Runeweaving is based upon geometric designs. Unlike normal spellcasting, runeweaving is dependent upon somatic gestures. Consequently, runeweavers are unable to gain the Still Spell feat. Binding a Runeweaver's hands effectively disables him. This form of Arcane spellcasting is so divergent from the normal methods of spellcasting that once this path is taken, the runeweaver has difficulty harnessing the energy to cast spells with the old methods. A multiclass runeweaver cannot learn new arcane spells granted by another class. Arcane spells known are not lost but the new approach to magic does not allow them to adapt arcane energies the old way.
Runeweavers gain a +2 on all Spellcraft checks involving spells that require drawing or tracing of designs.
Runeweavers may make a Spellcraft check to identify magical traps that are traced or drawn. Difficulty Class for this is 20 + spell level. Once they have identified the trap, the runeweaver may attempt to alter the rune and render the trap harmless with another Spellcraft check with the same DC. Failure on either check results in the trap discharging and the Runeweaver suffering the effects.
Items created by a runeweaver bear the rune marks upon them. Items created using an item creation feat follow all the rules for those feats except the runes cannot be hidden. The runes on the item give off a faint glow when the items power is being used.
Runes are more resistant to dispelling attempts than other forms of magic. All attempts to magically dispel runes cast by a runeweaver are at +5 DC. This means that the targeted dispel check for Dispel Magic is against a DC of 16 + the spell's caster level. Rogues with Knowledge (arcana) 5 ranks or more gain a +2 synergy bonus to their disable device checks when trying to bypass runes placed as traps. Runes are not subject to area dispels.
Any Runeweaver may attempt to inscribe a specially prepared surface with Runes of Power. A prepared item must be of masterwork quality and must undergo a ritual of purification to cleanse the item of any residual magical emanations. To place a rune on a prepared surface, the runeweaver must make a Spellcraft check DC 25. More than one rune may be placed on an item but the item but each additional rune adds a +2 to the DC to place the rune. A failed attempt means that the item has been contaminated and all previous runes are destroyed. The item may be used again after undergoing a ritual of purification. These runes may act in any of these forms:
Stackable / Number
|Protection||Yes/5||Grants a +1 bonus to AC and Saves.|
|Resistance||Yes/4||Grants a Resistance/5 against either cold, acid, electricity, or fire.|
|Assault||Yes/5||Grants a +1 bonus to attack and damage rolls.|
|Detection||No||The rune may be activated to detect chaos, evil, good, law, magic, poison, or undead.|
|Light||No||When activated, shines light as per the spell.|
|Shielding||Yes/2||Grants a +2 deflection bonus to AC.|
|Strength||No||When activated, grants 1d4 +1 temporary Strength.|
|Endurance||No||When activated, grants 1d4 +1 temporary Constitution.|
|Force||Yes/2||When activated, deals 1d8 damage per 2 Runeweaver levels.|
|True Strike||No||When activated, it gives a one time +20 to next attack roll. Only one application of this rune may be active at any one time.|
|Mimic||Yes/3||This rune may be used to create a spell like effect. The Runeweaver may mimic a spell of up to 1/3 his caster level using this method. The DC of this rune is 25 +2 per level of the spell.|
Each rune does require one hour to recharge its power before it can be evoked again. These runes must be renewed once per month or they become inert and lose their magical abilities.