(UPDATE 29-Oct-14: I picked up the Codex Nordica from Troll Lord Games this week, and found some ideas to swipe. Nordica runes are highlighted in purple, while ones from the Additional Runes post are in blue.)
For your convenience, provided here is a compiled list of runes in Dwarven Glory. Refer to the Runecasting Supplement for more information.
Any rune described as a “talisman” must be inscribed with the name of the recipient (who not necessarily a runecaster) when it is shaped. Some runes allow a saving throw; the caster’s level is subtracted from the target’s roll.
Bane-Rune: This rune must be shaped for a particular target race or type (e.g., goblinbane, elfbane, giantbane). When inscribed on a melee or thrown weapon, it provides a +1 enchantment bonus to attack and damage rolls. The rune’s power is lost if the warrior attacks a different kind of creature with the weapon. Note that the effects of this rune stack with the bonus from the Triumph-Rune.
Beast-Rune: This rune allows the runecaster to understand the speech of a particular animal. When shaped, the rune must name the animal it is intended to affect; an exact identification must be provided (not “any bear” but “the bear that lives in the big cave at the mouth of Färstå’s stream”). Once the rune is carved, the caster can converse with that animal as if by normal speech, both man and animal understanding each other.
Berzerk-Rune: This rune is shaped upon the haft or hilt of a weapon. In battle, the wielder can call upon the rune’s power to enter into a berzerk fury for one battle. While berzerk, the character can make two melee attack rolls per round and take the best result, but cannot flee from battle. Afterwards, he must rest two full turns or be exhausted (–2 to hit and damage, cannot run, cannot berzerk until rested).
Binding-Rune: This rune is shaped upon a collar, a saddle, or any other object potentially worn by an animal. If this object is placed upon an appropriate creature, it will regard the runecaster as a trusted friend and ally. Actions which place the animal’s life in direct danger allow a saving throw to break the charm. (Note that communication is not enabled by this rune.)
Calm-Rune: This room calms wayward spirits, affecting any one target that the runecaster designates. Anyone thus affected is calmed immediately, curing any fear effect or loss of morale. It can even calm an incorporeal spirit or vengeful undead for 1 turn, although they may roll a save vs. Runes to resist.
Catch-Rune: This rune must be tooled onto the palms of a pair of leather gloves. Once activated, the wearer can make a Skill check to deflect or catch any weapon – arrows, spears, axes – which are shot or thrown at him. If successful, he deflects or catches the weapon and suffers no damage. If the attempt fails but the attack succeeds, the character suffers 1 extra point of damage.
Charm-Rune: Typically carved upon a wood or stone talisman, this rune improves reaction rolls for the character by one step. When shaping the rune, the runecaster must include the recipient’s name. Once activated, this rune is effective for 1d6 turns.
Cunning-Rune: Typically carved upon a wood or stone talisman, this rune provides a +4 bonus on all Skill checks when worn. When shaping the rune, the runecaster must include the recipient’s name.
Curse-Rune: This is a highly-charged and emotional rune to use, since it is a grave insult to the individual named. To fashion this rune, the runecaster must name a particular target and cite the wrongs he has committed. (If there is no just cause, the rune affects the caster.) These runes are carved upon a pole, set in the ground, and topped with an animal skull. For the day, the named target must roll two dice on all d20 checks and take the worse result.
Darkvision-Rune: Typically carved upon a wood or stone talisman, the bearer of this rune gains darkvision with 6” range. When shaping the rune, the runecaster must include the recipient’s name.
Death-Rune: This rune must be shaped for a particular weapon to be used against a specific named target. When used in combat against that opponent, the weapon will inflict double damage on its first successful strike. The enchantment is lost if the weapon strikes any other target.
Detect-Magic-Rune: This rune must be carved onto a dowsing wand or similar device. When activated, the bearer can perceive the presence of magical enchantment in places, people, or things within a 90 ft radius. The duration of this rune is 1 turn.
Elk-Rune: This rune must be carved on the antlers of an elk (or similar creature) and worn upon the head of the recipient to receive its benefit. A character so endowed improves their Armour Class by 1, receiving all benefits (and drawbacks) thereof.
Fire-Rune: This rune must be carved onto a wand, staff, or similar device. To activate this rune, the caster must indicate his target and shout out a curse, who then makes a saving throw vs. Runes. If this save fails, the target suffers 1d6 damage as he is briefly immolated by fire. Flammable materials may burn if the flames touch them. A character can extinguish burning items as a full-round action.
Fortune-Rune: Used by seers, the fortune-rune allows the caster to predict fate. Each rune must be fashioned for a particular question, then activated by throwing the rune to the floor while beseeching the Norns. The rune will tell whether a given action will bring good or bad results for the immediate future (or “nothing”, for actions that are neither good nor bad). The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action.
Frost-Rune: This rune must be carved onto a wand, staff, or similar device. To activate this rune, the caster must indicate his target and shout out a curse, who then makes a saving throw vs. Runes. If this save fails, the target suffers 1d6 cold damage. If the target takes damage and is wearing metal armour, he must make an additional save the following round or else suffer a further 1d3 points of damage due to frozen armour.
Giant-Tongue: Typically carved upon a wood or stone talisman, this rune allows one to communicate freely with giants and trolls. It only works on such creatures but covers any communication – verbal, emotive, physical, and responsive – allowing the recipient to gauge a giant’s reaction and knowing, for instance, if it’s going to attack.
Hail-Rune: This rune represents the icy weather that showers down from Niflheim. With it, the runecaster summons a storm of hail down upon the target area (a 40-foot sphere). The rune lasts 1d4 rounds; during that time, anyone within the area of effect suffers 1d4 damage.
Harvest-Rune: Uncommon amongst adventurers, this rune can be inscribed (painted or tattooed) upon the belly of a woman or man, making them fertile. If tattooed upon one who has suffered unnatural aging, it can restore their youth.
Healing-Rune: This rune must be carved onto a cup, goblet or drinking horn. When filled with fluid and the rune activated, the cup’s contents are transformed into a healing potion which restores 1d8+1 hp to the drinker. The potion’s efficacy lasts only 1 turn.
Horse-Rune: When inscribed on a horse (or other mount), it allows the recipient to travel at 3/2 their regular movement without becoming fatigued. It can be branded upon prized mounts for repeated use.
Ignite-Rune: This rune, when carved upon wood or other combustible material, causes it to ignite and burn in almost any condition. The rune also preserves the fuel, allowing it to burn for a full day. The resulting flame can ignite other combustible material.
Iron-Can’t-Bite: This rune (much valued by warriors of all types) must be carved onto a suit of metal armour. When activated, the armour provides Damage Resistance 1 to its wearer unless he flees from combat (which dispels the enchantment). This rune does not stack with other sources of DR.
Light-Rune: When activated, this rune fills a 20-foot radius with gentle, diffuse light (and radiates dim light for an additional 20 feet).
Luck-Rune: Typically carved upon a wood or stone talisman, this rune allows the bearer to reroll one failed saving throw when called upon. (The rune is expended even if this reroll is unsuccessful.) When shaping the rune, the runecaster must include the recipient’s name.
Man-Rune: This rune was crafted for the progenitor of humanity and is only effective when worn by a human. Typically carved upon a wood or stone talisman, this rune grants +1 on all adventuring feat checks.
Peach-Rune: This unusual rune brings pleasure and happiness to those exposed to it. Typically printed on or woven into fabric, it grants the crafter’s allies +1 to saving throws and morale checks as long as they are within sight of the rune.
Poison-Rune: This rune must be carved onto a cup, goblet, or drinking horn. When filled with fluid and the rune activated, the cup’s contents are transformed into an elixir which counteracts poison if used promptly. The elixir’s efficacy lasts only 1 turn.
Prosperity-Rune: This rune is typically used to safeguard pregnant women. When successfully inscribed, it will grant advantage to any saving throw that would otherwise threaten the life of mother or child. Less well known, however, is that this rune can also grant advantage on a saving throw vs. Poison/Death if the recipient (any recipient) would otherwise die.
Resistance-Rune: This rune is typically carved upon a wood or stone talisman and is keyed to a particular type of energy (acid, cold, fire, lightning, or thunder). When activated, the bearer of this rune is advantaged on saving throws and takes half damage from the specified energy type for 1 turn.
Sanctuary-Rune: This rune is placed upon a door or portal, and discourages outside creatures from entering the portal. Specifically, it prevents random encounters from passing through, providing safety to those within.
Shield-Rune: When carved upon a shield and activated, the wielder will automatically parry a death blow (any physical attack which would reduce the character’s hit points below zero), negating all damage. The shield is sundered when used in this manner, rendering it useless.
Ship-Rune: The magic of the elemental forces of water is within this rune. When inscribed on the prow of a ship, the vessel can travel at 3/2 its regular movement.
Shout-Rune: This peculiar rune can be used to free others, or sometimes oneself, from bonds and fetters. It can also open locks. To use, the runecaster must carve the rune on the bonds themselves, then shout to activate the rune, which undoes the restraint or lock.
Sight-Rune: The bearer of this rune can see things beyond the ken of normal folk, specifically objects or beings that are invisible (such as spirits).
Speed-Rune: This rune is placed upon a set of footwear (even a horseshoe will do). When activated, it increases the movement rate of the wearer by one ‘step’, equal to 2 AC (e.g.; a dwarf with MV 6” would increase to 7½”).
Spite-Rune: This rune is typically carved upon a waystone, building wall, dungeon hallway, or other public place as a warning against trespassers. Those who ignore the rune and trespass suffer a –1 penalty to all d20 rolls for the day.
Strength-Rune: Typically carved upon a wood or stone talisman, this rune provides a +4 bonus on all Might checks when worn. When shaping the rune, the runecaster must include the name of the strengthened person.
Track-Rune: This rune allows the bearer to track a creature, regardless of terrain or weather conditions. When shaped, the rune must name the target to be tracked; an exact identification must be provided (not “a troll” but “the troll that lives beneath the Månljus bridge”). This rune is effective for 6 turns (1 hour).
Treasure-Rune: This rune – coveted by prospectors and dungeon-divers – must be carved onto a dowsing wand or similar device. When activated, the bearer can detect the presence of precious metals and ores (such as gold, silver, and copper) and gemstones within a 90 ft radius. The duration of this rune is 1 turn.
Triumph-Rune: This rune is much-desired because it improves a warrior’s skill in battle. It must be inscribed on a melee or thrown weapon, and provides a +1 enchantment bonus to attack and damage rolls. The rune’s power is lost if the warrior defeated in battle or fights using another weapon.
Týr-Rune: This rune was originally granted by Odin to his grandson, Týr, but has since become known to mortal runecasters. Typically carved upon a wood or stone talisman, this rune provides a +4 bonus on Initiative checks when worn.
Water-Breathing: This rune is typically carved upon a wood or stone talisman. When activated, the bearer of this rune can breathe underwater for up to 1 turn.
Waystone-Rune: This rune is unique in that it is typically left behind or planted on a target. Once activated, the runecaster can determine the distance and direction to the rune for its full duration of 1 day. This function requires concentration for one full round.
Wealth-Rune: Not a common amongst adventurers, when this rune is cast upon the harness of an animal it imparts greater strength and stamina to the beast. The target creature gains 1d8 hit points and can travel twice the normal distance in a day before tiring. It is often used on oxen to improve their yield.
Wisdom-Rune: Typically carved upon a wood or stone talisman, this rune provides a +4 bonus on all Lore skill checks when worn. When shaping the rune, the runecaster must include the name of its bearer.
Yng-Rune: Just as Odin gave a rune to Týr, he granted one to Freyr – who is also known as Yng. Typically carved upon a wood or stone talisman, this rune allows the recipient to ignore surprise, acting normally in the first round of combat.
(Remember – starting runecasters can only select common runes; the blue and purple runes must be discovered during play.)
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