|The Runeweaver is loosly based on the godlike races found in the Death Gate Cycle series:|
|Runeweaving||Runic Spell Mechanics|
|Developing Runic Spells||Runic Seeds|
|Runecrafting||Runic Item Creation|
They say that all magic comes from the same source. This isn't true. Arcane magic tends to come from one of two sources. Dragons, the most ancient of mortal creatures, carry with them the knowledge and power that grants even the most humble creatures extraordinary abilities and skills. The immortals, often called gods but known by other names, can concentrate arcane energies into places. Arcadia is an example of one such concentration. These focus points leech energy that flows into other places and infects other creatures granting them arcane ability.
Unknown to most, there is a third source of Arcane magic. When the multiverse was young and few gods existed at the beginning, the line between arcane and divine was nonexistent. The very old gods retain the ability to grant arcane power directly to their chosen. Unlike Divine energy, Arcane energies require the recipient to have the knowledge and will to shape the power. These powers are the very energies that formed reality. Those casters who are granted a glimpse into these ancient arcane powers can warp reality in ways that make normal arcane casters seem like charlatans. In Traykon, Yggdrasil taught a select few how to manipulate the runes of creation. These select few became Runeweavers, beings of such great power that they nearly destroyed the world.
Abilities: Intelligence determines how powerful a rune he can throw, how many runes he can throw, and how hard those runes are to resist. To throw a rune, a runeweaver must have an Intelligence score of 10 + the rune's level. In addition, the runeweaver gains extra runes based on their Intelligence score. The Difficulty Class of a saving throw against a runeweaver's runes is 10 + the rune's level + the runeweavers Intelligence modifier. Alignment: Any nonchaotic
Hit Dice: d6
Class Skills: The runeweaver's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Runeweavers are affected by T'lor's Curse.
Starting Gold: 2d6 x10 (average 80 gp)
Weapon and Armor Proficiency: Runeweavers are proficient with simple weapons. They are not proficient with any type of armor or with shields. Armor of any type interferes with a runeweaver ’s gestures, which can cause his spells to fail.
|Class Level||Base Attack Bonus||Fort. Save||Ref. Save||Will. Save||Special||Spells per Day *|
|1||+0||+0||+0||+2||Cantrip, Glyph, Runeweaving||2||-||-||-||-||-||-||-||-|
Spells: For a Runeweaver, learning new runes is akin to unlocking the secret laws of reality. Each rune represents a new source of power that falls under the Runeweaver ’s control. Runes fall into three categories: target runes, effect runes, and meta runes. Runeweavers arrange these runes to cast powerful and diverse incantations known as Runes of Power.
Runeweavers begins play knowing all of the target runes — even those that they cannot yet use due to the level restriction — as well as the boost meta rune. These runes are learned as part of their most basic training.
In addition to the basic allotment, each Runecweaver also begin play knowing a number of effect or meta runes equal to the number indicated on their Spells Known tables. Whenever they gain a level, they gain new effect or meta rune based on the same table.
Runeweavers choose their runes from the Runeweaver Rune List.
Cantrips: Runeweavers learn a number of cantrips, or 0-level spells, as noted on Table: Runes Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Glyph: A Runeweaver may spend 10 minutes to inscribe a rune upon any surface using some method of semi-permenant marking as if casting a spell. The rune level is calculated as normal for the Glyph and the Runeweaver must expend a spell slot of the appropriate level for as long as the rune remains unspent. 0 level Runes consume a 1st level spell slot when used in a Glyph. The spell slot can only be regained if the runeweaver abandons or expends the Glyph and then gets their normal rest to recover spells. As a swift action, the Runeweaver can activate the Glyph as if they had just cast the spell with a simple touch. Any targets dictated by the spell are selected at the time the glyph is expended and not when it is being created. Glyphs occupy a minimum area roughly equivalent to their caster level in square inches.
Runecrafting: Runeweavers have a unique way of crafting magical items which is discussed HERE.
Scribe Tatoo: A Runeweaver at later levels has the ability to Scribe Tatoos as if they were Runeweaver Scrolls. The cost for the scribing is 1/2 gp for a normal scroll. A Runeweaver may scribe as many as 2 x Runeweaver level in spell levels on themselves.
|Runeweaver Bonus Feats |
A Runeweaver gains a bonus feat at 2nd Level and every 3 levels in Runeweaver after that. The feats must be chosen from the following list.
|Arcane Armor Mastery||Arcane Armor Training, Armor Proficiency, Medium, caster level 7th||Reduce your arcane spell failure chance by 20%|
|Arcane Armor Training||Armor Proficiency, Light, caster level 3rd||Reduce your arcane spell failure chance by 10%|
|Arcane Strike||Ability to cast arcane spells||+1 Damage and weapons are considered magic|
|Augment Summoning||Spell Focus (conjuration)||Summoned creatures gain +4 Str and Con|
|Brew Potion||Caster level 3rd||Create magic potions|
|Combat Casting||-||+4 Bonus on concentration checks for casting defensively|
|Craft Magic Arms and Armor||Caster level 5th||Create magic armors, shields, and weapons|
|Craft Rod||Caster level 9th||Create magic rods|
|Craft Staff||Caster level 11th||Create magic staves|
|Craft Wand||Caster level 5th||Create magic wands|
|Craft Wondrous Item||Caster level 3rd||Create magic wondrous items|
|Extra Rune [#RuneweaverFeat *]||-||Add one effect rune from your rune list to your list of runes known.|
|Forge Ring||Caster level 7th||Create magic rings.|
|Greater Spell Focus||Spell Focus||+1 Bonus on save DCs for one school|
|Greater Spell Penetration||Spell Penetration||+2 Bonus on level checks to beat spell resistance|
|Meta Rune Mastery [#RuneweaverFeat *]||-||You can use meta runes three additional times|
|Scribe Scroll||Caster level 1st||Create magic scrolls|
|Spell Focus||-||+1 Bonus on save DCs for one school|
|Spell Penetration||-||+2 Bonus on level checks to beat spell resistance|
You have uncovered a new rune of power.
Prerequisites: Runeweaver level.
Benefit: Add one effect rune from your rune list to your list of runes known. This is in addition to the number of runes normally gained at each level. You may instead add two runes from your rune list to your list of runes known, but both of these runes must be at least one level lower than the highest level Rune you can cast. Once made, these choices cannot be changed.
Special: You can take this feat multiple times.
|Meta Rune Mastery|
You are skilled at using meta rune to enhance your runeweaver ability.
Benefit: You can use meta runes three additional times per day. In addition, select one additional meta rune and add it to your list of words known.
Ex-Runeweavers: A runeweaver who becomes chaotic in alignment cannot progress in levels as a runeweaver, though he retains all his runeweaver abilities.