RUNE ADEPT SPELL LIST
Cantrips
Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Flare, Know Direction, Light, Mage Hand, Mending, Open/ Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st
Alarm, Burning Hands, Charm Person, Change Self, Chill Touch, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Endure Elements, Enlarge, Erase, Expeditious Retreat, Feather Fall, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Message, Mount, Nystul’s Magical Aura, Obscuring Mist, Reduce, Shield, Silent Image, Shocking Grasp, Spider Climb, Tenser’s Floating Disk, Unseen Servant, Ventriloquism
2nd
Alter Self, Arcane Lock, Blindness/Deafness, Blur, Bull’s Strength, Chill Metal, Cat’s Grace, Continual Flame, Darkness, Darkvision, Daylight, Detect Thoughts, Drawmij’s Instant Summons, Endurance, Flaming Sphere, Ghoul Touch, Glitterdust, Glyph of Warding, Heat Metal, Hold Person, Invisibility, Knock, Leomund’s Trap, Levitate, Locate Object, Magic Mouth, Melf’s Acid Arrow, Minor Image, Mirror Image, Nondetection, Obscure Object, Protection from Arrows, See Invisibility, Shatter, Silence, Spectral Hand, Tongues, Undetectable Alignment, Web
3rd
Bestow Curse, Blink, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Displacement, Fire Trap, Flame Arrow, Fly, Gaseous Form, Greater Magic Weapon, Haste, Illusory Script, Imbue with Spell Ability, Keen Edge, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Minor Creation, Phantom Steed, Protection from Elements, Remove Curse, Scrying, Secret Page, Sepia Snake Sigil, Shrink Item, Slow, Vampiric Touch, Water Breathing, Wind Wall
4th
Arcane Eye, Break Enchantment, Detect Scrying, Dimension Door, Dismissal, Enervation, Evard’s Black Tentacles, Fire Shield, Hold Monster, Improved Invisibility, Leomund’s Secure Structure, Locate Creature, Minor Globe of Invulnerability, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph Self, Rary’s Mnemonic Enhancer, Rary’s Telepathic Bond, Shout, Stoneskin, Telekinesis
5th
Analyze Dweomer, Bigby’s Interposing Hand, Contact Other Plane, Cone of Cold, Contingency, Control Water, Eyebite, Fabricate, Greater Dispelling, Globe of Invulnerability, Guards and Wards, Leomund’s Secret Chest, Lesser Planar Binding, Magic Jar, Mislead, Mordekainen’s Faithful Hound, Passwall, Permanency, Persistent Image, Prying Eyes, Statue, Stone Shape, Teleport without Error, Tensor’s Transformation, True Seeing
6th
Antimagic Field, Antipathy, Banishment, Bigby’s Forceful Hand, Binding, Chain Lightning, Disintegrate, Ethereal Jaunt, Finger of Death, Flesh to Stone, Greater Scrying, Iron Body, Mind Blank, Mordekainen’s Sword, Otiluke’s Telekinetic Sphere, Planar Binding, Plane Shift, Power Word: Stun, Prismatic Spray, Programmed Image, Project Image, Repulsion, Reverse Gravity, Stone to Flesh, Symbol, Sympathy
RUNE TATTOOS
Rune Tattoos are magical and grant the Rune Adept supernatural abilities. Activating a Rune Tattoo that requires activation and has a set duration is a standard action that provokes attacks of opportunity. In an anti magic field, Rune Tattoos cease to function and the Rune Adept loses any bonuses they provide.
Unless otherwise noted, the bonuses and abilities provided by Rune Tattoos are enhancement bonuses; they stack with bonuses from feats but not with similar bonuses from spells or magic items.
Runes with "*" may be acquired multiple times; their effects stack.
Runes with "**" may be acquired multiple times, each time for a different save, ability, spell, etc. as appropriate for the particular Rune tattoo.
Runes with "~" may be acquired no more than 5 times; their effects stack.
LESSER RUNES (LEVEL 1-5)
Rune of Fleetness*: Receive a +5 bonus to base speed.
Moon Rune: Gain Low-light Vision.
Mule Rune~: Apply Int rather than Str for determining carrying capacity.
Rune of Reaction~: Receive a +2 bonus to initiative.
Rune of Salvation**: Receive a +2 bonus to one type of saving throw (Fortitude, Reflex or Will).
Shield Rune~: Receive a +1 enhancement bonus to Armor Class.
Lesser Skill Rune**: Choose a number of skills equal to the Rune Adept’s Int mod. The Rune Adept receives a +1 bonus to all skill checks with those skills.
Lesser Spell Rune**: Choose one Rune Adept spell and cast it as a spell-like ability once per day. The Rune Adept may only directly affect himself with this spell. It cannot be of higher level than he can cast, or modified by metamagic feats.
Rune of Spell Resistance**: Receive a +1 to all saving throws against spells from a specific spell school.
Rune of Tongues*: Gain 2 additional languages.
GREATER RUNES (LEVEL 6-13)
Cantrip Rune*: Choose one cantrip (0-level spell). The Rune Adept may cast that cantrip as a spell-like ability once per Rune Adept level per day. The cantrip need not be one he knows but must be on the Rune Adept spell list.
Change Rune**: Choose 1 alternate form the Rune Adept can assume through a known spell, or spell-like ability (Alter Self, Polymorph Self, etc.). Once per 4 levels per day, the Rune Adept can assume that alternate form as a supernatural ability. Alternatively, the Rune Adept can choose his default form and gain the ability to revert back to his normal self when affected by spells that change his shape (he retains this ability when affected by spells that drastically alter his form).
Rune of Damage: The Rune Adept can deliver touch attacks that injure opponents. The total damage per day the Rune Adept can inflict with these attacks is 1d6 per Rune Adept level; the maximum damage per attack is 5d6. The Rune Adept declares before the attack how much damage he intends to deliver; the damage is wasted on a miss. Activation of this ability is a free action, and it can be used in conjunction with touch-attack spells, unarmed attacks or attacks with natural weapons. The damage dealt is force damage, like that from the spell Magic Missile.
Rune of Detection**: At will, detect one of the following as per the appropriate detection spell: animals, chaos, evil, good, law, magic, plants, poison, snares & pits, or undead.
Rune of Element Resistance**: Gain limited protection from one of the 5 energy types: acid, cold, fire, electricity, or sonic. Each round, the Rune Adept can absorb damage from that energy type equal to 5 + ½ his level.
Night Rune: Gain Darkvision 60 ft. This Rune may be acquired multiple times, though subsequently it provides a +30 range bonus. This Rune does not stack with normal Darkvision nor can it grant Darkvision with range beyond 120 ft.
Rune of Recovery~: During every hour of non-strenuous activity, recover +1 hit point. This healing is in addition to normal hit point recovery. It does not allow the Rune Adept to gain hit points beyond his normal hit point total or recover hit points lost to permanent ability damage, starvation, thirst, or similar affects.
Rune of Silver Pen: The Rune Adept can read and write all of the following languages: Abyssal, Aquan, Aurun, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Giant, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, and Undercommon. This Rune does not grant the Rune Adept the ability to speak or understand any languages.
Rune of Silver Tongue: The Rune Adept can speak and understand all of the following languages: Abyssal, Aquan, Aurun, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Giant, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, and Undercommon. This Rune does not grant the Rune Adept the ability to read or write any languages.
Greater Skill Rune**: Choose a number of skills equal to 3 + the Rune Adept’s Int mod. Apply the Rune Adept’s Intelligence modifier in place of the standard ability modifier to these skills.
Greater Spell Rune**: Choose one Rune Adept spell and cast it as a spell-like ability once per day. This spell may not be of higher level than the Rune Adept can cast.
Rune of Survival**: Gain a +4 bonus to saves against one of the following: disease, enchantment, fear, illusion, petrifaction, poison.
Rune of Turning**: Choose one of the following creature types: animals, elementals, outsiders (chaotic, evil, good, or lawful), plants, or undead. The Rune Adept may turn or destroy this type of creature as a cleric of his level turns undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier.
MASTER RUNES (LEVEL 14-20)
Rune of Ability: Receive a +1 bonus to an ability score. This affects all traits derived from ability scores including attacks, damage, hit points, saves, armor class, spell DC, skill checks, and skill points. It may be acquired multiple times, either for the same or different abilities; its effects stack.
Rune of Immunity**: Gain complete immunity to one of the following: poison, disease, petrifaction, magical sleep, fear effects, or magical aging.
Metamagic Rune**: Acquire 1 metamagic feat. The Rune Adept must still meet all prerequisites to acquire this feat. These are virtual feats and allow the Rune Adept to acquire other feats normally for which the Rune feat is a prerequisite.
Rune of Preservation*: Choose a number of previously acquired Rune Tattoos equal to 3 + Rune Adept’s Constitution modifier. In a Dead Magic zone, the Rune Adept retains use of and benefit from these Rune Tattoos. Additionally, these Runes are unaffected by Dispel Magic and similar spells.
Rune of Retention: Retain full use of, and benefit from all Rune tattoos in an alternate form such as through use of Polymorph spells or similar effects.
Rune of Righteousness: Attempt to smite an opponent once per 4 levels per day, gaining the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to the Rune Adept’s level. The smite attempt must be declared before the attack.
Master Spell Rune**: Choose one Rune Adept spell and cast it spontaneously, expending a memorized spell of the same level. The Rune Adept must be able to cast spells of that level, and have spells of that level memorized. This Rune may be acquired only once for each spell level.
Rune of Spell Resistance: For 2 minutes per level per day, gain Spell Resistance equal to 10 + the Rune Adept’s level. In order to affect the Rune Adept with a spell, a caster must roll the Rune Adept’s spell resistance or higher on 1d20 + the caster’s level. Activation of this ability is a free action and its use can be spread out over the course of the day