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    Secret of the Runes IV
    Posted on Fri, March 30, 2012 by LordCeb
    Argon writes "In this treatise, we explore an exceedingly greater knowledge of rune lore. “May Annam enlighten, your path as you take in the runes”.

    Secrets of the Runes IV

    Rune Lore


    In this installment of rune lore, we cover 2nd and 3rd level runes. May Annam enlighten you, to the magic of the Jotens.

    2nd Level Runes (Edda)

    Bow of the Yew
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: same as the bow used
    Target: Special
    Duration: 3rds+ 1 round per every 3 caster levels

    The yzy runes are inscribed onto a hand strung bow. The rune activates when an arrow is fired from the risted bow. Every arrow shot from the bow which causes damage that round confers half of the damage dealt as hit points to the user of the bow. So if, an arrow deals 6 points of damage the bearer of the rune gains 3 temporary hit points. The duration listed is for the ability granted to the arrows fired from the bow. Temporary hit points last for 1 minute per caster level. The bow can be risted again by a rune caster. Note the bonus-hit points remain until damage removes them or the rune bearer activates another bow of yew.

    Catch
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: Personal
    Target: missiles and projectiles
    Duration: 4rds+ 1 round per caster level

    The zaz runes are inscribed onto a pair of gloves or gauntlets. To invoke the rune one clenches his fists any thrown weapon that would hit the rune bearer’s normal AC must succeed by five or more. If not the missle is caught by the rune bearer and can be used against his opponent. So if, an attacker hits the rune bearer’s AC of 14 but does not get a 19 on his modified roll the missle or projectile is caught. Note if a rune bearer would not normally be able to carry the projectile or weapon then he would be hit by the object “aka” a Ballista bolt. The object can be risted again by a rune caster. The rune bearer needs to have at least one free hand.

    Change Me

    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: Personal
    Target: Rune bearer
    Duration: 10 minutes per caster level

    The runes mbe are inscribed onto the clasp of a cloak or mantle. To invoke the rune, the rune bearer covers himself with the cloak or mantle, and thinks to himself what animal he wants to change into. The rune bearer can also assume the shape of a female or male of another race, as long as that race is not more than one size category larger than the rune bearer. The object can be risted again by a rune caster. The caster can change form as many times as he wants within the duration of the rune.

    Constrain
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: 30yds +10yds per caster level
    Target: Person selected by rune bearer
    Duration: Special

    The nmn runes are inscribed onto a pair of gloves of gauntlets. The rune is invoked when the rune caster put his arms forth and closes it as if he is holding something. The people targeted by the rune bearer gets a fortitude save. The hold remains intact until the rune bearer stops concentrating or until the target makes a successful fortitude save. Strength bonuses give plus or minuses to the DC of the rune. The object can be inscribed again by a rune caster. The rune can be used in conjunction with a strength rune or spell.

    Disrupt Flow
    Level: 2
    Components: V, S, F
    Crafting time: 30 minutes
    Range: Line of sight
    Target: Source of magic or psychic activity
    Duration: Instantaneous

    The lhz runes are inscribed onto a divining rod and can only be used by a rune caster. The Rune Caster invokes the rune, by pointing the rod at the source of the spell or psychic activation, and speaking the words, “Flow, disrupt and protect”. If the power is instantaneous, then initiative determines if the rune can be successful. Similar to dispel magic the DC to cancel the effect or disrupt it is DC11+level of the spell or psychic source. The Rune caster adds his level maximum +10 DC. However, this item affects one spell or psychic power in line of sight of the Rune Caster. The source can be from an actual caster, psychic, psychic item, magic item, or scroll. This item can be inscribed again by a Rune Caster.

    Earth Hold
    Level: 2
    Components: S, M or F
    Crafting time: 30 minutes
    Range: Line of Sight
    Target: Special
    Duration: 1minute per caster level or until broken

    The runes quf are inscribed onto a load stone. The rune bearer clenches the stone inscribed in their fist, as if to hold it tightly. The rune will holdfast any creature currently in contact with the surface. The bearer of the rune must view the individual being held, or he will grant the target another saving throw. The base save DC is 11+1 for every two levels of the caster. The item turns to dust only if the target breaks a hold. Otherwise, the item can be inscribed again by a Rune Caster.

    Fire Harms Not Me
    Level: 2
    Components: S, M
    Crafting time: 30 minutes
    Range: Personal
    Target: Bearer of the rune
    Duration: 1minute per every 3 caster levels

    The lzk runes are inscribed on limestone or any other aquatic stone or gem. To activate the rune one must spit and stomp on the rune, the rune stone will crack and protect the individual from any source of flame or fire damage. Hence, the rune bearer gains a damage reduction of 10 against any source of hot or fire damage. The rune evaporates at the end of the duration.

    Forge
    Level: 2
    Components: S, M
    Crafting time: 30 minutes
    Range: Object
    Target: objects weighing 5lbs per caster level
    Duration: Instantaneous

    The ngu runes are inscribed onto a hammer, knife, or any other appropriate tool for the craft skill to be used. To activate the runes power, one needs to attempt a craft with the tool. Like a hammer for weapons and armor smiting, a needle for sewing, or a trowel for masonry. The character receives a +20 to the appropriate craft skill to mend or repair an item. If successful up to 5 lbs of material can be mended or repaired per caster level. Note if a natural 20 is rolled on the skill, check the rune will restore a broken magical items power. The rune cannot be inscribed again, as the rune consumes the item, whether or not the skill check is successful.

    Frost Harms Not Me
    Level: 2
    Components: S, M
    Crafting time: 30 minutes
    Range: Personal
    Target: Bearer of the rune
    Duration: 1minute per every 3 caster levels

    The kzi runes are inscribed onto a coal or ash tree circular disc. To activate the rune one must rub the rune firmly and then stomp on it, the rune will crack and protect the individual from any source of cold or ice damage. Hence, the rune bearer gains a damage reduction of 10 against any source of cold or ice damage. The rune shatters at the end of the duration.

    Gelding
    Level: 2
    Components: V, S, F
    Crafting time: 30 minutes
    Range: 60ft +20ft per caster level
    Target: One person or creature
    Duration: Instantaneous

    The Imh runes are inscribed onto a granite stone. To activate the runes power, the rune bearer must hold out the rune for the target to view, and recite, “I take from you your anger and rage”. I Geld you and bring you shame”. Any creature or person targeted by the rune must make a will save or be unable to take any action against the rune bearer. If a creature is charging or currently raging, the rune cancels such an effect. The item can be inscribed again by a rune caster.

    Grasp of Ur
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: Personal
    Target: Rune bearer
    Duration: 1round per level

    The mou runes are inscribed on a pair of bracelets or gauntlets. To activate the runes power one must grasp their hands and slowly pull them apart from each other. The rune grants a +10 to all grapple checks for the duration of the rune. The item can be inscribed again by the rune caster.

    Heroic Am I
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: Personal
    Target: Rune Bearer
    Duration: 10 minutes per caster level

    The otx runes are inscribed onto a drinking horn or goblet. One must drink ale or wine from the inscribed vessel to invoke the runes power. The rune grants a +2-morale bonus on attack rolls, saves, and skill checks. The drinking vessel can be inscribed again by the rune caster.

    Iron Can’t Bite
    Level: 2
    Components: S, M
    Crafting time: 30 minutes
    Range: Personal
    Target: Rune Bearer
    Duration: 1 minute per every 3 caster levels

    The qzn runes must be inscribed on an iron or steel disc worth at least 100 gp. To activate the rune one must simply pound on the rune with their fist. The rune grants damage reduction of 10 against all melee and missle attacks. No weapon made from iron or steel, normal or magical, can harm the rune bearer. Only weapons not made from iron or steel, or those that cause frost, fire, sonic, or some other form of non- melee damage. Spells and other magical effects still grant normal damage. The metal disc crumbles to dust when the rune expires.

    Iron’s Pain
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: Personal
    Target: One person or creature
    Duration: 5rounds plus 1 round per caster level

    The kti runes are inscribed onto a weapon. To activate the rune the caster need only hit his opponent in combat for the rune to take effect. The target still gets a fortitude save or suffers a – 2 penalty on all attack rolls, skill checks and ability checks. If the save, is successful no penalty applies. However, when a critical hit occurs, the target save DC suffers a -5 penalty. Note these penalties are not cumulative if a hit occurs again on an affected opponent the penalties do not stack. The weapon can be inscribed again by a rune caster.

    Jarring Strike
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: Personal
    Target: One person or creature
    Duration: 1 round per caster level

    The arx runes are inscribed onto a spear or javelin. To activate the rune, the rune bearer points the weapon at his intended target. Then he must throw the weapon into the sky. The weapon grants a + 2 to hit when thrown. The weapon causes normal damage plus 2d6 points of electrical damage. The weapon can be inscribed again by a rune caster though the weapon only deals electricity damage on its first successful strike.

    Keep
    Level: 2
    Components: V, F
    Crafting time: 30 minutes
    Range: Object
    Target: One object 5lbs +1lb per caster level
    Duration: Special

    The doj runes are inscribed onto an object of the casters choosing. To activate the rune, the rune caster recites the following, “No thief shall want thee”! The rune causes all but the rune caster and one chosen individual to avoid the object as a simple, mundane item of no real value. If one still wants to pilfer the item, he must make a will save or leave the item behind. The rune lasts until someone successfully pilfers the item, or one year, whichever comes first. The rune can be inscribed again by the rune caster.

    Naught in all Things

    Level: 2
    Components: S, M
    Crafting time: 30 minutes
    Range: 100ft + 20ft per caster level
    Target: One person or creature
    Duration: 1 round for every 3 caster levels

    The nfn runes are inscribed onto a twig of ash. To activate the rune, the rune caster makes a gesture at his intended target and snaps the twig. Every time the target of the rune attempts anything besides breathing, they must make a will save or fail at their next action or actions during the duration of the rune.

    Obstruct
    Level: 2
    Components: V, S, M
    Crafting time: 30 minutes
    Range: Risted object
    Target: Door, chest, portal, or trail up to10sq ft in size per caster level
    Duration: Permanent

    The znz runes are inscribed upon a doorframe, portal, chest, or trail marker. The rune caster speaks a password into the horn this activates the rune. Any who speak the password can open or pass freely through the warded area. If one does not know the password, he’s obstructed from entering or opening the warded area. Note a Path rune can also grant one access through the warded area.

    Path
    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: 100ft +10ft per caster level
    Target: Any barred or obstructed area
    Duration: 10 rounds + 1round per caster level

    The uru runes are inscribed onto a staff. To activate the rune, the rune bearer taps his staff to the barred, stuck, locked, held, or magically locked object or area. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a magically locked door, the rune does not remove the magical lock but simply suspends its functioning for runes duration. In all other cases, the door will re-lock itself. The rune does not raise barred gates or similar impediments (such as a portcullis). However, it does affect ropes, vines, and the like. The effect is limited by the area. Each rune can undo one means of preventing egress. The rune can be inscribed again by a rune caster.

    Ripe
    Level: 2
    Components: V, S, F
    Crafting time: 30 minutes
    Range: Special
    Target: Special
    Duration: Instantaneous

    The pjy runes are inscribed onto a large bowl preferably one made of metal or stone. To activate the rune one places seeds, or spoiled food or drink in the bowl and recites the following. “I take thee, without body, without life, and make you ready and ripe”. Approximately, up to 5 pounds of food stuff or five gallons of liquid are edible or drinkable regardless of its previous state. Seeds develop into fruits, vegetables, or grains. Poison liquids or other spoiled or fouled foodstuff is ripe and safe to eat again. The bowl can be inscribed again by a rune caster.

    Spent
    Level: 2
    Components: V, S, F
    Crafting time: 30 minutes
    Range: Line of sight
    Target: Special
    Duration: Special

    The neu runes are inscribed onto a loadstone or lead disc. To activate the rune, the runes’ held out before the target, while the rune bearer recites the following. “I call on thee, to exhaust all pace, be spent when it is I, you face”. The rune causes one enemy to become slowed and move at half their rate, they also suffer a -1 to armor class, -2 to all attack rolls and, a -2 to all saves for the duration of the combat. Note if the rune bearer killed, the affected character no longer suffers the penalties, even if combat has not ceased. The rune can be inscribed again by a rune caster.

    Wound of Woe

    Level: 2
    Components: S, F
    Crafting time: 30 minutes
    Range: by weapon type
    Target: Special
    Duration: 3rds plus 1 round per caster level

    The tyn runes are inscribed on a melee or projectile weapon. To activate the rune, some of the rune bearer’s own blood is wiped on the weapon. Once the weapon hits an enemy they take normal damage and must make a fortitude save. If the save is successful, nothing else happens. However, if the save fails the wound will not heal normally and, magical healing will only help if the afflicted individual makes a successful fortitude save. The rune can be inscribed again by a rune caster.

    3rd Level Runes (Edda)

    Arise to Fight Again
    Level: 3
    Components: V, S, F, (M)
    Crafting time: 40 minutes
    Range: Special
    Target: Risted person or animal
    Duration: Instantaneous

    The rjyo runes are inscribed onto a living or dead person, or animal. When the individual dies, the rune caster can awaken them from their slumber, as long as the rune is still intact. To activate the rune, the rune caster recites the following. “Arise from winters’ slumber, and serve who calls thee”. The condition of the corpse determines whether it rises as a skeleton or a zombie, at the DM’s discretion. The risen corpse will serve until the caster dies or the rune or corpse destroyed. If the caster dies, and the corpse remains intact then another rune caster can reawaken it. If the corpse or the rune destroyed, the corpse turns to dust and cannot be inscribed again.

    Bend to My Shield
    Level: 3
    Components: S, F
    Crafting time: 40 minutes
    Range: Personal
    Target: Shield
    Duration: 1min/per every 3 caster levels

    The htuz runes are inscribed onto a shield. To activate the rune, the rune bearer bangs his weapon upon his shield. Whenever an attack fails to hit the rune bearer equipped with the shield the opponents’ weapon must make a DC15 save or break and, be useless as a weapon. Magical weapons or items receive a bonus to their save for every bonus the weapon carries. The shield cannot be broken during the duration of the spell. If the rune bearer, attacks with his shield and hits for damage the opponent must make a save DC 15 plus the damage dealt, a failed save results in a -1 armor class penalty. Note if the opponent has no armor then the later effect cannot occur. Once again magical armor receives a bonus to its DC save for every bonus it grants to armor class above the armors normal equivalent. The shield can be inscribed again by a rune caster.

    Blood of My Blood
    Level: 3
    Components: V, S, F,(M)
    Crafting time: 40 minutes
    Range: 30 ft +10ft / 2 level
    Target: Two rune bearers
    Duration: 1min/per caster level

    The runes yryz are inscribed on two drinking horns worth at least 25gp each. To activate the rune, the rune bearer, and one other individual must each place at least a drop of their blood into their drinking vessels along with some mead, then they must drink from each other’s vessel. Both rune bearers must recite “With drink we bond, let no harm come, to the blood of my blood”. For the duration, of the rune if one of them is injured so is the other. The damage is shared between both parties evenly so if one takes 8 points of damage they both suffer 4 points each instead. The rune also allows them to heal together so if one healed from 6 points of damages they each recover 3 points. Both parties also receive an extra save for any effects that would normally only allow for one save, resolved by using the best save first and the lesser save if the first one fails. Example: Hlam drinks some poison and his normal save is fortitude +3 while his fellow drinking friend Besslar has a fortitude save +5. Hlam would make his first save with the +5 and, if that fails would make a second save with a +3. Now if, both save fail Hlam and Besslar would suffer the effect of the poison though damage or ability loss is shared evenly. So if, the poison causes 1 point of constitution loss per hour than they each suffer 1 point of loss every two hours. The rune saw much use amongst rival jarl’s, chieftains, and other rulers. It often prevented retaliation from both sides in a conflict in which the parties sought to parlay. Note: if the two rune bearers should attack each other after the rune has taken effect, damage suffered doubles for one round, and the drinking horns shatter. The horns can be inscribed again as long as neither rune bearer attacks the other.

    Celene’s Mantle
    Level: 3
    Components: S, F
    Crafting time: 40 minutes
    Range: 30 ft radius +10ft per every 5-caster levels
    Target: rune bearer
    Duration: 1min.

    The runes dsxt are inscribed onto the clasp of a cloak made from bearskin, worth at least 50 gp in value. To invoke the rune, one must grab each side of the cloak and throw their arms forward. The mantle makes the rune bearer give off the scent of a were-bear. Any lycanthrope he encounters must make a will save or avoid him and seek to get out of the area immediately. Normal animals will avoid the rune bearer unless provoked. Note this rune can only be inscribed at night when Celene is visible.

    Death Can Sleep
    Level: 3
    Components: V, S, F
    Crafting time: 40 minutes
    Range: 100 ft radius
    Target: rune bearer
    Duration: 1min +1min/ per every 4 caster levels

    The runes YPwy are inscribed onto a hunting horn fashioned from a cow or oxen horn. The rune bearer must spit ale onto the lip of the horn then blow the horn to activate the rune. The undead must make a will save or remain prone for the duration of the rune. This rune can break a casters control of undead temporarily. The rune can counter act the rune Arise to fight again. If the rune is successful, one can safely remove the Arise to fight again rune without destroying the corpse. Otherwise, this rune will affect up to 10 hit dice of undead in a 100 ft radius, lowest hit die undead are affected first, unless the rune bearer focuses on one particular undead creature. Note the rune can be inscribed again. Engulfed with Rage Level: 3 Components: V, S, M Crafting time: 40 minutes Range: Personal Target: rune bearer Duration: 1round per caster level The runes moqK are inscribed onto a lava rock or chunk of unused coal. To activate the rune, the rune bearer recites the following “Bring my ire into a rage, and burn those who stand before me”, then he crushes the rune, and his body bursts into flames that emit from within the rune bearer. The rune bearer gets a +2 to hit and a -2 to armor class, plus any one he attacks suffers 1d6+ the rune bearer’s wisdom bonus in fire damage. Any creature striking him with its body or a melee weapon also suffers 1d6+ the rune bearer’s wisdom bonus in fire damage.

    Foe Hammer
    Level: 3
    Components: S, F
    Crafting time: 40 minutes
    Range: Personal
    Target: Special
    Duration: 1round per caster level

    The runes otou are risted onto a war hammer. To invoke the rune, the rune bearer taps the head of the war hammer three times with his free hand or shield. Foe hammer strikes with an increased threat range of 18-20. Any time the rune bearer scores a hit with the foe hammer his target suffers damage as normal, but must make fortitude save against DC 13+ damage dealt or be stunned for 1d4 rounds and, forced backwards 5 feet. The later only occurs if the affected individual has enough space to move backwards 5 feet otherwise ignore the effect. If a critical hit occurs, the save DC remains the same, though the target is stunned for 2d4 rounds and forced backwards 10 feet and subject to attacks of opportunity. Note the rune can be inscribed again by a rune caster.

    Heal
    Level: 3
    Components: S, F, M
    Crafting time: 40 minutes
    Range: Special
    Target: Recipient of the runes contents
    Duration: Instantaneous

    The runes piyu are inscribed onto a drinking horn. To activate the rune one merely places his thumb over the runes while pouring water or ale into the horn. The next person to drink from the horn will heal 3d6 points of damage. The rune can also cure any non-magical disease or remove poison instead of healing any physical damage on an individual. While the drinking horn can be inscribed again, the beneficiary consumes the contents.

    Ice Spear
    Level: 3
    Components: S, M
    Crafting time: 40 minutes
    Range: 100ft +10ft per level
    Target: Special
    Duration: 1round per caster level

    The runes lait are inscribed onto a spear. To invoke the rune one must spit water onto the spear. The spear can travel up to its maximum range and deals 3d6 points of piercing cold damage if the rune bearer succeeds on his attack roll. Fortitude saves versus DC 13 + damage dealt must be made, or the target will be frozen for 1d6 rounds. The rune expires when it hits its target or when the duration expires. Note if the rune bearer misses his target, the ice spear returns to the rune bearer in the next round. The rune consumes the spear, when the rune hits its target or when the rune expires. Jaunt Level: 3 Components: S, F, M Crafting time: 40 minutes Range: Personal Target: rune bearer Duration: 1min per caster level The runes rqla are inscribed onto a pair of boots. To invoke the rune one must place an arrow or bolt in the direction they wish to travel, and then crush it under their foot. The rune doubles the rune bearer’s movement rate, he can also move ten feet in combat as if it were only a five-foot step. The latter only occurs if the rune bearer has a base land speed of 30 or greater before the rune takes effect, otherwise the individual can make a 7.5-foot step instead. Note the arrow or bolt unusable again, though the boots can be inscribed again.

    Keel
    Level: 3
    Components: V, S, M
    Crafting time: 40 minutes
    Range: 100 ft +20 feet per level
    Target: Special
    Duration: 1hour per caster level

    The runes Pral are inscribed onto the breastbone of a bird. To activate the rune, the rune bearer places the risted vessel into a body of water, and recites the following. “Of bone of flesh from which you came, now be my vessel on this trek today”. A small boat similar in size to a saexring can hold a 6-10 man crew, and is fitted with six oars, and a small mast. Otherwise, essentially it is a saexring boat. Upon expiring the rune, converts the boat, back to a broken birds breastbone. Lore Level: 3 Components: S, F, M Crafting time: 40 minutes Range: Personal Target: rune caster Duration: 24 hours minus 1 hour per caster level The runes RpOD are inscribed onto a stone, which stone depends on the question though dwarves and gnomes get a +2 bonus to determine if the right stone or gem is used to the DM’s discretion. To activate the rune, the rune caster forms his question in runes on the back of the stone or gem, and then he places it under his head when he sleeps. When the rune caster awakens from his long slumber, he has an answer to his question. However, the answer is often cryptic in nature and rarely straightforward. On rare occasions, a rune caster will choose the wrong stone or word the question in an offensive way. The DM should assign a will save DC based on the difficulty of the question asked. If the save, fails the rune caster suffers nightmares and cannot rist another rune until he has slept uninterrupted for eight hours. In which no other nightmares occurred. The stone expires at the end of the runes duration.

    Meihem (Mayhem)
    Level: 3
    Components: V, S, F, (M)
    Crafting time: 40 minutes
    Range: 100ft +10ft per caster level
    Target: 4 creatures plus 1 per 3-caster levels within range
    Duration: 1round per caster level

    The runes nrNR are inscribed upon four cube-like stones each side has all four of the runes risted onto them. To activate the runes one casts the stones in front of him while stating whom he wants the rune to affect. It could be naming the four orc’s closet to Hlam, those on horses, or all before me. The targets must make a will save or become confused not knowing friend from foe. Each round roll 1d20 on an even roll the target can act normally though with a -2 to any attack, save, or skill check. On an odd roll, the target does one of the following on a roll of 1,3,or 5 they will flee. On a roll of 7,9, or 11 they will toss an item away, on a roll or 13,15, or 17 they will attack the nearest living thing (note people on horseback will attack the horse), and on a 19 they will make a full move action. On any turn, the targets attacked it will, defend itself; against its last attacker, otherwise consult the rules above. The rune ends when duration expires if all targets make their will save or if someone destroys the runes. The DM should flip a coin when the duration ends if it heads the rune can be risted again and if its tails the cubes turn to dust.

    NiQ
    Level: 3
    Components: S, F, (M)
    Crafting time: 40 minutes
    Range: Special
    Target: Special
    Duration: Permanent until properly removed

    The runes NpZf are inscribed onto an animal’s skull, which sits upon a pole. To activate the rune, the rune caster places the pole onto the property of the target, or on the property where the target sleeps, and rists the wrongs, and crimes of the target onto the pole then spits on the skull. A will save negates the effects unless the rune caster has the rune staff feat then the target still suffers the rune staff feat effects. A successful NiQ rune causes, the target to receive a -4 penalty to all skills, saves, attacks, and reactions until the conditions of the NiQ are met, the NiQ is negated, or when the two parties come to reconciliation. Note if the conditions are met or the parties come to a reconciliation the NiQ rune must be destroyed by the rune caster. If negated, the rune can be risted again. However, any rune caster falsely crafting a NiQ rune becomes the target and must reconcile with the wrongly accused if the rune caster fails his will save of suffer the effects of the rune. In the next installment of rune lore, we will continue with 3rd level runes and get our first look at the fourth level of the runes."
     
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