TEXT:  
  writing Jeff Gomez
   
  editing Russ Morrissey  
  color art Egil Thompson 
  layout 
  Xanditz
  Clad in armor and weapons 
  aglow with runes, the runewright 
  understands that magic is the key to 
  martial success. Hunched over his 
  work with chalk in hand, he inscribes 
  glyphs of strength and speed into his 
  equipment. Knowledge is power, and 
  there is no purer form of knowledge 
  than that of the runes. These ancient 
  symbols have been studied for 
  millennia, whirling complexities that 
  transform arcane lore into battlefield 
  prowess—or a potent trap for the 
  unwary. Woe to those who attack a 
  fully prepared runewright!
  Runewright
  EONS Magazine | Runewright Career
  Knowledge is Power
  
  The runewright is a new magical career for 
  fantasy settings. Through a combination of 
  runes and spells, the  runewright can match 
  even the strongest in physical combat, 
  despite a lack of martial skill. Outside of 
  battle, they contribute with both their 
  comprehensive understanding of lore and a 
  tactical aptitude backed by magical trapmaking.
  Prerequisites: linguistics
  Attributes: LOG +1, INT +1, AGI +1, MAG +1 
  Skill choices: [magical], [crafting], appraising, 
  linguistics, history, thievery
  Exploits
  Armor Runes. A runewright may spend one hour 
  inscribing armor runes on his armor, shield, helmet, 
  or gauntlets. These runes last for 24 hours, or until 
  the runewright inscribes new armor runes. Runes 
  may only be active on one armor piece at a time. 
  Inscribing runes on new armor, or inscribing new 
  runes on the same armor, ends the magic effect of 
  the older runes. The runes impart no bonuses if the 
  armor is worn by anyone other than the runewright 
  but resumes giving bonuses if returned to the 
  runewright.
   The runes grant the armor one magical property 
  from the core rules up to a value of 1,000gc.
  Discerning Traps (requires Powerful Traps). 
  When crafting the trap, the runewright may 
  designate a number of creatures equal to his LOG 
  score. These creatures will not set off the glyph trap, 
  but will still suffer its damage and effects if caught 
  in the blast.
  Complex Traps (requires Powerful Traps).  The 
  runewright's traps inflict conditions upon their 
  targets. Choose one status track. The runewright's 
  traps inflict two stages of that status track when 
  they explode. This exploit can be selected multiple 
  times, choosing a new status track each time.          
  These conditions are not cumulative, and only one 
  complexity may be applied to each glyph trap. Once 
  a complexity is chosen, it cannot be changed.
     Elemental Glyph (requires Powerful Traps). 
  The runewright may have his glyph traps deal 
  fire, cold, electricity, sonic, or acid damage instead 
  of force damage. This choice is made individually 
  for each glyph trap, and cannot be changed after 
  the trap is inscribed.
     Glyph Combat (requires Weapon Runes). The 
  runewright blends his rune and glyphs into a 
  single fluid combat style. When making a critical 
  hit with a rune inscribed weapon, or when 
  suffering a critical hit when wearing rune 
  inscribed armor or shield, the runewright may 
  place a glyph trap anywhere within a 30' radius as 
  a free reaction. This ability cannot be activated 
  more than once per turn, and consumes a usage of 
  glyph trap.
     Glyph Traps. By inscribing powerful glyphs 
  onto floors, walls, or other surfaces, a runewright 
  can craft magical traps designed to damage 
  anybody who approaches them. The surface must 
  be at least 5 ft. by 5 ft. and made of a material with 
  SOAK of 2 or higher. Inscribing the glyph takes a 
  full round of actions, and glyph traps may be 
  placed at a range of 5 feet. A runewright may 
  inscribe a number of glyph traps per day equal to 
  his LOG attribute. Glyph traps lose all potency 
  and become inert after a number of hours equal to 
  the runewright’s MAG attribute.
     Once inscribed, the glyph acts as a magical trap 
  which activates when a creature moves within 5 
  feet. If a creature is within this radius when the 
  glyph is scribed, the trap activates at the start of 
  the creature’s turn. The runewright makes an 
  initial LOG check to create the trap, and this is the 
  difficulty to detect and/or disable it. If a creature 
  can see both the runewright and the location of 
  the glyph trap when the glyph trap is scribed, the 
  creature automatically detects the glyph trap.
   Once activated the trap explodes, inflicting 1d6 
  points of force damage to all creatures within 5 
  feet.
  EONS Magazine | Runewright Career
  
    Greater Glyph Trap (requires Powerful Traps). 
  The radius of a glyph trap explosion increases to 10 
  feet. In addition, the time required to scribe a glyph 
  trap is reduced to a single action.
   Magical Trapfinder. The runewright becomes 
  skilled in recognizing the runes of others and can 
  automatically spot and identify a magical trap 
  within 30' as long as it is within line-of-sight.
   Powerful Traps (requires Glyph Traps). The 
  damage of a glyph trap increases by 1d6 points. This 
  exploit can be taken multiple times, increasing the 
  damage by 1d6 each time. 
   Powerful Weapon (requires Weapon Runes). The 
  value of the magical property imbued to the weapon 
  doubles to 2,000gc. This exploit can be taken 
  multiple times, doubling each time.
   Powerful Armor (requires Armor Runes). The 
  value of the magical property imbued to the armor 
  doubles to 2,000gc. This exploit can be taken 
  multiple times, doubling each time.   
   Safety Glyphs. Creatures designated to not set 
  off glyph traps no longer suffer damage or effects if 
  caught in the blast.
  Weapon Runes. Runewrights are masters of 
  magical craftsmanship. A runewright may spend an 
  hour inscribing runes on his weapon. These runes 
  last for 24 hours, or until the runewright inscribes 
  new weapon runes. Runes may only be active on 
  one weapon at a time. Inscribing runes on a new 
  weapon, or inscribing new runes on the same 
  weapon, ends the magic effect of the older 
  runes. The runes impart no bonuses if the weapon 
  is held by anyone other than the runewright but 
  resumes giving 
  bonuses 
  if 
  returned 
  to 
  the 
  runewright. These bonuses apply to only one end of 
  a double weapon.
   The runes grant the weapon one magical property 
  from the core rules up to a value of 1,000gc.
  EONS Magazine | Runewright Career
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 07 - OLD, Careers - Runewright.pdf