This section of my site is dedicated to expanding the Dwarven Rune Magic. All the rules and careers for Rune Magic can be found from the Realms of Sorcery (WFRP2 sourcebook). Also some Rune Items and many runes (both Master and Normal) can be found there. But not all the runes we need. I'll add more "missing" new runes (or old ones from WFRP1 and WFB) to this page.
Armour Runes: Armour runes are meant for defence and to modify Armour.
Construct: Construct runes usually make some construct more powerful, protected, even alive, or create some area effect. These runes are usually placed in more stationary places (doorways, hallways, tunnels, buildings…etc.), but there are exceptions like for animation runes (which creates moving constructs usually).
Engineering: Engineering runes can be used to power Specialist Weapon (Gunpowder), Specialist Weapon (Engineering) or War Machines (Cannons, Stone Throwers, Bolt Throwers, Organ Gun, Flame Cannon…etc.) that can not be powered by Weapon runes. Engineering runes can affect also other weapons (usually missile weapons).
Standard: Standard runes may be inscribed on standards and this way they offer the entire unit around the standard protection or bonuses.
Talismanic: Talismanic runes are those that can be inscribed on items like rings, circlets, crowns, rods, belts, buckles, and amulets.
Tool: Tool runes are usually used to make some common tools (or containers) more usefull or powerful. Basicly help the user of these tools to perform better.
Weapon: Weapon runes are meant for offensive and to modify normal (hand-to-hand) weaponry.
Master Rune of Dragonbane
Type: Weapon
Inscription Number: 35
Empowerment: 12
Description (Permanent): Any weapon bearing this rune protects it’s wielder from any dragon breath weapon (no damage) and dragon inflicted fear and terror. Also all allies within 48 yards (24 squares) gain protection against the fear and terror. Weapon bearing Dragonbane rune also ignores dragons armour (scales) and Toughness Bonus characteristic. When this rune gets close to any dragon it will faintly glow. This happens about 1000ft range. Rune can also be inscribed on a missile (bolt, stone, arrow…etc.) and even on bullets shot with gunpowder weapons.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 5 minutes and for missiles it only lasts one shot.
Master Rune of Slaying
Type: Weapon
Inscription Number: 30
Empowerment: 9
Description (Permanent): Any weapon bearing this rune gains a extra 1d10+4 bonus on damage rolls against one type of enemy (check Type of the Enemy –table). When rune gets close to it’s enemy type it will also faintly glow. This happens about 1000ft range. Rune can also be inscribed on a missiles (bolt, stone, arrow…etc.) and even on bullets shot with gunpowder weapons.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 minute, but for missiles it only lasts one shot.
Master Rune of Walking
Note: This rune is based on the Rune Guardian construct found from Lure of the Liche Lord (WFRP2 sourcebook). More information and stats can be found there.
Type: Construct
Inscription Number: 30
Empowerment: 10
Description (Permanent): This rune must be inscribed to a lifeless autonoms or similar constructions. After the rune is succesfully inscribed the construct it can be given set of rules and instructions that it will follow until it is destroyed. These autonoms are used usually as tireless sentries that could be left behind. Example: If the construct is given orders to guard certain passage it will only move and attack when some other creature is trying to cross the passage. It will not hunt the intruder any further than designated area. Note! These creations are called Rune Guardians.
Description (Temporary): As permanent, but once the rune is activated, the Rune Guardian will be active only for half a year. After that it will become moveless statue.
Master Rune of Warding
Type: Construct
Inscription Number: 25
Empowerment: 8
Description (Permanent): This rune creates area effect that wards area from one thing that Runesmith chooses (check Ward Types below). Must be inscribed to stationary target. If this target is destroyed or moved the effect disappears. Also multiple targets must be warded with this same rune to create working area effect between them (three runes minimun). Also number of same runes makes the area effect larger. Three runes only create effect that affects about normal room size area. Five runes ward about normal house. Ten runes ward about huge castle or fortress (or small village). Twenty to thirty runes ward average town area...etc. More runes that are needed can be added, so if one or two of them are destroyed the effect still remains.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for a 1 week (8 days).
Ward Types:
- Daemons: Daemons (including living creatures possessed by Daemons) cannot enter closer than 50 feet from the area unless they succeed Hard (-20%) Will Power Test. If unsuccesfull, then they can try again after one day has passed (24 hours). If Daemon is summoned inside warded area it must make this Test. If Test is unsuccesfull it doesn't enter this world and summoning fails.
- Magic: All creatures that enter this area lose one point from their Magic Characteristic. Only exception are the users of Rune Magic.
- Chaos: Those inside the effect of this rune are protected from the effects of Chaos. They automaticly gain a +10% bonus to resist magic and other Chaos effects and are also immune to Chaos mutation. But also this effect causes penalty to any magic-use in the area. All spellcasters that cast spells within this area have -5 penalty to any Casting Tests. Only exception are the users of Rune Magic.
Rune of Bane
Type: Weapon
Inscription Number: 14
Empowerment: 4
Description (Permanent): Any weapon bearing this rune gains a extra +4 bonus on damage rolls against one type of enemy (check Type of the Enemy –table). When rune gets close to it’s enemy type it will also faintly glow. This happens about 100ft range. Rune can also be inscribed on a missiles (bolt, stone, arrow…etc.) and even on bullets shot with gunpowder weapons.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 minute, but for missiles it only lasts one shot.
Rune of Bravery
Type: Armour
Inscription Number: 20
Empowerment: 5
Description (Permanent): The bearer of an armour inscribed with this rune gains Fearless –talent.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 minute.
Rune of Chaos-Warding
Type: Talismanic
Inscription Number: 15
Empowerment: 4
Description (Permanent): The bearer of an item inscribed with this rune gains Resistance to Chaos –talent. User of this item can not use magic when wearing the item (treat Magic characteristic as 0 when wearing the item), this doesn't include Rune Magic.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 hour.
Rune of Stamina
Type: Weapon
Inscription Number: 20
Empowerment: 7
Description (Permanent): Weapon where this rune is inscribed heals wounded user with a touch. Rune will heal instantly following way: Lighty Wounded Dwarf will gain 5 Wounds and any other race 3 Wounds. Heavily Wounded Dwarf will gain 3 Wounds and any other race 1 Wound. If Wound total goes above 3 then user is considered to be Lightly Wounded. Critically Wounded Dwarf can make Challenging (-10%) Toughness Test. On a succesful Test, the character will gain 1 Wound and also any Critical Wound/Effect will just regenerate fast (1d10 rounds). Any penalties, bloodlose and chance for death remains during that time. If user is stunned anyway he/she will wake up after regeneration time. Any instant kills cannot be healed! If Test is unsuccesful then Critical Effect remains permanently and rune can’t be used to heal it ever again. This means other similar runes. Also the user must be wielding the weapon (sheated, on his/her back, on his/her hand…etc.) when the wound is received. If user has just lost the weapon he/she will remain attuned to weapon for next 5 rounds, in which time rune can be still used if user gets the weapon back to his/her possession. When rune is used (succesfully or not) it will fade until the following day and then rune is usable again.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only works once.
Rune of Unbinding
Type: Weapon
Inscription Number: 15
Empowerment: 5
Description (Permanent): Creatures that have Instability special rule (like Daemons) are more easily banished to their own realm by weapon bearing this rune. Every time this kind of creature is wounded, it must succeed at a Challenging (-10%) Will Power Test immediatelly or be banished back to the it’s original realm. Note that this rune affects also items (weapons, War Machines…etc.). If they are damaged, then possessing entity must make Instability Test.
Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 minute.
Axe of the Runemasters or Axe of Valek (Weapon)
Academic Knowledge: History
Item Description: Axe of the Runemasters is huge Gromril (starmetal) battle axe. Treat the axe similar weapon as Best Quality a hand-and-a-half Claymore Sword (Special Weapon, Old World Armoury); Enc 135; +5% to WS; SB+1; Slow (one-handed), Impact and Slow (two-handed).
Powers: Axe has permanent runes of Rune of Bane (Chaos) [NEW], Rune of Unbinding [NEW] and Rune of Stamina [NEW]. Holy power of Dwarven Ancester Gods seems to protect the rightfull users of this weapon (Dwarfs). Some scholars have speculated that user and those who remain close to him/her, for longer times, will age slower.
History: Originally very old sister weapon to Hammer of Fate. Wielded by Runemaster in lost dwarven realm of Karag Dum. Last runemaster Valek lost his life fighting with the axe against Khorne Bloodthirster. With his death prophesy was given that one day the axe would return. Finally axe was given to King Thangrims son Morakai. He lost his life in the Chaos Wastes where many years later axe was found by Dwarf Gotrek Gurnisson.
Optional Rule: Above rules do not break the Rune Rules. But if you truly want this weapon to be blessed by the Ancestor Gods then we use Mighty Rune Artifacts -rule (below) and add following extra permanent runes: Rune of Fortitude and Rune of Fury. This weapon is forged in the ancient times and could be one of those more powerful Rune Artifacts.
Kalevala Hammer (Weapon)
Academic Knowledge: History
Item Description: Kalevala Hammer is Best Quality two-handed Warhammer (Great Weapon); Enc 260; +5% to WS; Impact, Pummelling, Slow.
Powers: Hammer has permanent runes of Rune of Bane (Chaos) [NEW], Rune of Fire and Rune of Fury.
History: Just before the Great War Against Chaos Juti Kaleva, young Bjornling Norse, saves the lives of Norse Dwarf Magnar Druminsson and his future wife Ulla Gertasdottir. Magnars father is famous Master Runesmith Drumin Flamearm from Draka Drak. For saving his sons life and becoming later “Dwarf Friend” he rewards Juti by forging a mighty Runehammer and giving that to the Norse. This hammer is forged in the year 2292 and Juti names it Kalevala Hammer (based on the clan he is from). When Juti finally died it was rumoured that Magnar Druminsson took his body and the runehammer and buried them to the Draka Drak. But there are rumours that Kalevala Hammer was lost and not buried with Juti Kaleva. Many have tried to locate this mighty weapon ever since.
Magnars Bracelet (Talisman)
Academic Knowledge: History
Item Description: Magnars Bracelet is simple looking open bracelet covered with runes. It fits almost everyones wrist.
Powers: Bracelet has permanent Rune of Chaos-Warding [NEW] and Rune of Luck.
History: Master Runesmith Magnar Druminsson of Kraka Drak forged many of these bracelets after the Great War Against Chaos. Originally these were given to a group of adventurers to protect them on their trek in the Chaos Wastes. Later Magnar forged more to other adventuring groups. Many of these should be around the Old World and Norsca, many probably places where adventurers of the past have fallen.
Karaghul "Wyrmslayer" (Weapon)
Academic Knowledge: History
Item Description: Karaghul is Best Quality Long Sword (Hand Weapon); Enc 45; +5% to WS; Defensive.
Powers: Sword has permanent Master Rune of Dragonbane [NEW].
History: Dragon Hilted blade originally wielded by Raphael, Templar of the Order of the Fiery Heart. He accompanied Faragrim in searching the depths of Karag Eight Peaks. Later sought by Templar Aldred Fellblade who tried to retrieve sword from Karag Eight Peaks. But during the expedition Aldred was killed and his infamous companion Felix Jaegar retrieved the sword and has wielded it after that.
When Dwarfs were still experimenting Rune Magic they forged also items that broke the rule of three (only three normal Runes per item) and rule of Pride (only one Master Rune per item). This caused failures and even deadlier effects. Dwarf Rune Magic is not anyway subject of Tzeentch Curse, but when it breaks the rules it becomes and effects can be very dangerous. And if not dangerous it probably causes the runes to lose their effect. So, after first experiments with Rune Magic Dwarfs created their rules (Rule of Form, Rule of Three, Rule of Mastery, Rule of Pride, Rule of Time) and have used them ever since. No, sane Dwarf would danger his project by breaking the rules... Usually.
During the milleniums there have been Runesmiths that have tried to experiment with more than three runes (or more than one Master Rune). Different materials have been used. Usually these experiments have resulted failures. Rules just cannot be broken with any material. One of the most famous one of these "inventors" were Alaric the Mad. But there is always chance for success also (even it is very small), and some experiments have actually worked creating few powerful Runic Artifacts. These items have truly become legendary. And they cannot be dublicated.
When Runesmith tries to power item with multiple Runes by breaking the rules they risk using more Wind of Chamon and this way also chance for failure with Tzeentch Curse. It is still possible to succeed of compining even multiple Master Runes. But more common is extra Normal Runes. Use normal rules until extra Runes are forged. After that every Rune gives following chances for failure (GM should roll the failures secretly, because Runesmith doesn't really know what happens):
- When Runesmith repeats himself (breaking Rule of Pride) there is 10% chance that item just fails or Runes lose their power in time (Roll table below). This is still minor offence. Do not roll chance for Major Chaos Manifestation.
- Every extra Normal Rune (after three normal Runes or one Master Rune) gives 30% chance that the item just fails or Runes lose their power in time (Roll table below). There is also chance for Tzeentch Curse (Major Chaos Manifestation) if the Item fails. Also Magical Characteristics Test, when inscriping the extra Rune, is subject of the Curse. User Normal Magical Rules.
- Every extra Master Rune (after one to three normal Runes or Master Rune) gives 60% chance that the item just fails or Runes lose their power in time (Roll table below). There is also chance for Tzeentch Curse (Major Chaos Manifestation) if the Item fails. Also Magical Characteristics Test, when inscriping the extra Rune, is subject of the Curse. User Normal Magical Rules.
Failure Table (d100):01-10 Runes lose their power after 1d10+1 years. After that when item and it's runes are used one more time there is 50% chance that it will cause Major Chaos Manifestation.
11-20 Runes lose their power after one year. After that when item and it's runes are used one more time there is 50% chance that it will cause Major Chaos Manifestation.
21-30 Runes lose their power after 1d10+1 months. After that when item and it's runes are used one more time there is 50% chance that it will cause Major Chaos Manifestation.
31-40 Runes lose their power after one month. After that when item and it's runes are used one more time there is 50% chance that it will cause Major Chaos Manifestation.
41-50 Runes lose their power after one week (8 days). After that when item and it's runes are used one more time there is 50% chance that it will cause Major Chaos Manifestation.
51-60 Runes lose their power after one day. After that when item and it's runes are used one more time there is 50% chance that it will cause Major Chaos Manifestation.
61-70 Item just fails and there is 50% chance for Major Chaos Manifestation.
71-80 Item just fails and explodes to pieces. Runesmith and anyone in 10ft range will gain two Damage 5 hits (minus any Armour and Toughness Bonus). There is also 50% chance for Major Chaos Manifestation.
81-90 Item just fails and there is 90% chance for Major Chaos Manifestation.
91-00 Item just fails and explodes to pieces. Runesmith and anyone in 10ft range will gain two Damage 5 hits (minus any Armour and Toughness Bonus). There is also 90% chance for Major Chaos Manifestation.
- Aquatic (includes Amebae, Behemoth, Bog Octopi, Chameleoleech, Kraken, Lakemen, Mermaids, Promethean, Shiners, Stirpikes and also Naiads)
- Animals
- Chaos (includes Chaos Beastmen, Chaos Monsters, Chaos Humanoids and Daemons)
- Chaos Beastmen (includes Beastmen, Lakemen, Minotaur, Ymir)
- Chaos Monsters (includes Basilisk, Chaos Dragon, Chaos Spawn, Chimera, Dragon Ogres, Fimir, Jabberwock, Kraken)
- Chaos Humanoids (includes Chaos Dwarves, Chaos Trolls, Chaos Giants, Chaos Ogres, Chaos Warriors, Chaos Sorcerers, Fimir, Mutants)
- Chaos Aligned (all creatures that serve and have gifts of ONE Chaos God)
- Constructs (all made/animated non-living creatures. Includes Rune Guardian, Unholy Blades, Wicker Man)
- Daemons
- Dragons (includes Chaos Dragon and Zombie/Undead Dragon)
- Dragon Ogres
- Dwarfs (includes Chaos Dwarves)
- Elemental Creatures – All (this includes creatures connected strongly to one basic element – Air, Earth, Fire, Metal, Void, Water, Wood. Like Naiads that are connected to Water)
- Elemental Creatures – Single (this includes creatures connected strongly to one basic element – Air, Earth, Fire, Metal, Void, Water, Wood. Like Naiads that are connected to Water)
- Elves (includes Dark Elves)
- Flying Monsters (includes Great Eagle, Firebird, Griffon, Hippogriff, Manticore, Pegasi and Wyvern)
- Giants (includes Chaos Giant and Jotun)
- Goblinoids (includes Trolls and Chaos versions)
- Halflings
- Humans
- Hydra
- Lizards (includes Lizardmen, Reptiles, Slann, Dinosaurs and Chasm Spawn)
- Ogres (includes Ogre-kin and Chaos Ogres)
- Oozes & Slimes (includes Shiners, Warpslime)
- Plants (includes Bloodsedges, Cavern Coral, Grave Grass, Tree Kin, Treemen and also Dryads)
- Spellcasters (all creatures and careers with Magic Characteristics +1 or more)
- Spiders
- Squigs
- Undead
- Unicorns
- Vampires
- Vermin (includes Skaven, Rat-creatures and Rats)
- Werecreatures (includes Ulfwerenar)
- Wolves (includes Werewolves)
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