| Prime Requisite: | WIS |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 11 |
Dwarven runecasters invest their magic into runes to create runic talismans, giving their magic permanency.
At first level, dwarven runecasters hit an unarmored foe (AC 0) with an attack throw of 10+. Dwarven runecasters advance in attack throws and saving throws as clerics, by two points every four levels of experience. Dwarven runecasters may wear any armor and may use any of the traditional weapons of their people, including the battle axe, great axe, hand axe, flail, mace, morning star, and warhammer. They are trained to fight wielding a weapon and shield or wielding a weapon two-handed, but may not dual wield weapons. Runecasters may use magic items useable by clerics.
A dwarven runecaster may turn undead like a cleric. Starting at 2nd level (Rune-Acolyte), a runecaster may cast divine spells as clerics of their level. Starting at 5th level (Runecaster), a runecaster may engage in magic research, scribe scrolls, and brew potions. At 9th level (Rune-Lord), he is able to create more powerful magic items such as weapons, rings, and staffs, and craft magical constructs such as golems.
Dwarven runecasters possess the secrets of rune lore, and are able to invest spells into creatures and objects, called talismans, using runes. Dwarven runecasters also begin with the Craft (rune-carving) proficiency. See the rules for Rune Lore.
Their attention to detail gives dwarven runecasters receive a +2 bonus to proficiency throws with all proficiencies they learn.
Dwarves gain a +1 bonus to surprise rolls when underground due to sensitivity to the rock and stone around them. Because of their experience underground, dwarves may detect traps, false walls, hidden construction, or sloped passages with a proficiency throw of 14+ on 1d20. Dwarves must be actively searching for these abilities to function. In addition to these abilities, dwarves are particularly hardy people. The target values for all their saving throws versus Blast/Breath are reduced by 3, while the target values for all their other saving throws are reduced by 4. These adjustments are already factored into the saving throws on the Dwarven Treasure Hunter Attack and Saving Throws table below. Dwarven characters speak the Common and Dwarvish tongue and, because of their frequent interaction underground with these monsters, also speak Goblin, Gnome, and Orc.
At 9th level (Rune-Lord), a dwarven runecaster can construct a vault that will attract dwarves from far and wide. Dwarves of the character's clan will be the first to live under his roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A total of 3d6×10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A Rune-Lord is expected to employ only soldiers of dwarven descent, but may hire members of other races for other tasks. Additional rules for dwarven vaults are detailed in the Campaign chapter.
Dwarven Runecaster Proficiency List: Alchemy, Art, Battle Magic, Caving, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Divine Blessing, Divine Health, Dwarven Brewing, Endurance, Engineering, Fighting Style, Goblin-Slaying, Healing, Illusion Resistance, Knowledge, Laying on Hands, Loremastery, Magical Engineering, Mapping, Performance (chanting), Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Siege Engineering, Theology, Unflappable Casting, Weapon Focus
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Rune-Scribe | 1 | 1d6 | — | — | — | — | — |
| 2,100 | Rune-Acolyte | 2 | 2d6 | 1 | — | — | — | — |
| 4,200 | Rune-Carver | 3 | 3d6 | 2 | — | — | — | — |
| 8,400 | Runepriest | 4 | 4d6 | 2 | 1 | — | — | — |
| 17,000 | Runecaster | 5 | 5d6 | 2 | 2 | — | — | — |
| 34,000 | Rune-Smith | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 70,000 | Rune-Graver | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 140,000 | Rune-Master | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 270,000 | Rune-Lord | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 400,000 | Rune-Lord, 10th level | 10 | 9d6+2* | 4 | 4 | 3 | 3 | 2 |
| 530,000 | Rune-Lord, 11th level | 11 | 9d6+4* | 4 | 4 | 4 | 3 | 3 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 9+ | 6+ | 13+ | 9+ | 11+ | 10+ |
| 3–4 | 8+ | 5+ | 12+ | 8+ | 10+ | 9+ |
| 5–6 | 7+ | 4+ | 11+ | 7+ | 9+ | 8+ |
| 7–8 | 6+ | 3+ | 10+ | 6+ | 8+ | 7+ |
| 9–10 | 5+ | 2+ | 9+ | 5+ | 7+ | 6+ |
| 11 | 4+ | 1+ | 8+ | 4+ | 6+ | 5+ |
Created with Hit Dice Value 1, Fighting Value 1, Divine Value 2, and Dwarf Value 2.
| First Level Divine Spells | |
|---|---|
| 1 | Command Word |
| 2 | Cure Light Wounds * |
| 3 | Detect Evil * |
| 4 | Detect Magic |
| 5 | Light * |
| 6 | Protection from Evil * |
| 7 | Remove Fear * |
| 8 | Resist Cold |
| 9 | Sanctuary |
| 10 | Sharpness |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bane Rune HF |
| 3 | Bless * |
| 4 | Divine Grace |
| 5 | Find Traps |
| 6 | Resist Fire |
| 7 | Righteous WrathPC |
| 8 | Spiritual Weapon |
| 9 | Swift Sword |
| 10 | Ward of Protection HF |
| Third Level Divine Spells | |
| 1 | Call Lightning |
| 2 | Continual Light * |
| 3 | Cure Blindness |
| 4 | Cure Disease * |
| 5 | Glyph of Warding |
| 6 | Locate Object |
| 7 | Protection From Normal Missiles |
| 8 | Remove Curse * |
| 9 | Speak with Dead |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Create Water |
| 2 | Cure Serious Wounds * |
| 3 | Death WardPC |
| 4 | Dispel Magic |
| 5 | Divination |
| 6 | Neutralize Poison * |
| 7 | Protection from Evil, Sustained * |
| 8 | Smite Undead * |
| 9 | Speak With Plants |
| 10 | Tongues * |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Commune |
| 3 | Create Food |
| 4 | Dispel Evil |
| 5 | Quest |
| 6 | Protection From Blast HF |
| 7 | Protection From Normal Weapons PC |
| 8 | Strength of Mind * |
| 9 | Sword of Fire |
| 10 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |
| HF Spell found in Heroic Fantasy | |