscription pool increases
  by +1. Only the inscriber of this rune can gain benefit
  from it.
  Lesser ­ As Least, but the size of the wearer's inscription
  pool increases by +2.
  Greater
  ­ As Least, but the size of the wearer's
  inscription pool increases by +4.
  Grandmaster ­ As Least, but the size of the wearer's
  inscription pool increases by +6.
  ACTIVE
  None.
  Aurora's Emblem
  Type: Equipment
  Slot: Head
  Power Level: Least, Greater
  Action to Activate: 1 move action
  Activation Cost: 1 inscription point
  Activation Duration: Least ­ 1 minute, Greater ­ 3 rounds
  Those cultures that come into being under the light of a
  periodic aurora tend to become quite attached to their
  sometime spectacle.
  PASSIVE
  Least ­ The wearer gains a +1 insight bonus to saving
  throws against all spells and abilities that blind or dazzle
  on a failed saving throw, as well as against gaze abilities.
  Greater ­ As Least, but a +2 insight bonus.
  ACTIVE
  Least ­ The wearer gains the ability to direct a blast of
  light at a creature within 60 feet as a swift action. The
  target creature is dazzled for 2d4 rounds with a Fortitude
  save to negate.
  Greater ­ As Least, but the target creature is instead
  blinded for 1 round with a Fortitude save to negate.
  16
  Table: Apprentice's
  Chickenscratch Effects
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Berserker's "Armor"
  Type: Equipment
  Slot: Armor
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 minute/level (D)
  There are tales of barbarian tribes whose warriors
  painted themselves before going into battle, sometimes
  without armor at all. The very fact that this actually
  works drew the attention of a group of runesmiths, who,
  after much research, teased out a small measure of the
  barbarians' secret.
  PASSIVE
  Least ­ Whenever the wearer would gain temporary hit
  points, increase the number of temporary hit points
  gained by +1.
  Lesser ­ As Least, but increase the number of temporary
  hit points gained by +2 instead. A source of temporary hit
  points cannot be increased beyond double in this manner.
  For example, if a source would grant 1 temporary hit
  point, then this bonus only allows it to increase to 2
  temporary hit points, or double the base amount.
  Greater ­ As Lesser, but increase the number of
  temporary hit points gained by +3 instead.
  Grandmaster ­ As Lesser, but increase the number of
  temporary hit points gained by +5 instead.
  ACTIVE
  Least ­ The wearer gains 1d3 + half the inscriber's
  runesmith level temporary hit points, rounded down.
  These temporary hit points persist for the duration of the
  rune's activation. While the wearer has temporary hit
  points from any source over the course of this activation,
  it also has DR 1/­.
  Lesser ­ As Least, but the wearer gains 1d3 + the
  inscriber's runesmith level temporary hit points instead.
  Greater ­ The wearer gains 2d6 + the inscriber's
  runesmith level temporary hit points, rounded down.
  These temporary hit points persist for the duration of the
  rune's activation. While the wearer has temporary hit
  points from any source over the course of this activation,
  it also has DR 3/­.
  Grandmaster ­ As Greater, but the wearer gains 2d10 +
  inscriber's runesmith level temporary hit points, and the
  damage reduction increases to DR 6/­.
  SPECIAL
  Unlike other armor runes, berserker's "armor" must be
  inscribed upon the bare skin (or whatever passes for an
  outside covering) of a creature, and its effects are
  suppressed whenever that creature is wearing armor.
  Calling Card of the Fool
  Type: Equipment
  Slot: Weapon
  Power Level: Greater
  Action to Activate: 1 swift action
  Activation Cost: 1 inscription point
  Activation Duration: 1 round/level or until discharged (D)
  The Fool's role in court is twofold. First and foremost, he
  is an entertainer; however, the Fool is also a pundit, the
  only man in court who can speak the true mind of his
  liege, so long as he couches it in the silly and ridiculous.
  PASSIVE
  Greater ­ While the wielder of a weapon with this rune is
  confused, it rolls twice on the table that determines its
  behavior each round and chooses one result to follow.
  ACTIVE
  Greater ­ A weapon with this rune is temporarily
  considered to be a rod of wonder in addition to its status
  as a weapon. After being used once, the weapon is no
  longer considered as such.
  Crest of the Bullfighter
  Type: Equipment
  Slot: Shoulders
  Power Level: Lesser, Greater
  Action to Activate: 1 immediate action
  Activation Cost: 1 inscription point
  Activation Duration: instantaneous
  Bullfighting is a very special kind of bloodsport that pits
  an oversized bovine against a man with a cape and some
  mounted helpers with spears. Given the animal usually
  loses, those races whose culture has evolved against
  losing sapient life in the arena tend to tolerate it, and
  those races whose cultures embrace the bloodsport in its
  fullest still find bullfighting bloody enough to be a good
  time. In the end, its straddling of concepts makes
  bullfighting
  the
  single
  most
  acceptable
  form
  of
  bloodsport in the known world.
  PASSIVE
  Lesser ­ The wearer gains a +5 competence bonus to all
  non­musical,
  non­oratory
  Perform
  checks,
  such
  as
  Perform (dance).
  Greater ­ As Lesser, but the wearer also gains a +2
  circumstance bonus to Bluff checks made to feint.
  ACTIVE
  Lesser ­ This rune can only be activated in response to
  the wearer being charged. If the creature charging the
  wearer misses, then it continues moving in a straight line
  until it has moved a total distance of twice its base land
  speed, or until it runs into a solid obstruction or another
  creature. It is treated as having charged any creature in
  runs into, but may choose not to attack that creature.
  Greater ­ As Lesser, but if the charging creature runs
  into another creature, it must attack it.
  17
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Duelist's Insignia
  Type: Equipment
  Slot: Hands
  Power Level: Lesser, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Lesser ­ 2 inscription points,
  Grandmaster ­ 3 inscription points
  Activation Duration: 1 hour
  Few runesmiths are proper duelists, as duelists are
  sprightly buggers who'd rather run from a hit than take
  it and keep following through. Given that lack of overlap,
  stealing what they do best becomes a very high­value
  proposition.
  PASSIVE
  Lesser ­ The wearer gains the benefit of the Weapon
  Focus feat, but only when wielding weapons produced by
  gloves or gauntlets with this rune. In addition, the wearer
  is proficient with all weapons produced by this rune.
  Grandmaster ­ As Lesser, but the wearer also gains the
  benefit of the Weapon Specialization feat. Like the
  Weapon Focus feat, it only applies to weapons produced
  by gloves or gauntlets with this rune.
  ACTIVE
  Lesser ­ A masterwork rapier and a masterwork dagger
  appear in the wearer's hands. If one or both hands are
  occupied, then one or both weapons clatter to the ground.
  Weapons produced in this manner vanish immediately in
  the following situations: if the sale of such a weapon is
  attempted or if the rune is activated again.
  Grandmaster ­ As Lesser, but the weapons produced
  are +4 weapons.
  Duelist's Ward
  Type: Equipment
  Slot: Armor
  Power Level: Lesser, Greater
  Action to Activate: 1 immediate action
  Activation Cost: 1 inscription point
  Activation Duration: see text
  When hunkering down in full plate and grabbing a
  shield the size of a dinner table just isn't feasible, there's
  a rune to simulate the experience.
  PASSIVE
  Lesser/Greater ­ The wearer has a shield bonus to AC
  equal to the enhancement bonus of the armor upon which
  duelist's ward is inscribed.
  ACTIVE
  Lesser ­ None.
  Greater ­ The wearer grants the shield bonus to AC
  conferred by duelist's ward to a willing creature within 30
  feet. The subject retains this shield bonus to AC until the
  beginning of the wearer's turn. The wearer may delay its
  turn to prolong the effect.
  Emblem of the Engineer
  Type: Equipment
  Slot: Weapon
  Power Level: Lesser
  Action to Activate: 1 swift action
  Activation Cost: 1 inscription point
  Activation Duration: 1 round
  Most militaries operate under a system that uses the
  officer corps as a way to get noblemen into positions of
  authority and prestige. This doesn't work in the artillery
  corps, as a good artilleryman (or, at the very least, the
  artilleryman's officer) needs to be able to do math.
  Seeing a disconnect between culture and necessity,
  runesmiths quickly devised a way to bridge the gap and
  make industry, not education, the limiting factor for
  heavy warfare, so long as the runesmiths are paid, of
  course.
  PASSIVE
  Lesser ­ If the runed weapon is a ballista, catapult, or
  similar ranged siege weapon, then all creatures that
  operate it are considered to have the Siege Engineer feat.
  ACTIVE
  Lesser ­ If the runed weapon is a ballista, catapult, or
  similar ranged siege weapon, then a single creature counts
  as a full crew team for the purpose of reloading the runed
  weapon.
  Emblem of Purgation
  Type: Equipment
  Slot: Armor
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 round/level (D)
  Sometimes, a warrior just has to get really, really angry.
  PASSIVE
  Least
  ­
  The
  wearer
  gains
  a
  +1
  morale
  bonus
  to
  Constitution.
  Lesser ­ The wearer gains a +1 morale bonus to Strength
  and Constitution.
  Greater ­ The wearer gains a +2 morale bonus to
  Constitution, and a +1 morale bonus to Strength.
  Grandmaster ­ The wearer gains a +2 morale bonus to
  Strength and Constitution.
  ACTIVE
  Least/Lesser/Greater/Grandmaster ­ The morale
  bonuses granted by the runed item doubles. (Remember,
  moment of greatness fans, the doubling of a doubling is a
  tripling!)
  18
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Emblem of the Scout
  Type: Equipment
  Slot: Feet
  Power Level: Least, Lesser, Grandmaster
  Action to Activate: Least ­ 1 swift action,
  Lesser ­ 1 move action, Grandmaster ­ 1 swift action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Grandmaster ­ 2 inscription points
  Activation Duration: Least ­ 1 round, Lesser ­ 2 rounds,
  Grandmaster ­ 1 minute/level
  The emblem of the scout's shape suggests wiry mobility
  in a package that is anything but ostentatious.
  PASSIVE
  Least ­ The wearer gains a +5­foot bonus to his base land
  speed. This is an enhancement bonus.
  Lesser ­ As Least, but the wearer also treats Stealth as
  though it were a class skill.
  Grandmaster ­ The wearer gains a +10­foot bonus to
  his base land speed. This is an enhancement bonus. In
  addition, the wearer treats Stealth as though it were a
  class skill and may roll twice and take the better result
  when performing the Stealth skill.
  ACTIVE
  Least ­ The wearer gains a +2 dodge bonus to AC.
  Lesser ­ The wearer becomes invisible, as the invisibility
  spell.
  Grandmaster ­ Upon the activation of this rune, its
  wearer makes a Stealth check as a free action, opposed by
  a Perception check made by each enemy within 60 feet.
  For
  the
  duration
  of
  the
  activation,
  the
  wearer
  is
  considered to be invisible, as the invisibility spell, but
  only from the point of view of creatures who lost the
  opposed roll. Whenever the wearer performs an action
  that would end the invisibility spell, each creature within
  60 feet that considers the wearer to be invisible may make
  an
  additional
  Perception
  check
  against
  the
  original
  Stealth check. If a creature wins the opposed roll, it no
  longer considers the wearer to be invisible.
  Evader's Deletion
  Type: Equipment
  Slot: Armor, Feet, Hands, Head, Shoulders, Weapon
  Power Level: Least, Lesser, Greater
  Sometimes, the wealth and capabilities that you do not
  flaunt are more important than those you do.
  PASSIVE
  Least ­ When inscribed upon a mundane item, or a magic
  item with a caster level of 5th or less, that item ceases to
  produce a detectable magical aura and gains a +10 insight
  bonus to saving throws against divination spells cast with
  it as a target, such as scrying. If a divination spell requires
  a caster level check to succeed, the DC of that check
  increases by +10 instead. This protection does not extend
  to the wielder or wearer of that item.
  Lesser ­ As Least, but it protects magic items with a
  caster level of 12th or less.
  Greater ­ As Least, but it protects any non­artifact magic
  item.
  ACTIVE
  None.
  SPECIAL
  Unlike other equipment runes, evader's deletion may be
  inscribed
  upon
  magic
  items
  of
  any
  sort
  without
  restriction, and it does not suppress any of the item's
  abilities.
  Exemplar's Example
  Type: Equipment
  Slot: Head
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 full­round action
  Activation Cost: 1 inscription point
  Activation Duration: instantaneous
  There's always somebody with more skill.
  PASSIVE
  Least ­ When inscribing this rune, choose a skill. The
  wearer gains a +1 luck bonus to the chosen skill.
  Lesser ­ As Least, but a +2 luck bonus to the chosen skill
  instead.
  Greater ­ As Least, but a +3 luck bonus to the chosen
  skill instead.
  Grandmaster ­ As Least, but a +5 luck bonus to the
  chosen skill instead.
  ACTIVE
  Least/Lesser/Greater ­ When activated, choose a skill.
  Exemplar's example now grants its bonus to the newly­
  chosen skill rather than the to the previously­chosen skill.
  Grandmaster ­ As Least; however, the inscriber may
  choose to increase the activation time of this rune to 1
  minute. If he does, the activation cost is set to 0
  inscription points for that activation.
  19
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Hangman's Assistant
  Type: Equipment
  Slot: Shoulders
  Power Level: Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 minute/2 levels or until destroyed
  (see text)
  Being an executioner is hard work, and sometimes a
  noose just isn't at hand. A cloak will do in a pinch.
  PASSIVE
  Lesser ­ The wearer gains the ability to use the runed
  cloak as a primary natural attack with a reach of 5 feet.
  The cloak deals 1d4 points of damage (1d3 for a Small
  wearer) and applies no ability modifier to damage. It has
  hit points equal to twice the runesmith level of the
  inscriber and hardness equal to the wearer's Intelligence
  modifier.
  Greater ­ As Lesser, but the cloak now applies the
  wearer's Intelligence modifier to damage.
  Grandmaster ­ As Greater, but the cloak now has a
  reach of 10 feet.
  ACTIVE
  Lesser ­ When activated, the wearer may perform the
  following with its runed cloak:
  Trip (Ex) ­ Whenever the wearer successfully hits a
  creature with its cloak, it may attempt attempt a combat
  maneuver check to trip the creature as a swift action
  without provoking an attack of opportunity, using its
  Intelligence modifier in place of its Strength modifier
  when making the combat maneuver check.
  Greater ­ When activated, the wearer may perform the
  following, as well as all Lesser active abilities, with its
  runed cloak:
  Constrict (Ex) ­ When the wearer's cloak successfully
  grapples an opponent, it can begin constricting its victim
  as a swift action, dealing damage equal to that of its cloak
  attack.
  Grab (Ex) ­ Whenever the wearer successfully hits a
  creature with its cloak, it may attempt to grapple that foe
  with its cloak as a swift action without provoking an
  attack of opportunity, using its Intelligence modifier in
  place of its Strength modifier when making the combat
  maneuver check. The wearer does not gain the grappled
  condition, but it can no longer attack with its cloak for the
  duration of the grapple.
  Grandmaster
  ­
  When
  activated,
  the
  wearer
  may
  perform the following, as well as all Lesser and Greater
  active abilities, with its runed cloak:
  Strangle (Ex) ­ Whenever the wearer's cloak is grappling
  a creature, that creature is considered strangled, and
  cannot speak or cast spells with verbal components.
  SPECIAL
  If a cloak with hangman's assistant is reduced to 0 hit
  points
  while
  it
  is
  activated,
  that
  activation
  ends
  immediately, though the residual magic repairs the cloak
  somewhat. The cloak's current hit points are set to what
  its current hit points were at the point of activation. It
  cannot be activated again for 1 minute.
  Hoarfrost Emblem
  Type: Equipment
  Slot: Weapon
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 round + 1 round/3 levels
  It's a wonder that weapons with this rune don't just
  crumble to bits at the first sharp impact, but that's magic
  for you.
  PASSIVE
  Least ­ Creatures dealt damage by a weapon with this
  rune have their base land speed reduced by ­5 feet for 1
  round. This penalty does not stack, and a creature's base
  land speed cannot be reduced below half in this manner.
  Lesser ­ As Least, but the penalty to movement speed
  can stack, to a maximum of ­10 feet.
  Greater ­ Creatures dealt damage by a weapon with this
  rune have all of their forms of movement reduced by ­5
  feet for 1 round. This penalty stacks, to a maximum of ­10
  feet, though no form of movement can be reduced below
  half in this manner.
  Grandmaster
  ­
  As
  Greater,
  but
  the
  penalty
  to
  movement speed stacks to a maximum of ­15 feet.
  ACTIVE
  Least ­ The penalty imposed by this rune's passive ability
  has a duration of 2 rounds while active. In addition, this
  weapon explodes in a burst of cold on a successful hit,
  dealing 1 point of cold damage to all creatures in a 5­ft.­
  radius burst centered on the creature struck. The wielder
  is immune to this damage.
  Lesser ­ As Least, but the explosion of cold now deals 1d3
  points of cold damage.
  Greater ­ As Least, but the explosion of cold now deals
  1d6 points of cold damage.
  Grandmaster ­ As Least, but the explosion of cold now
  deals 1d8 points of cold damage. In addition, the penalty
  imposed by this rune's passive ability has a duration of 1
  minute if applied while the rune is active.
  20
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Hurler's Dag
  Type: Equipment
  Slot: Hands
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 swift action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 round
  Inspired by the "war paint" worn by overly­serious
  halflings
  entering
  rock­skipping
  tournaments,
  the
  hurler's dag turns any individual into a master chucker.
  PASSIVE
  Least ­ A pair of gloves or gauntlets with this rune has a
  capacity of 2 (see SPECIAL, below).
  Lesser ­ When inscribing this rune, choose a known
  Least equipment rune that is compatible with weapons.
  Ammunition fired from a glove with hurler's dag is
  invested with the passive benefit of the chosen rune. A
  pair of gloves or gauntlets with this rune has a capacity of
  3 (see SPECIAL, below).
  Greater ­ As Lesser, but choose a Lesser equipment rune
  that is compatible with weapons instead. A pair of gloves
  or gauntlets with this rune has a capacity of 4 (see
  SPECIAL, below).
  Grandmaster
  ­
  As
  Lesser,
  but
  choose
  a
  Greater
  equipment rune that is compatible with weapons instead.
  A pair of gloves or gauntlets with this rune has a capacity
  of 5 (see SPECIAL, below).
  ACTIVE
  Least/Lesser/Greater/Grandmaster ­ As a standard
  action, the wearer launches all stored ammunition in the
  gloves' inventory (see SPECIAL, below) at a single
  creature. Treat each unit of ammunition as a separate
  ranged attack with a range increment of 30 feet that deals
  1d8 points of damage on a successful hit. The type of
  damage (bludgeoning, piercing, or slashing) is dependent
  upon the types of ammunition fired. All enhancement
  bonuses and weapon special abilities present on the fired
  ammunition apply as normal.
  SPECIAL
  Gloves or gauntlets with the hurler's dag rune have a
  capacity (listed in PASSIVE, above), as well as an
  inventory. The inventory is the number of units of
  ammunition stored inside the gloves, while the capacity is
  the maximum number of units of ammunition that can be
  stored. As a standard action that provokes attacks of
  opportunity, the wearer of a pair of gloves or gauntlets
  with hurler's dag may press a number of units of
  ammunition (bolts, arrows, shuriken, etc.) not to exceed
  the gloves' remaining capacity against the gloves, which
  vanish into extradimensional space. Loading gloves with
  the hurler's dag is permanent until used, but ends
  immediately if the rune is lost. Any ammo contained in a
  pair of gloves with the hurler's dag when the rune is lost
  is itself lost.
  Insignia of the Persuasive Lunatic
  Type: Equipment
  Slot: Head
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 full­round action
  Activation
  Cost:
  Least/Lesser
  ­
  1
  inscription
  point;
  Greater ­ 2 inscription points
  Activation Duration: 5 rounds + 1 round/level
  Far too often, crazy people have the sort of personal
  magnetism that gets others to do what they want.
  PASSIVE
  Least/Lesser ­ The wearer gains a +1 insight bonus to
  Bluff, Diplomacy, and Intimidate skill checks.
  Greater/Grandmaster ­ The wearer gains a +2 insight
  bonus to Bluff, Diplomacy, and Intimidate skill checks.
  ACTIVE
  Least ­ Two dogs leap out of the runed hat and attack as
  the wearer directs. They are treated as summoned
  creatures.
  Lesser ­ As Least, but each of the dogs have a +2
  inherent bonus to Strength and Constitution, as well as +2
  Hit Dice.
  Greater ­ As Least, but each of the dogs have a +4
  inherent bonus to Strength and Constitution, as well as +4
  Hit Dice.
  Grandmaster ­ As Least, but each of the dogs have a +6
  inherent bonus to Strength and Constitution, as well as +6
  Hit Dice.
  21
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Mark of Lethal Legerdemain
  Type: Equipment
  Slot: Weapon
  Power Level: Least, Lesser, Grandmaster
  Action to Activate: 1 immediate action
  Activation Cost: 1 inscription point
  Activation Duration: see text
  There are two kinds of illusionists: the actual mages and
  those who use dexterous movement and clever tricks to
  mimic the effects of magic. Among the laymen, the actual
  mages are far more impressive, for what they do is real.
  Among the actual mages, those who use clever tricks are
  far more impressive, as it's not something that can be
  duplicated by anyone with a spellbook.
  PASSIVE
  Least ­ A one­handed weapon with this rune may be
  concealed through the use of the Sleight of Hand skill as
  though it were a light weapon. In addition, the runed
  weapon may be drawn from concealment as a move
  action.
  Lesser ­ Any weapon with this rune may be concealed
  through the use of the Sleight of Hand skill by a creature
  whose size category is greater than or equal to that of the
  weapon. Runed weapons concealed in this manner are
  treated as though they were light weapons. In addition,
  the runed weapon may be drawn from concealment as a
  move action.
  Grandmaster ­ Any weapon with this rune may be
  concealed through the use of the Sleight of Hand skill by
  any creature. Somehow, this even works if the weapon is
  physically larger than the creature attempting to conceal
  it. Runed weapons concealed in this manner are treated
  as though they were light weapons. In addition, the runed
  weapon may be drawn from concealment as a move
  action.
  ACTIVE
  Least/Lesser/Grandmaster ­ This rune may only be
  activated in response to the runed weapon being drawn
  from a concealed location. When activated, creatures that
  did not detect the concealed weapon while it was hidden
  are considered flatfooted against all attacks made with the
  runed weapon until the end of the wielder's turn. If the
  runed weapon is passed to another creature, the benefit of
  this activation ends immediately.
  Mark of Obliteration
  Type: Equipment
  Slot: Hands
  Power Level: Greater
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: 1 round
  The mark of obliteration empowers the fists of the
  recipient,
  to
  the
  point
  that
  many
  unscrupulous
  runesmiths
  make
  a
  killing
  in
  underground
  boxing
  leagues.
  PASSIVE
  Greater ­ The wearer may make unarmed attacks as
  though it had the Improved Unarmed Strike feat, but only
  when making an unarmed attack with its fists, or
  whatever passes for fists for its species.
  ACTIVE
  Greater ­ As a full­round action, the wearer may make a
  single unarmed attack, dealing an additional 2d8 points of
  damage if its base attack bonus is from +6 to +10, an
  additional 4d8 points of damage if its base attack bonus is
  from +11 to +15, or an additional 6d8 points of damage if
  its base attack bonus is +16 or higher. This is treated as a
  full­attack action for the purpose of the sigil of the
  stubborn ass.
  For six seconds, you can be this guy.
  22
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Medic's Mark
  Type: Equipment
  Slot: Hands
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: see text
  Activation Cost: 1 inscription point
  Activation Duration: instantaneous
  From the hospital to the battlefield, medical personnel
  save lives, and this rune both symbolizes and embodies
  their constant struggle with the supply lines needed to
  maintain life.
  PASSIVE
  Least ­ None
  Lesser ­ The caster level of any potion contained within
  gloves with the medic's mark increases by +1, to a
  maximum of the inscribing runesmith's runesmith level.
  Greater ­ As Lesser, but the caster level increases by +2
  instead.
  Grandmaster ­ As Lesser, but the caster level increases
  by +3 instead.
  ACTIVE
  Least/Lesser ­ Whenever a 1st­level or lower potion is
  poured onto an empty (see SPECIAL, below) pair of
  gloves or gauntlets with the medic's mark, a standard
  action that provokes attacks of opportunity, the activation
  cost may be paid as a free action. If it is, the potion seeps
  into the gloves, filling them (see SPECIAL, below).
  Greater ­ As Lesser, but 2nd­level or lower potions can
  fill the gloves.
  Grandmaster ­ As Greater, but 3rd­level or lower
  potions can fill the gloves.
  SPECIAL
  When a pair of gloves or gauntlets with the medic's mark
  is filled, the wearer may deliver the potion contained
  therein with but a touch to a willing creature. This is
  either a standard action or is performed in place of the
  first attack in a full­attack action. Once delivered, the
  gloves become empty and can be filled again. Filling
  gloves with the medic's mark is permanent until used, but
  ends immediately if the rune is lost. Any potion contained
  in a pair of gloves with the medic's mark when the rune is
  lost is itself lost.
  Messenger's Mark
  Type: Equipment
  Slot: Feet
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost:
  Least/Lesser/Greater ­ 1 inscription point,
  Grandmaster ­ 2 inscription points
  Activation Duration: Least ­ 1 minute/level,
  Lesser ­ 1 round,
  Greater ­ 1 round/level,
  Grandmaster ­ 1 minute/level
  Fleet of foot or master riders all, messengers carry news
  that can make or break a kingdom. No matter the
  challenge or obstruction, such a message must go
  through!
  PASSIVE
  Least ­ The wearer treats the first 5 feet of difficult
  terrain through which it walks each round as though it
  were not difficult terrain.
  Lesser ­ As Least, but 10 feet instead.
  Greater ­ As Least, but 15 feet instead.
  Grandmaster ­ As Least, but 20 feet instead.
  ACTIVE
  Least ­ The wearer becomes immune to the entangled
  condition. If it is already entangled when this rune
  activates, it remains entangled, but cannot be entangled
  anew.
  Lesser ­ The wearer gains a fly speed equal to its base
  land speed with good maneuverability.
  Greater ­ The wearer may walk on walls and ceilings as
  the spider climb spell.
  Grandmaster ­ As Least, Lesser, and Greater combined.
  23
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Mutable Sigil
  Type: Equipment
  Slot: Armor, Feet, Hands, Head, Shoulders, Weapon
  Power Level: Least, Lesser, Greater, Grandmaster
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 minute/level
  Mutable sigils are drawn using the basic conceits of
  other runes: a hard angle here, a sweeping curve there,
  and perhaps some dots for good measure. When outside
  influence is pressed upon such a rune, it can behave like
  another, lesser rune for a time.
  PASSIVE
  None.
  ACTIVE
  Least ­ Choose a single Least equipment rune that is
  compatible with the type of equipment upon which this
  rune is inscribed. This rune is treated as the chosen rune
  for the duration of its activation, save that the chosen
  rune cannot be activated.
  Lesser ­ Choose a single Least equipment rune that is
  compatible with the type of equipment upon which this
  rune is inscribed. This rune is treated as the chosen rune
  for the duration of its activation, and can itself be
  activated.
  Greater ­ As Lesser, but choose a Lesser equipment rune
  instead.
  Grandmaster
  ­
  As
  Lesser,
  but
  choose
  a
  Greater
  equipment rune instead.
  Paranoid Prescience
  Type: Equipment
  Slot: Weapon
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate:
  Least/Lesser/Greater ­ 1 standard action,
  Grandmaster ­ 1 swift action
  Activation Cost: 1 inscription point
  Activation Duration: see text
  The paranoid are not crazy when somebody is actually
  out to get them.
  PASSIVE
  Least ­ The wielder has a +1 insight bonus to initiative
  rolls.
  Lesser ­ As Least, but a +2 insight bonus.
  Greater ­ As Least, but a +3 insight bonus.
  Grandmaster ­ As Least, but a +4 insight bonus.
  ACTIVE
  Least ­ The next attack made with this weapon before the
  end of the inscribing runesmith's next turn is made with a
  +5 insight bonus to its attack roll.
  Lesser ­ As Least, but a +10 insight bonus.
  Greater ­ As Least, but a +15 insight bonus.
  Grandmaster ­ As Least, but a +20 insight bonus.
  24
  Sidebar: Mutable Sigil and
  On­Inscription Effects
  Though
  the
  mutable
  sigil
  can
  copy
  most
  any
  equipment rune, there is one very important step that
  it misses, namely the inscription step. Consider the
  sigil of the campaigning soldier. Based on the power
  level of the rune slot used to inscribe the sigil of the
  campaigning
  soldier,
  a
  number
  of
  the
  pockets
  produced by the sigil begin their existence filled and
  ready to be looted. Since a mutable sigil transforms
  itself into another equipment rune, any effects that
  happen while the runesmith inscribes that rune do not
  happen. As a result, a mutable sigil transforming to a
  sigil of the campaigning soldier always has no filled
  pockets upon transformation. Some other runes, such
  as the rune of the firewalker, have such critical upon­
  inscription steps that they become more or less useless
  should a mutable sigil copy it.
  Be sure to read the entry of the rune to which a
  mutable sigil is to transform carefully. This is anything
  but a panacea for the undeclared inscriber.
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Rune of Change
  Type: Equipment
  Slot: Armor, Feet, Hands, Heat, Shoulders, Weapon
  Power Level: Least, Lesser, Greater
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration:
  Least ­ 10 minutes/level (D),
  Lesser ­ 1 minute/level (D),
  Greater ­ 1 hour/level (D)
  The rune of change does not refer to change of the self,
  such is the domain of the mutable sigil, but rather to the
  capacity for change in other systems.
  PASSIVE
  Least ­ The hardness of the item upon which the rune of
  change is inscribed increases by +1, or decreases by ­1.
  Choose whether to harden or soften the object when
  inscribing it.
  Lesser ­ As Least, but its hardness increases/decreases
  by +2/­2.
  Greater ­ As Least, but its hardness increases/decreases
  by +3/­3.
  ACTIVE
  Least ­ The item upon which the rune of change is
  inscribed becomes covered in a thin sheet of lead. This
  blocks or dulls many forms of magic, and increases the
  item's weight by 10%.
  Lesser
  If inscribed upon a weapon ­ When used to sunder an
  object, this weapon ignores half of that object's hardness,
  rounded up.
  If inscribed upon armor ­ This armor grants damage
  reduction as though it were made of adamantine.
  If inscribed upon a non­weapon, non­armor object ­
  Adamantine weapons do not ignore the hardness of this
  object.
  Greater ­ As Lesser.
  Rune of Corrosion
  Type: Equipment
  Slot: Weapon
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 swift action
  Activation Cost: 1 inscription point
  Activation Duration: instantaneous
  Be it salt, an acid, or a base, corrosion pits and marks all
  the same.
  PASSIVE
  Least ­ A weapon with this rune deals an additional point
  of acid damage.
  Lesser ­ As Least, but 1d3 points of acid damage.
  Greater ­ As Least, but 1d6 points of acid damage.
  Grandmaster ­ As Least, but 1d8 points of acid damage.
  ACTIVE
  Least/Lesser ­ When this rune is activated, all creatures
  that took acid damage from this rune in the last round
  take a ­2 penalty to AC for rounds equal to the inscribed
  weapon's enhancement bonus, minimum 1 round. A
  successful Fortitude save negates. This penalty does not
  stack.
  Greater ­ As Least, but a ­4 penalty to AC
  Grandmaster
  ­
  When
  this
  rune
  is
  activated,
  all
  creatures that took acid damage from this rune in the last
  round take a ­4 penalty to AC for rounds equal to twice
  the inscribed weapon's enhancement bonus, minimum 1
  round. A successful Fortitude save negates. This penalty
  does not stack.
  25
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Rune of Deflection
  Type: Equipment
  Slot: Head
  Power Level: Least, Greater
  Action to Activate: 1 standard action
  Activation Cost: Least ­ 1 inscription point,
  Greater ­ 2 inscription points
  Activation Duration: Least ­ 1 minute/level (D),
  Greater ­ 1 round/2 levels
  Helmets save lives!
  PASSIVE
  Least ­ Whenever the wearer would be struck by a non­
  touch ranged attack whose attack roll exactly matches the
  wearer's AC, the attack misses instead. Ammunition that
  misses in this manner never breaks. Exceptional ranged
  attacks, like a thrown boulder, are not stopped by a mere
  helmet.
  Greater ­ Whenever the wearer would be struck by a
  non­touch
  ranged
  attack
  whose
  attack
  roll
  exactly
  matches the wearer's AC, then the attack deflects off of
  the wearer and attacks the original attacker instead, using
  the original attacker's attack roll. Exceptional ranged
  attacks, like a thrown boulder, are not stopped by a mere
  helmet.
  ACTIVE
  Least ­ The wearer gains a +4 shield bonus to AC.
  Greater ­ Whenever any non­touch ranged attack fails to
  hit the wearer, then the attack deflects off of the wearer
  and attacks the original attacker instead, using the
  original attacker's attack roll. Exceptional ranged attacks,
  like a thrown boulder, are not stopped by a mere helmet.
  Rune of the Firewalker
  Type: Equipment
  Slot: Feet
  Power Level: Lesser, Greater
  Action to Activate: 1 standard action
  Activation Cost: 2 inscription points
  Activation Duration: see text
  From hot coals in the marketplace to initiation rituals on
  the frozen ground, running across hazardous materials
  is a tried­and­true means to prove manhood.
  PASSIVE
  Lesser ­ When adding this rune to an item, choose acid,
  cold, electricity, or fire. The wearer has resistance 5
  against the chosen energy type, but only when walking
  over the source of the damage.
  Greater ­ As Lesser, but resistance 10.
  ACTIVE
  Lesser ­ When this rune is activated, the wearer leaves
  behind a trail of bubbling goo on the ground of all squares
  through which it passes this turn. This goo persists for 3
  rounds
  and
  deals
  damage
  equal
  to
  the
  inscriber's
  runesmith level to creatures that step into a square
  occupied by the goo. The energy type of the goo is the
  same as the energy type against which the rune passively
  protects.
  Greater ­ When this rune is activated, the wearer
  becomes immune to the energy type against which the
  rune passively protects, but only when walking over the
  source of the damage. In addition, hazardous squares of
  any sort over which the wearer walks become non­
  hazardous for 3 rounds and allow others to pass without
  harm.
  26
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Rune of Frost
  Type: Equipment
  Slot: Armor
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: Least ­ 1 round + 1 round/3 levels,
  Lesser/Greater/Grandmaster ­ 1 round/2 levels
  PASSIVE
  Least ­ Creatures that strike the wearer in melee with a
  natural weapon or while unarmed take 1 point of cold
  damage.
  Lesser ­ As Least, but 1d4 points of cold damage.
  Greater ­ Creatures that strike the wearer in melee take
  1d4 points of cold damage.
  Grandmaster ­ As Greater, but 1d8 points of cold
  damage.
  ACTIVE
  Least ­ The suit of armor inscribed with the rune of frost
  emanates a deathly chill, dealing 1d6 points of cold
  damage to creatures that begin their turn within 5 feet of
  it. The wearer of the armor is immune to this cold
  damage.
  Lesser
  ­ As Least, but the deathly chill damages
  creatures that begin their turn within 10 feet of the armor.
  Greater ­ The suit of armor inscribed with the rune of
  frost emanates a deathly chill, dealing 2d6 points of cold
  damage to creatures that begin their turn within 10 feet of
  it. The wearer of the armor is immune to this cold
  damage, and the cold damage ignores resistance.
  Grandmaster ­ As Greater, but 2d8 points of damage.
  Rune of the Shadowy Corner
  Type: Equipment
  Slot: Head
  Power Level: Lesser, Greater, Grandmaster
  Before there was magic, there were sneaky people, and
  after there was magic, the sneaky people became even
  sneakier.
  PASSIVE
  Lesser ­ Whenever the wearer makes a Stealth check, it
  may instead roll twice and take the better result, albeit at
  a ­4 penalty.
  Greater ­ As Lesser, but the wearer may choose to roll
  twice for both Perception and Stealth checks, and takes
  only a ­2 penalty when rolling twice and taking the better
  result.
  Grandmaster ­ As Greater, but the wearer takes no
  penalty when rolling twice and taking the better result.
  ACTIVE
  None.
  Sigil of the Campaigning Soldier
  Type: Equipment
  Slot: Shoulders
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 full­round action
  Activation Cost:
  Least/Lesser/Greater ­ 1 inscription point,
  Grandmaster ­ 2 inscription points
  Activation Duration: See text
  Soldiering is long periods of dullness punctuated by
  moments of mortal fear, and being able to stay well fed
  with well­maintained gear on the road is, for many, far
  more important than individual skill in battle. After all, if
  your opponent is weak with hunger and you have a
  sharpened axe, the battle's half over.
  PASSIVE
  Least ­ Pockets appear all over a cloak with this rune. A
  Least sigil of the campaigning soldier grants access to the
  cookware, containers, and tools pockets. When this rune
  is inscribed, choose one of the aforementioned pockets.
  The chosen pocket comes pre­filled (see SPECIAL, below).
  Lesser ­ As Least, but a Lesser sigil of the campaigning
  soldier also grants access to the foodstuffs and weapons
  pockets.
  Greater
  ­
  As
  Lesser,
  but
  a
  Greater
  sigil
  of
  the
  campaigning soldier also grants access to the armor
  pocket. In addition, choose three of the pockets to which
  the wearer has access rather than just one. All three
  pockets come pre­filled.
  Grandmaster ­ As Greater, but a Grandmaster sigil of
  the
  campaigning
  soldier
  also
  grants
  access
  to
  the
  medicine pocket. All of the pockets to which the wearer
  has access come pre­filled.
  ACTIVE
  Least/Lesser/Greater ­ Choose an empty pocket to
  which the wearer has access. It is filled.
  Grandmaster ­ All empty pockets to which the wearer
  has access become filled.
  SPECIAL
  As a standard action that provokes attacks of opportunity,
  the wearer may reach into a filled pocket and draw out an
  item. Roll on the table corresponding to that pocket.
  When an item is drawn from a filled pocket, it is emptied.
  All objects created by a sigil of the campaigning soldier
  last
  until
  the
  next
  time
  the
  inscribing
  runesmith
  replenishes his inscription pool; however, consumed
  objects, such as food, are permanent. Attempts to sell an
  object created by this rune cause that object to vanish
  immediately. Most shopkeepers will then refuse to pay.
  27
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  28
  Table: Campaigning
  Soldier Armor
  Table: Campaigning
  Soldier Containers
  Table: Campaigning
  Soldier Cookware
  Table: Campaigning
  Soldier Foodstuffs
  Table: Campaigning
  Soldier Medicine
  Table: Campaigning
  Soldier Tools
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 39368
  
  Ultimate Runesmithing
  Interjection Games
  Sigil of the Shag Rug
  Type: Equipment
  Slot: Feet
  Power Level: Lesser, Grandmaster
  Action to Activate: 1 move action
  Activation Cost: Lesser ­ 1 inscription point, Grandmaster
  ­ 4 inscription points
  Activation Duration: see text
  Originally a fashion statement, all it took was a single
  visiting gnome for shag carpeting to be weaponized in
  the most ridiculous possible manner.
  PASSIVE
  Lesser ­ Whenever the wearer moves along the ground
  for a distance that is greater than or equal to its base land
  speed in a single action, it becomes charged with static
  electricity, dealing 1d3 points of electricity damage to
  creatures that hit it in melee until the beginning of its next
  turn.
  Grandmaster ­ As Lesser, but it deals 2d4 points of
  electricity damage.
  ACTIVE
  Lesser ­ When this rune is activated, its wearer gains 1
  static point for every 5 feet it moves until the end of its
  turn, to a maximum number of static points equal to the
  inscriber's runesmith level. Only movement made while
  in contact with a solid surface, such as the ground,
  generates static points. These static points persist for 1
  minute. As a standard action, or in place of the first two
  mainhand attacks in a full attack action, the wearer may
  make a melee touch attack. If it hits, the wearer expends
  all of its static points and deals electricity damage equal to
  the inscriber's runesmith level + the number of static
  points expended.
  Grandmaster ­ As Lesser, but the wearer cannot deliver
  its static points as a touch. Instead, at the end of its turn,
  the wearer explodes, dealing electricity damage equal to
  twice the number of static points it possesses to all other
  creatures in a 10­ft. radius with a Reflex save for half
  damage. The wearer then loses half of its static points,
  rounded up.
  Sigil of the Stubborn Ass
  Type: Equipment
  Slot: Feet
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 swift action
  Activation Cost: 1 inscription point
  Activation Duration: Least ­ 2 rounds, Lesser ­ 3 rounds,
  Greater ­ 2 rounds, Grandmaster ­ 3 rounds
  The mule is a steadfast, if ornery, creature, and is held in
  high regard by the dwarven community, who see
  something of themselves in the animal.
  PASSIVE
  Least ­ The wearer has a +1 insight bonus to CMD
  against any combat maneuver that would move him from
  the square he is currently occupying.
  Lesser ­ The wearer has a +1 insight bonus to CMD.
  Greater ­ As Least, but the wearer gains a +2 insight
  bonus instead.
  Grandmaster ­ The wearer has a +2 insight bonus to
  CMD.
  ACTIVE
  Least ­ Whenever the wearer performs a full­attack
  action and all of his attacks hit, he may kick a creature in a
  square he threatens as a swift action. Treat this kick as a
  secondary
  natural
  attack
  that
  deals
  1d6
  points
  of
  bludgeoning damage on a successful hit. Do not apply any
  ability or enhancement modifiers to this damage, and do
  not apply any additional damage from spells, class
  features, feats, special abilities, and so on to this damage.
  Lesser ­ As Least, but the wearer may kick if at least one
  attack in a full­attack action hits.
  Greater ­ Whenever the wearer performs a full­attack
  action and at least one of his attacks hits, he may kick a
  creature in a square he threatens as a swift action. Treat
  this kick as a secondary natural attack that deals 1d6
  points of bludgeoning damage on a successful hit. Apply
  the enhancement bonus of the wearer's armor to his
  attack and damage rolls, but do not apply any ability
  modifier, nor any effects from spells, class features, feats,
  special abilities, and so on to this damage.
  Grandmaster ­ As Greater, but the wearer kicks the
  same target twice if all of his attacks hit.
  29
  Table: Campaigning
  Soldier Weapons
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  Interjection Games
  Sign of the Ninja
  Type: Equipment
  Slot: Hands
  Power Level: Lesser, Greater, Grandmaster
  Action to Activate: 1 swift action
  Activation Cost: Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: instantaneous
  Contrary to popular belief, ninjas do leave signs of their
  passing.
  PASSIVE
  Lesser/Greater/Grandmaster ­ The wearer is proficient
  with shuriken.
  ACTIVE
  Lesser ­ This rune can only be activated if the wearer has
  at least one hand free. A number of masterwork shuriken
  equal to the number the wearer is able to throw as a full­
  attack action, taking into account spells and abilities that
  increase this number, such as flurry of blows or the haste
  spell, appear in the wearer's open hand. These shuriken
  have no finite duration; however, should the sign of the
  ninja be activated again or should the wearer let the
  shuriken out of its hands for any reason other than
  attacking with them, they vanish immediately. Thrown
  shuriken produced by the sign of the ninja have a 100%
  chance to break.
  Greater ­ As Lesser, but +2 shuriken are produced
  instead.
  Grandmaster ­ As Lesser, but +1 flaming frost shock
  shuriken are produced instead.
  Talisman of the Swan
  Type: Equipment
  Slot: Weapon
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 swift action
  Activation Cost: Least ­ 1 inscription point,
  Lesser/Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 round
  The swan is a graceful and majestic bird, yes, but it is
  also a highly aggressive and territorial creature. The
  combination makes it a terror to behold.
  PASSIVE
  Least ­ The wielder of a weapon with this rune does not
  provoke attacks of opportunity with the first 5 feet of each
  of its move actions.
  Lesser ­ The wielder of a weapon with this rune does not
  provoke attacks of opportunity with the last 10 feet of
  each of its move actions.
  Greater ­ The wielder of a weapon with this rune does
  not provoke attacks of opportunity with its movement
  while charging.
  Grandmaster ­ The wielder of a weapon with this rune
  does
  not
  provoke
  attacks
  of
  opportunity
  with
  its
  movement.
  ACTIVE
  Least ­ When using the runed weapon, the wielder's
  reach is considered to be 5 feet longer. This does not apply
  to the reach of abilities that allow multiple creatures to be
  attacked in a single action.
  Lesser ­ As Least, but +10 feet longer instead.
  Greater ­ As Least, but +15 feet longer instead.
  Grandmaster ­ As Least, but +20 feet longer instead.
  Temper
  Type: Equipment
  Slot: Weapon
  Power Level: Lesser, Greater
  Action to Activate: 1 move action
  Activation Cost: 2 inscription points
  Activation Duration: 1 minute
  The right rune can make a blade seethe with the flames
  that forged it.
  PASSIVE
  Lesser ­ A weapon with this rune deals an additional 1d4
  points of fire damage.
  Greater ­ As Lesser, but an additional 1d6 points of fire
  damage.
  ACTIVE
  Lesser ­ The runed weapon gains the flaming weapon
  special ability. Unlike most weapon special abilities, this
  is not suppressed by virtue of being runed.
  Greater ­ As Lesser, but it gains the flaming burst
  weapon special ability instead.
  30
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  Ultimate Runesmithing
  Interjection Games
  Thunderstorm's Mark
  Type: Equipment
  Slot: Weapon
  Power Level: Lesser, Greater, Grandmaster
  Action to Activate: 1 move action
  Activation Cost: Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 2 rounds
  The thunderstorm's mark is fairly unique among runes
  in that a simple inscription is not good enough. The area
  around the rune must first be "washed" with color in a
  way
  reminiscent
  of
  the
  scorch
  marks
  directly
  surrounding a lightning strike.
  PASSIVE
  Lesser ­ A weapon with this rune deals an additional 1d4
  points of electricity damage.
  Greater ­ A weapon with this rune deals an additional
  1d6 points of electricity damage.
  Grandmaster ­ As Greater, but the wielder also gains a
  +2 morale bonus to initiative checks.
  ACTIVE
  Lesser ­ The first time this weapon deals physical
  damage each round, an arc of electricity strikes a creature
  that is between 10 and 20 feet from the target of the
  successful weapon attack. This arc of electricity deals
  damage equal to the runed weapon's base damage die
  with a Reflex save to negate.
  Greater ­ As Lesser, but the arc of electricity deals
  damage equal to the runed weapon's base damage die +
  the wielder's Strength modifier (max +10).
  Grandmaster ­ As Lesser, but the arc of electricity
  strikes all creatures that are between 10 and 20 feet from
  the target of the successful weapon attack, and the arc of
  electricity deals damage equal to the runed weapon's base
  damage die + the wielder's Strength modifier (max +10).
  Transmuter's Rune
  Type: Equipment
  Slot: Armor, Weapon
  Power Level: Lesser
  Given their angle as materials spellcasters, alchemists
  and runesmiths have quite a bit in common. It shouldn't
  really
  be
  surprising
  that
  both
  professions
  put
  an
  emphasis on transmutation.
  PASSIVE
  Lesser ­ If the item upon which this rune is inscribed is
  made of either adamantine or mithral, it is treated as
  being made of both adamantine and mithral. This rune
  cannot
  be
  removed
  or
  suppressed
  by
  magical
  or
  supernatural means.
  ACTIVE
  None.
  Trickster's Calling Card
  Type: Equipment
  Slot: Hands
  Power Level: Greater
  Action to Activate: 1 full­found action
  Activation Cost: 2 inscription points
  Activation Duration: instantaneous
  Runes
  are
  basically
  magic
  in
  reverse,
  a
  purpose
  awaiting
  power,
  which
  makes
  runes
  a
  viable,
  if
  roundabout, way to cast typical magic spells. First, set
  the purpose as casting in the "normal" way, channel
  power into the rune, and then cast. The trickster's calling
  card is this concept given form.
  PASSIVE
  Greater ­ When inscribing this rune, select a wizard
  cantrip, a cleric orison, and a 1st­level spell from the
  wizard spell list. The wearer gains the ability to cast each
  of these spells once per day as spell­like abilities using its
  Hit Dice as its caster level (maximum the inscriber's
  runesmith level) and Intelligence as its key ability.
  ACTIVE
  Greater ­ The daily castings of spell­like abilities granted
  to the wearer by the runed gloves are replenished.
  31
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  Umbral Sigil
  Type: Equipment
  Slot: Shoulders
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 standard action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: 1 round/level
  Though runes function no matter what material is used
  in their inscription, be it charcoal or gold thread, the
  umbral sigil prefers to be made of something that
  smears.
  PASSIVE
  Least ­ Physical ranged attacks have a 5% chance to miss
  the wearer. This effect is overcome by spells and abilities
  that ignore magical illusions. Exceptional ranged attacks,
  such as a hurled boulder, ignore this simply because
  they're, well, ginormous.
  Lesser ­ As Least, but a 10% chance to miss.
  Greater ­ As Least, but a 15% chance to miss.
  Grandmaster ­ As Least, but a 20% chance to miss.
  ACTIVE
  Least ­ Physical melee attacks have a 5% chance to miss
  the wearer.
  Lesser ­ As Least, but 10% instead.
  Greater ­ As Least, but 15% instead.
  Grandmaster ­ As Least, but 20% instead.
  Vampire's Ward
  Type: Equipment
  Slot: Armor
  Power Level: Least, Lesser, Greater, Grandmaster
  Action to Activate: 1 immediate action
  Activation Cost: 1 inscription point
  Activation Duration: see text
  Fondly named after the undead bloodsucker himself, the
  vampire's ward helps thwart death in an antithetical
  manner.
  PASSIVE
  Least ­ The wearer has a +1 insight bonus to saving
  throws against death effects, and automatically stabilizes
  when bleeding out.
  Lesser ­ As Least, but a +2 insight bonus.
  Greater ­ As Least, but a +3 insight bonus. In addition,
  the wearer has resistance 5 against all forms of magic, as
  well as DR 5/­, whenever its current hit points are 0 or
  lower.
  Grandmaster ­ As Least, but a +4 insight bonus. In
  addition, the wearer has resistance 10 against all forms of
  magic, as well as DR 10/­, whenever its current hit points
  are 0 or lower.
  ACTIVE
  Least ­ None.
  Lesser/Greater/Grandmaster ­ This rune may be
  activated in response to lethal damage taken by the
  creature wearing the inscribed armor. While active, if the
  wearer would die due to lethal wounds, the wearer
  remains unconscious, but alive. Feats and abilities that
  would allow the wearer to stay conscious do not function.
  The wearer's current hit points can dip below the
  threshold normally required for death while this rune is
  active. When the rune's activation ends, if the wearer's
  current hit points are such that it wouldn't die, then the
  wearer
  effectively
  cheats
  death
  with
  no
  long­term
  consequences.
  When the inscribing runesmith activates this rune, it
  remains active until the beginning of his next turn, at
  which
  point
  he
  may
  either
  expend
  an
  additional
  inscription point as a free action to prolong the effect for
  another round, or allow the activation to end.
  32
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  RUNES LIST ­ PROJECTION
  Breath of the Nosferatu
  Type: Projection
  School: Necromancy
  Power Level: Greater
  Range: 60 feet
  Area: 60­ft. cone
  Action to Activate: 1 standard action
  Activation Cost: 3 inscription points
  Activation Duration: instantaneous
  While the life­sucking performed by vampires may
  require closer contact than this rune, those who name
  these sorts of things generally don't care about absolute
  accuracy.
  EFFECT
  Greater ­ The creature with the fewest hit points caught
  in the cone takes 1d4 points of damage per runesmith
  level of the projector (max 15d4) with a Fortitude save for
  half. Half of this damage is returned to the projector as
  temporary hit points, rounded down. These temporary hit
  points persist for 10 minutes.
  Creation
  Type: Projection
  School: Transmutation
  Power Level: Greater
  Range: 60 feet
  Effect: one cubic foot of finished goods/level using
  materials in a 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: varies; see text
  Activation Duration: instantaneous
  One of the very first projection runes to be discovered
  was that of creation. Honestly, where would a object­
  oriented spellcaster be if he couldn't make objects?
  (Answer: debtor's prison)
  EFFECT
  Greater ­ When activating this rune, choose a raw
  material that is present in sufficient quantity in the
  projection's area of effect, then choose a finished product
  that is made of that raw material. If the desired finished
  product is made of multiple materials, such as an oak
  barrel with iron staves, then all such materials much be
  present. This projection transforms up to one cubic foot of
  raw materials into copies of the chosen finished product
  per level. The finished goods are of standard quality. If
  the runesmith wishes the finished goods to be of superior
  (artisan, masterwork, etc.) quality, then the projecting
  runesmith must succeed on a relevant Craft check to do
  so. The DC of the craft check is equal to the DC to make
  the item by mundane means.
  The inscription point cost of this projection is equal to 1
  inscription point for every five cubic feet transformed,
  rounded up. For example, turning 5 cubic feet of wood
  and iron into crossbows costs 1 inscription point, but
  turning 7 cubic feet of materials into crossbows costs 2
  inscription points.
  Crossed Vines
  Type: Projection
  School: Conjuration
  Power Level: Least, Lesser, Greater
  Range: 60 feet
  Area: Least ­ one 5­foot square,
  Lesser ­ 10­ft.­radius circle,
  Greater ­ 15­ft.­radius circle
  Action to Activate: Least/Lesser ­ 1 standard action,
  Greater ­ 1 swift action
  Activation Cost: 1 inscription point
  Activation Duration: Least ­ 5 rounds,
  Lesser/Greater ­ 1 round/level (D)
  The symbol of the crossed vines suggests the rebellion of
  mother nature itself. This is a phenomenon feared by
  many races, as the world itself is a foe that cannot lose.
  EFFECT
  Least/Lesser ­ Creatures that enter the area of effect of
  crossed vines are entangled with a Reflex save to negate.
  This entanglement effect lasts for as long as the creature
  remains in the projection's radius, plus 1 round.
  Greater ­ As Least, but entangled creatures that enter
  the central square of this projection's radius become
  immobilized for 1 round with no saving throw allowed.
  Darkening Sigil
  Type: Projection
  School: Conjuration
  Power Level: Least, Lesser
  Range: 60 feet
  Area: 10­ft.­radius sphere
  Action to Activate: 1 standard action
  Activation Cost: Least ­ 1 inscription point,
  Lesser ­ 2 inscription points
  Activation Duration: 10 minutes/level (D)
  Darkness creeps in wherever the light is not vigilant.
  EFFECT
  Least ­ The darkening sigil creates an area of magical
  darkness, as the darkness spell.
  Lesser ­ As Least, but the area of magical darkness is as
  the deeper darkness spell.
  33
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  Ultimate Runesmithing
  Interjection Games
  Designation of the Firing Range
  Type: Projection
  School: Transmutation
  Power Level: Least, Lesser, Grandmaster
  Range: 60 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost:
  Least ­ 1 inscription point,
  Lesser ­ 2 inscription points,
  Grandmaster ­ 1 inscription point
  Activation Duration: 1 round/level
  When the stress of battle bleeds away and everything is
  reduced to a day at the shooting range, everyone
  becomes a better shot.
  EFFECT
  Least ­ Creatures within the area of effect of designation
  of the firing range have a +1 insight bonus to attack rolls
  and damage rolls made with ranged weapons.
  Lesser ­ As Least, plus those within the area of effect
  may add their Intelligence modifier (max +3) to damage
  rolls made with ranged weapons; this is done in place of
  any other ability modifier to damage rolls.
  Grandmaster ­ Creatures within the area of effect of
  designation of the firing range have a +2 insight bonus to
  attack rolls and damage rolls made with ranged weapons.
  In addition, they may add their Intelligence modifier to
  damage rolls made with ranged weapons; this is done in
  place of any other ability modifier to damage rolls.
  Draconic Presence [mind­affecting]
  Type: Projection
  School: Enchantment (emotion)
  Power Level: Least, Greater
  Range: 30 feet
  Area: 30­ft. cone
  Action to Activate: 1 standard action
  Activation Cost: Least ­ 1 inscription point, Greater ­ 2
  inscription points
  Activation Duration: instantaneous
  The arrival of a dragon is the grand entrance of one who
  knows well the lessons of shock and awe.
  Effect
  Least ­ Creatures caught in the cone are shaken for 2d4
  rounds with a Will save to negate.
  Greater ­ As Least, but creatures with fewer Hit Dice
  than the runesmith level of the projector are frightened
  for 1d4 rounds on a failed Will save.
  Draconic Visage
  Type: Projection
  School: Evocation (acid, cold, electricity, or fire)
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: Least ­ 15 feet, Lesser/Greater ­ 20 feet,
  Grandmaster ­ 30 feet
  Area: Least ­ 15­ft. cone, Lesser/Greater ­ 20­ft. cone,
  Grandmaster ­ 30­ft. cone
  Action to Activate: 1 standard action
  Activation Cost:
  Least ­ 1 inscription point,
  Lesser ­ 2 inscription points,
  Greater/Grandmaster ­ 3 inscription points
  Activation Duration: instantaneous
  Beware dragons, for they are prideful, quick to anger,
  and tend to incinerate the source of their misery.
  EFFECT
  Least ­ When inscribing this rune, choose acid, cold,
  electricity, or fire. Creatures caught in the cone take 1d4
  points of damage of the chosen type per runesmith level of
  the projector (max 5d4) with a Reflex save for half.
  Lesser ­ As Least, but the maximum damage dealt by the
  rune is 10d4.
  Greater ­ As Least, but the maximum damage dealt by
  the rune is 15d4.
  Grandmaster ­ As Least, but the maximum damage
  dealt by the rune is 20d4.
  Elemental Magnetism
  Type: Projection
  School: Evocation (acid, cold, electricity, or fire)
  Power Level: Greater
  Range: 30 feet
  Area: 30­ft. cone
  Action to Activate: 1 standard action
  Activation Cost: 2 inscription points
  Activation Duration: instantaneous
  The world is built from elements that writhe, mix, and
  settle out in stable sheets. Despite their propensity to be
  lazy and seek to achieve the least energetic state possible,
  even
  the
  sleepiest
  of
  stones
  or
  coldest
  of
  embers
  remembers what it means to be a primal element. With a
  little nudge, they can be made to behave in that fashion
  once more.
  EFFECT
  Greater ­ When activating this rune, choose acid, cold,
  electricity, or fire. Creatures caught in the cone become a
  magnet for the chosen energy type, taking an additional
  point of damage per damage die whenever they take
  damage of the chosen type. This effect lasts for 1d4
  rounds, though a successful Reflex save reduces the
  duration to 1 round.
  34
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  Ultimate Runesmithing
  Interjection Games
  Exodus Rune
  Type: Projection
  School: Conjuration (teleportation)
  Power Level: Lesser, Greater, Grandmaster
  Range: Lesser/Greater ­ 120 feet, Grandmaster ­ 240 feet
  Area: Lesser ­ two 10­ft. squares,
  Greater/Grandmaster ­ two 5­ft. squares
  Action to Activate: 1 standard action
  Activation Cost: Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 3 inscription points
  Activation Duration: Lesser ­ instantaneous,
  Greater/Grandmaster ­ 1 hour/level (D)
  Sometimes, a population needs to pack up and move.
  EFFECT
  Lesser ­ When activating this rune, designate one target
  area as the entry and one target area as the exit. All
  squares comprising the exit must be free of detritus and
  creatures. All unattended objects present in the "entry"
  area teleport to the "exit" area, to a maximum of 100
  pounds per runesmith level of the projector.
  Greater ­ When activating this rune, designate one
  target area as the entry and one target area as the exit.
  Whenever a creature enters the "entry" area, if the "exit"
  area is unoccupied, then that creature teleports to the
  "exit" area. A creature and its belongings must weigh less
  than or equal to 50 pounds per runesmith level of the
  projector, else it cannot teleport in this fashion.
  Grandmaster ­ As Greater, but, in addition to its basic
  functionality, a creature that enters the "exit" area
  teleports to the "entry" area, but only if the "entry" area is
  unoccupied. In addition, if he is within range of both the
  entry and the exit, the projecting runesmith may suppress
  or resume the effects of this rune as a swift action.
  Giant Step
  Type: Projection
  School: Transmutation
  Power Level: Lesser, Greater
  Range: 60 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: Lesser ­ 1 round/level (D),
  Greater ­ 1 round/2 levels
  The
  worst
  place
  to
  be
  when
  giants
  are
  about
  is
  underfoot.
  EFFECT
  Lesser ­ Creatures within the area of the projection
  increase in size by one size category. This does not stack
  with other effects that increase size.
  Greater ­ When projecting this rune, choose allies or
  foes.
  The
  chosen
  creatures
  within
  the
  area
  of
  the
  projection increase in size by one size category. This does
  not stack with other effects that increase size.
  Hall of the Oath [mind­affecting]
  Type: Projection
  School: Enchantment (compulsion)
  Power Level: Lesser
  Range: 60 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: 10 minutes/level (D)
  In some great halls, the very architecture demands that
  the truth be spoken.
  EFFECT
  Lesser ­ Creatures within the area of the projection
  cannot speak any deliberate and intentional lies. Each
  potentially affected creature is allowed a Will save to
  avoid the effects when the projection is cast or when the
  creature first enters the projected area. Affected creatures
  are aware of this enchantment; therefore, they may avoid
  answering
  questions
  to
  which
  they
  would
  normally
  respond with a lie, or they may be evasive as long as they
  remain within the boundaries of the truth. Creatures that
  leave the area are free to speak as they choose.
  Infirmary's Signpost
  Type: Projection
  School: Conjuration
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: 60 feet
  Area: Least ­ one 5­ft. square,
  Lesser/Greater/Grandmaster ­ 5­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost:
  Least ­ 1 inscription point,
  Lesser ­ 2 inscription points,
  Greater/Grandmaster ­ 3 inscription points
  Activation Duration: Least ­ 5 rounds,
  Lesser/Greater/Grandmaster ­ 1 round/level
  Wars are won by strength of arms, strength of supply
  lines, and ingenuity of sawbones. If one becomes shaky,
  the entire enterprise may collapse.
  EFFECT
  Least/Lesser ­ Creatures within the area of effect of
  infirmary's signpost have fast healing 1.
  Greater ­ As Least, but fast healing 2.
  Grandmaster ­ As Least, but fast healing 3.
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  Ultimate Runesmithing
  Interjection Games
  Legion of Stuff
  Type: Projection
  School: Transmutation
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: 60 feet
  Area: 30­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost:
  Least/Lesser ­ 1 inscription point,
  Greater ­ 2 inscription points,
  Grandmaster ­ 3 inscription points
  Activation Duration: Least ­ 5 rounds (D),
  Lesser/Greater/Grandmaster ­ 1 round/level (D)
  Contenders as they are over the title of "supreme grand
  arcanist over the realm of stuff", an individual runesmith
  is at his most dangerous when there's a good deal of
  random... stuff in the vicinity.
  EFFECT
  Least ­ Choose a single Small or smaller object made of
  non­magical material. For the duration of this projection,
  it springs to life as an animated object under the
  projector's control. This animated object immediately
  attacks whomever or whatever the projector initially
  designates, and can change the designated target or
  targets as a move action. Should an animated object leave
  the area of this projection, it immediately becomes
  inanimate once more, and does not reanimate should it
  return to the area of the projection. Objects carried or
  worn by a creature cannot be animated.
  Lesser ­ As Least, but choose four Small or smaller
  objects made of non­magical material.
  Greater ­ As Least, but choose eleven Small or smaller
  objects made of non­magical material.
  Grandmaster ­ As Least, but choose seventeen Small or
  smaller objects made of non­magical material. Animated
  objects produced by this projection are treated as though
  they were one size category larger for the purpose of
  constructs obtaining bonus hit points based on their size.
  SPECIAL
  A Medium object can be animated in place of two Small
  objects, a Large object in place of four Small, a Huge in
  place of eight Small, and a Gargantuan in place of 16
  Small.
  Library's Doormat
  Type: Projection
  School: Abjuration
  Power Level: Lesser
  Range: 60 feet
  Area: 20­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: 1 minute/level (D)
  Quiet in the library.
  EFFECT
  Lesser ­ The area of this projection is a zone of magical
  silence, as the silence spell.
  Lilliput Steps
  Type: Projection
  School: Transmutation
  Power Level: Lesser, Greater
  Range: 60 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: Lesser ­ 1 round/level (D),
  Greater ­ 1 round/2 levels
  Those
  miniscule
  in
  scale,
  the
  collective
  effort
  of
  Lilliputian creatures makes a distinctive mark on the
  world.
  EFFECT
  Lesser ­ Creatures within the area of the projection
  decrease in size by one size category.
  Greater ­ When projecting this rune, choose allies or
  foes.
  The
  chosen
  creatures
  within
  the
  area
  of
  the
  projection decrease in size by one size category.
  Luminous Mark
  Type: Projection
  School: Evocation
  Power Level: Lesser
  Range: 60 feet
  Area: 10­ft.­radius sphere
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: 1 minute/level (D)
  A crafty foe with the means to become invisible spells the
  end for many an adventuring party.
  EFFECT
  Lesser ­ A creature that enters the area of effect of
  luminous mark sheds light as though it were a torch for
  the remainder of the projection's duration. When an
  invisible creature lights up in this manner, its silhouette
  becomes plainly visible. A successful Will save negates.
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  Ultimate Runesmithing
  Interjection Games
  Mark of the Apprentice
  Type: Projection
  School: Universal
  Power Level: Least
  Range: 60 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: 8 hours
  When a mage learns his first spell, he tends to cast it on
  EVERYTHING, just to see what will happen.
  EFFECT
  Least ­ While this projection is active, the projecting
  runesmith gains the ability to cast prestidigitation at will
  as a spell­like ability with a caster level equal to his
  runesmith
  level
  and
  Intelligence
  as
  his
  key
  ability
  modifier; however, the target of his prestidigitation must
  be at least partially within the radius of this projection.
  Projecting additional instances of this projection does not
  end previous projections.
  Mason's Mark
  Type: Projection
  School: Conjuration
  Power Level: Greater
  Range: 60 feet
  Area: 60­ft.­radius circled centered on the projector
  Action to Activate: 1 full­round action
  Activation Cost: 4 inscription points
  Activation Duration: 24 hours
  Unlike miners, masons are perfectly happy with magic
  doing the brunt of the work. There's always fine details
  to consume the workers' time.
  EFFECT
  Greater ­ In order to activate mason's mark, the entire
  outer edge of the area to be affected must be unoccupied
  terrain, and the only creature occupying the central 15­
  foot square of the area must be the projector himself.
  Around the outer edge of the area, a massive stone wall,
  some 5 feet thick and 15 feet tall, erupts right out of the
  ground. There is no gate; it is simply a contiguous wall. In
  addition, a small stone blockhouse, a 15­foot by 15­foot
  structure positioned in the center of the area, grows up
  around the projector. This blockhouse is 10 feet tall with a
  stone tile floor, no windows, and a 7­foot by 5­foot
  opening as a doorway. Its walls are two feet thick. Inside
  the one­room building, eight straw tick bunks line the
  walls, and two stone tables with eight stone chairs take up
  the space not meant for sleeping. Underneath the bunks
  are eight stone footlockers, one for each bunk. When the
  duration of this projection ends, all objects produced by it
  disappear,
  leaving
  behind
  all
  creatures
  and
  objects
  brought inside.
  A spellcaster of caster level 11th or higher may expend
  7,500 gp worth of diamond dust as part of casting the
  permanency
  spell.
  This
  renders
  the
  effects
  of
  this
  projection permanent.
  Medusa's Statuary
  Type: Projection
  School: Transmutation
  Power Level: Lesser, Greater, Grandmaster
  Range: Lesser ­ 20 feet, Greater/Grandmaster ­ 30 feet
  Area: Lesser ­ 20­ft. cone,
  Greater/Grandmaster ­ 30­ft. cone
  Action to Activate: 1 standard action
  Activation Cost: Lesser/Greater ­ 1 inscription point,
  Grandmaster ­ 2 inscription points
  Duration: 1 round/level
  With but a look, a medusa can make a statue that a
  master craftsman fails to match after months of toil.
  EFFECT
  Lesser ­ Creatures caught in the projection take a penalty
  to Dexterity equal to 1d3 + 1 per three runesmith levels of
  the projector. The subject's Dexterity score cannot drop
  below 1. A successful Fortitude save negates this penalty.
  This penalty does not stack with itself. Apply the highest
  penalty instead.
  Greater ­ As Lesser, but the penalty to Dexterity is equal
  to 1d6 +1 per three runesmith levels.
  Grandmaster ­ As Lesser, but the penalty to Dexterity is
  equal to 1d6 +1 per two runesmith levels. In addition,
  affected creatures with a Dexterity score of 1 who are
  reduced to 0 hit points or fewer, but not killed, are turned
  to stone permanently as the flesh to stone spell. There is
  no saving throw.
  Miner's Mark
  Type: Projection
  School: Transmutation
  Power Level: Greater
  Range: 120 feet
  Area: 5­ft.­radius circle upon a solid surface
  Action to Activate: 1 standard action
  Activation Cost: 2 inscription points
  Activation Duration: 1 hour/level (D)
  For centuries, research into making this rune's effects
  permanent have been squelched by a consortium of
  miner's guilds. Stopping this rune is just about all
  kobolds and dwarves can agree upon.
  EFFECT
  Greater ­ The miner's mark creates a passage of up to 20
  feet deep through any material with a hardness of 8 or
  lower. If the wall's thickness is more than 20 feet, then a
  single activation of miner's mark makes a niche or short
  tunnel. Several
  activations can produce a continual
  passage to breach very thick walls. When miner's mark
  ends, creatures within the passage are ejected out the
  nearest exit. If someone dispels the miner's mark, or if
  the projector dismisses it, creatures in the passage are
  ejected out the far exit, if there is one, or out the sole exit
  if there is only one.
  37
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  Interjection Games
  Phalanx
  Type: Projection
  School: Abjuration
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: 30 feet
  Target: All allies in a 30­ft.­radius burst centered on the
  projector
  Action to Activate: 1 immediate action
  Activation Cost: Least/Lesser ­ 1 inscription point,
  Greater/Grandmaster ­ 2 inscription points
  Activation Duration: see text
  When running is not an option, or when cowardice is the
  subject of ridicule, the best course of action is to dig in
  and defy the odds.
  EFFECT
  Least ­ Each ally affected by phalanx gains a +1 shield
  bonus to AC until the beginning of its next turn. If an ally
  carries a physical shield, then its enhancement bonus
  increases by +1 until the beginning of its next turn
  instead. A shield's enhancement bonus can increase
  beyond +5 in this manner.
  Lesser ­ As Least, but each ally gains a +2 shield bonus
  to AC or has the enhancement bonus of its shield increase
  by +2 instead.
  Greater ­ As Least, but each ally gains a +3 shield bonus
  to AC or has the enhancement bonus of its shield increase
  by +3 instead.
  Grandmaster ­ As Least, but each ally gains a +3 shield
  bonus to AC or has the enhancement bonus of its shield
  increase by +3 instead. In addition, for the duration of
  this rune, the ally's shield bonus to AC counts toward its
  touch AC.
  Physician's Waypoint
  Type: Projection
  School: Divination
  Power Level: Lesser
  Range: 30 feet
  Area: 30­ft.­radius circle centered on the projector
  Action to Activate: 1 full­round action
  Activation Cost: 1 inscription point
  Activation Duration: 8 hours
  "Open wide. Good. Raise your left arm. Good. What
  pictures do you see on the far wall? Good, good. Turn
  your head and cough."
  EFFECT
  Lesser ­ As a move action, the projecting runesmith
  focuses on a single visible creature within the area of this
  projection, gaining vital details on that creature as the
  status spell. He retains this information until the creature
  leaves the area of the projection, and gains real­time
  updates as they happen. The projector can only retain
  vital information on a number of creatures equal to his
  runesmith level, and can forget the details of a creature as
  a free action to free up space to collect the vital details of
  another. Despite the fact that it comes into being centered
  on the projector, this projection does not move as the
  projector does.
  Quarantine
  Type: Projection
  School: Necromancy
  Power Level: Greater, Grandmaster
  Range: 60 feet
  Area: 10­ft.­radius sphere
  Action to Activate: 1 standard action
  Activation Cost: Greater ­ 2 inscription points,
  Grandmaster ­ 3 inscription points
  Activation Duration: 1 minute/level or until discharged
  (D)
  Death and disease have a way of spreading themselves
  despite the best efforts of men to keep them in one place.
  EFFECT
  Greater ­ When inscribing this rune, choose a single
  disease that can be spread through the use of the
  contagion spell. The next two creatures to enter the area
  of effect of quarantine are infected with the chosen
  disease with a Fortitude save to negate.
  Grandmaster ­ As Greater, but choose a single disease
  that can be spread through the use of the greater
  contagion spell instead.
  Sentinel's Badge
  Type: Projection
  School: Abjuration
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: 60 feet
  Area: 20­ft.­radius circle
  Action to Activate: Least ­ 1 standard action,
  Lesser/Greater/Grandmaster ­ 10 minutes
  Activation Cost: Least ­ 1 inscription point,
  Lesser/Greater ­ 2 inscription points,
  Grandmaster ­ 3 inscription points
  Activation Duration: 8 hours or until triggered (D)
  The sentinel's been bored for days, so the first guy to
  open that door's REALLY going to get it.
  EFFECT
  Least ­ This projection wards an area as the alarm spell.
  Lesser ­ As Least. In addition, choose a single Least
  projection rune that affects a circular area (as opposed to
  a projection rune that affects a square or a projection that
  produces a cone). If and when the alarm portion of
  sentinel's badge triggers, the entire area warded by
  sentinel's badge also becomes affected by the chosen
  projection. The inscription point cost of the chosen Least
  projection is only paid if the alarm portion of sentinel's
  badge
  triggers,
  and
  does
  not
  occur
  if
  insufficient
  inscription points remain. The chosen projection uses its
  native duration.
  Greater ­ As Lesser, except that the projector chooses a
  single Lesser projection rune instead.
  Grandmaster ­ As Lesser, except that the projector
  chooses a single Greater projection rune instead. In
  addition, if the projector is within the area of the
  projection when the alarm portion of sentinel's badge
  triggers, he becomes enveloped in a shield that halves all
  damage he takes until the beginning of the second round
  of combat.
  38
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  Interjection Games
  Sigil of the Horseman's Bane
  Type: Projection
  School: Conjuration
  Power Level: Least, Greater
  Range: 60 feet
  Area: all solid surfaces in a 10­ft­radius burst
  Action to Activate: 1 standard action
  Activation Cost: Least ­ 1 inscription point,
  Greater ­ 2 inscription points
  Activation Duration: Least ­ 1 minute/level,
  Greater ­ 1 round/level
  In order for ranks of infantry to defeat massed cavalry,
  the infantry must form up in a defensive phalanx with
  pikes and shields to break the charge, poleaxes to
  eliminate the stray horse or rider, and ranged weaponry
  in the center of the formation to whittle away at the
  enemy formation. Ideally, the infantry will also be at the
  top of a hill, and caltrops will be deployed en masse.
  EFFECT
  Least ­ Caltrops cover all solid surfaces in the area of
  effect, and attach themselves to walls and even ceilings.
  Treat these as standard caltrops, with the following
  exceptions. First, caltrops produced by the sigil of the
  horseman's bane cannot be picked up, for they are affixed
  to their surface of origin. Second, this rune's caltrops have
  an attack bonus equal to one­quarter the projecting
  runesmith's runesmith level, rounded down, minimum
  +0.
  Greater ­ As Least, but whenever a creature takes
  damage from a caltrop, even if that damage is prevented
  by damage reduction, it explodes, dealing additional fire
  damage equal to the runesmith level of the projector to all
  creatures in a 5­ft. radius. The creature to step on the
  caltrop is entitled to no saving throw, but all other
  creatures may make a Reflex save to negate. An individual
  creature may only cause a single explosion in this manner
  per round.
  Sigil of the Leaky Construct
  Type: Projection
  School: Conjuration
  Power Level: Least
  Range: 60 feet
  Area: 10­ft.­radius burst
  Action to Activate: 1 standard action
  Activation Cost: 1 inscription point
  Activation Duration: 1 round/level
  Constructs only make less of a mess than organic pets if
  they are maintained properly.
  EFFECT
  Least ­ The sigil of the leaky construct produces an area
  of slippery goo that functions as the grease spell.
  Sigil of Segregation
  Type: Projection
  School: Abjuration
  Power Level: Lesser, Grandmaster
  Range: 30 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 full­round action
  Activation Cost: Lesser ­ 1 inscription point,
  Grandmaster ­ 3 inscription points
  Activation Duration: Lesser ­ 1 hour/level (D),
  Grandmaster ­ 1 day/level (D)
  One of the oldest runes in existence is that of binding.
  Whether meant to keep a summoned demon in check or
  to ensure nothing untoward goes on the local graveyard,
  keeping the right thing out of the wrong place stops
  headaches and saves lives.
  EFFECT
  Lesser/Grandmaster ­ When inscribing this rune,
  choose good outsiders, evil outsiders, lawful outsiders,
  elementals, chaotic outsiders, undead, or aberrations.
  Creatures of the chosen type cannot enter or leave the
  area of the projection, though they may still perform
  ranged attacks through the boundary. A creature of the
  chosen type is considered to be under the effects of the
  dimensional anchor spell for the purpose of moving into
  or out of the projection by magical means. Once per day, a
  creature of the chosen type may attempt to overcome this
  ward. Make a runesmith level check (1d20 + projector's
  runesmith level) against the spell resistance of the
  creature in question. On a successful check, the creature
  fails to cross the boundary. Creatures without spell
  resistance may not attempt to overcome the ward.
  39
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  Ultimate Runesmithing
  Interjection Games
  Sign of the Elements
  Type: Projection
  School: Evocation (acid, cold, electricity, or fire)
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: 60 feet
  Area: 10­ft.­radius circle
  Action to Activate: 1 standard action
  Activation Cost: Least ­ 1 inscription point,
  Lesser ­ 2 inscription points,
  Greater/Grandmaster ­ 3 inscription points
  Activation Duration: 1 hour/level or until discharged (D)
  One of the simplest shapes for magic to take is that of a
  raw element.
  EFFECT
  Least ­ When activating this rune, choose acid, cold,
  electricity, or fire. The next creature to step into the area
  warded by the sign of the elements takes 1d6 points of
  damage of the chosen type per runesmith level the
  projector possesses (maximum 5d6) with a Reflex save for
  half. A runesmith cannot activate this rune if he already
  has an instance of it active.
  Lesser ­ As Least, but the maximum damage dealt by the
  rune is 10d6.
  Greater ­ As Least, but the maximum damage dealt by
  the rune is 15d6.
  Grandmaster ­ As Least, but the maximum damage
  dealt by the rune is 20d6.
  Smoothing Sigil
  Type: Projection
  School: Conjuration
  Power Level: Lesser
  Range: 60 feet
  Area: 60­ft. cone
  Action to Activate: 1 move action
  Activation Cost: 1 inscription point
  Activation Duration: 1 minute/level (D)
  Farmlands that were once wild are typically bordered by
  stone fences. These stones, hauled from the interior of the
  property to its outermost edge, directly represents the
  first key improvement to a homestead. In order for man
  to exploit the land, he must first remove the detritus.
  EFFECT
  Lesser ­ A thick coating of a gray, generic material
  smoothes over otherwise bothersome terrain. All difficult
  terrain within the area of effect of the smoothing sigil is
  no longer considered to be difficult terrain, but only if
  that terrain was considered difficult because of objects
  littering the area.
  Stamp of the Hero
  Type: Projection
  School: Transmutation
  Power Level: Lesser, Greater, Grandmaster
  Range: 60 feet
  Area: Lesser ­ 5­ft.­radius circle,
  Greater/Grandmaster ­ 10­ft.­radius circle
  Action to Activate: Lesser/Greater ­ 1 standard action,
  Grandmaster ­ 1 swift action
  Activation Cost: Lesser ­ 1 inscription point,
  Greater ­ 2 inscription points,
  Grandmaster ­ 1 inscription point
  Activation Duration: Lesser ­ 2 rounds,
  Greater ­ 1 round/level, Grandmaster ­ 2 rounds
  With the proper motivation, anyone can be a hero.
  EFFECT
  Lesser ­ The stamp of the hero grants all creatures
  within its area of effect the benefits of the haste spell.
  Greater/Grandmaster ­ As Lesser, but only allies gain
  the benefits of the haste spell.
  Stamp of the Laggard
  Type: Projection
  School: Transmutation
  Power Level: Least, Lesser, Greater, Grandmaster
  Range: 50 feet
  Area: Least ­ 10­ft.­radius circle,
  Lesser ­ 5­ft.­radius circle,
  Greater/Grandmaster ­ 10­ft.­radius circle
  Action to Activate:
  Least/Lesser/Greater ­ 1 standard action,
  Grandmaster ­ 1 swift action
  Activation Cost: Least ­ 1 inscription point,
  Lesser/Greater ­ 2 inscription poonts,
  Grandmaster ­ 1 inscription point
  Activation Duration: Least ­ 1 round,
  Lesser ­ 1 round/level,
  Greater ­ 1 round/level,
  Grandmaster ­ 2 rounds
  Just as anyone can be a hero, anyone can also be a
  useless slob.
  EFFECT
  Least ­ The stamp of the laggard staggers all creatures
  that end their turn within its area of effect for 1 round. A
  Will save negates.
  Lesser ­ The stamp of the laggard staggers all creatures
  that enter its area of effect with a Will save to negate. This
  stagger effect lasts for as long as the creature remains in
  the projection's radius, plus 1 round.
  Greater ­ As Lesser, but only foes are staggered by the
  projection.
  Grandmaster ­ As Greater, but staggered foes that end
  their turn within the area of effect of the stamp of the
  laggard are dazed until the beginning of their next turn.
  There is no saving throw against this dazing effect.
  40
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  Interjection Games
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
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  rights reserved.
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  Ultimate Runesmithing, Copyright 2016, Interjection Games, LLC; Author:
  Bradley Crouch.
  [End of License]
  Notice of Open Game Content: This product contains Open Game Content
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  Designation of Open Game Content: The statistical information and
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Interjection Games/Ultimate Runesmithing.pdf