TEXT:  
  
  2
  Credits
  Credits
  Author: Owen K.C. Stephens
  Editing: Rogue Genius Games
  Illustration: Grandfailure
  Project Management and Planning: Lj Stephens
  Graphic Design and Layout: Lj Stephens
  Bon Vivant and Planning: Stan!
  Contents Copyright 2020 Rogue Genius Games
  For more information about
  Rogue Genius Games, follow us on Facebook:
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of Rogue Genius Games, all rights reserved
  Product Code: RGG5220Jan03
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
  DESIGNATION OF PRODUCT IDENTITY:
  The Rogue Genius Games (RGG) company name 
  and logo; the “52-in-52” and “Rune Magic” names 
  and logos; all artwork, backgrounds, and logos; all 
  trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, 
  prestige classes, and class features, archetypes, 
  feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented 
  within this book are Open Game Content as 
  described in Section 1(d) of the License.
   
  
  3
  B
  efore spells existed, there was a powerful 
  magic that take the form of runes—written 
  sigils which serve as containers for magic energies. 
  Runes existed before the first languages were 
  created, and are a form of writing reality-changing 
  energy. Also known as “true runes,” each of these 
  ancient symbols describes a single concept so 
  powerfully that the mere presence of the rune 
  brings some element of that concept into existence.
  The ideas of runes as an alternate magic source 
  and characters able to maximize their use were first 
  introduced in Master Class: Runecaster. However, 
  there are far more runes in the universe than can be 
  contained in that one product, and it is possible for 
  characters of other classes to gain access to rune 
  magic through the multiclassing, or taking runic 
  feats.
  MultiClass runeCaster 
  MultiClass runeCaster 
  CharaCters
  CharaCters
  You can use the following information to allow 
  characters to use the normal 5e multiclassing rules 
  with the runecaster class.
  Multiclassing Prerequisite: Wisdom 13
  Multiclassing Proficiencies: Light armor, simple 
  weapons, martial weapons
  runeCaster Feats
  runeCaster Feats
  Rather 
  than 
  access 
  runic 
  power 
  through 
  multiclassing, characters can take feats that grant 
  some power, if the optional feats rule is in use.
  RUNE EXPERT
  Prerequisite: Wisdom 13 or higher
  Thanks to extensive study with ancient true runes, 
  you have gained some access to true runic power.
  *You gain access to the runecasting class feature 
  of the runecaster. You know one rune, and can have 
  one rune active at a time.
  *You gain the rune trace class feature of the 
  runecaster.
  *You learn two languages of your choice.
  RUNE ADEPT
  Prerequisite: Wisdom 13 or higher, Rune Expert feat
  Thanks to extensive study with ancient true runes, 
  you have gained extensive to true runic power.
  *You learn two additional runes, and can have a 
  total of three runes active at once.
  *You can cast glyph of warding as a once per day, 
  with a spell level equal to 1/3 your character level 
  and without needing to fulfil any of its material 
  components. Only the explosive runes version of this 
  spell is available to you. You can only have one glyph 
  of warding active at any time—creating a new glyph 
  while another is active causes all older glyphs to end.
  new runes
  new runes
  A runecaster creates runes drawn from the runecaster 
  rune list. He can create any rune he knows, but 
  cannot have more runes active at a time than his 
  total runes known. If the runecaster creates a new 
  rune in excess of this limit, a randomly determined 
  previously active rune ends. (This does not count as 
  the rune reaching its end state, the rune and all its 
  effects end immediately.)
  Runes are magic abilities governed by the 
  following rules.
  Rune Recover: A runecaster can create a number 
  of runes equal to its runes known. It can recover its 
  rune use with a short rest.
  Time to Create: Creating a rune takes the cast 
  a spell action, unless the rune says otherwise. 
  Creating a rune requires some drawing implements, 
  pigments, and special materials, though the rune 
  magically adheres to its surface regardless of how 
  ink-resistant the target is. Calligrapher’s tool has 
  everything a runecaster needs to create runes.
  Range and Targets: All runes can only be put on 
  something adjacent to the runecaster, unless the 
  rune says otherwise. Once in place, the rune is 
  effective at any range. If placed upon an unattended 
  object, ally, or the runecaster, no attack roll is 
  necessary. If placed upon a foe or an item held by a 
  foe a Wisdom ranged attack is required (this is true 
  even if you have an ability that allows you to create 
  runes at greater range). 
  rune MagiC
  rune MagiC
   
  
  4
  Rune Magic
  Rune Magic
  A target cannot have more than one of the same 
  rune on it, and a runecaster cannot have more than 
  one rune of the same type active at a time. If the 
  runecaster creates a new rune that violates these 
  rules, any previous rune of that type ends. (This 
  does not count as the rune reaching its end state, the 
  rune and all its effects end immediately.)
  Saves and Skill DCs: If a rune requires a saving 
  throw, the DC is equal to 8 +1/2 your proficiency 
  bonus + your Wisdom modifier. If the rune requires 
  an ability check by opponents, the DC is 8 +1/2 
  your proficiency bonus + your Wisdom modifier.
  Size and Visibility: A rune is roughly the size of 
  the palm of your hand (or as close to that as possible 
  if placed on a target smaller than that), and glows 
  with light equal to that of a candle. Any rune placed 
  on a person or object is obvious when in use (even 
  if something was covering it, the rune becomes 
  visible when in use). A rune not actively doing 
  anything can be concealed as with any small object 
  if there is appropriate cover to do so.
  End State: Rather than having a set duration, runes 
  function until they meet a specific circumstance (or 
  one of several circumstances) that cause the rune 
  to end. This is known as the rune’s end state. Each 
  rune’s end state is defined in the rune’s description.
  Dismissing and Dispelling: Unless a rune says 
  otherwise, you can dismiss it as an action. This does 
  not count as the rune reaching its end state, the rune 
  and all its effects end immediately. A rune can be 
  dispelled as if it was a spell with a spell level equal 
  to 1/2 the runecaster’s level.
  runes
  runes
  The runecaster may choose from the following runes.
  Accuracy: An accuracy rune can be placed on a 
  creature or an object that makes its own attacks 
  roll (such as some traps). When the creature makes 
  an attack roll and fails, the accuracy rune can 
  immediately grant the creature an additional attack 
  roll. The rune ends after it is used for a reroll.
  Backstab: A backstab rune can be placed on a 
  weapon or a creature able to make attacks without 
  weapons. The weapon or creature can make sneak 
  attacks (as the rogue class feature) for +1d6 damage. 
  The rune ends if any sneak attack made with it rolls 
  a natural 1 on the attack die, or the extra damage is 
  ever a natural 1 (the 1d6 shows a 1).
  Burn: A burn rune can be placed on a weapon or 
  a creature able to make attacks without weapons. 
  On a successful attack against a creature that has 
  taken fire damage in the past round, the burn rune 
  causes the target to take 1d4 fire damage at the start 
  of each of its turns (a creature can end this damage 
  by taking its action to make a Dexterity save). The 
  rune ends once it has dealt fire damage to a creature.
  Coils: A rune of coils can be placed on a creature. 
  The creature can leave a hostile creature’s reach 
  without provoking an opportunity attack. The rune 
  then ends.
  Compression: A compression rune can be placed on 
  a creature. The creature may squeeze into spaces a 
  creature one size smaller fit into without taking any 
  of the normal squeezing penalties, or into a space 
  a creature two sizes smaller than it while suffering 
  the normal squeezing rules. Whenever the creature 
  leaves an area it was squeezing into, the rune ends 
  on a 1-3 of a d6 roll.
  Deception: A rune of deception can be placed on 
  a creature. As an action the creature can cast the 
  change appearances benefit of alter self. The rune 
  ends after it has been used in this way.
  Devastation: A devastation rune can be placed on a 
  weapon or a creature able to make attacks without 
  weapons. Attacks made with that weapon or by that 
  creature score a critical hit on a natural die roll of 
  19 or 20 (rather than only 19). Each time an attack 
  with the rune scores a critical hit, the rune ends of a 
  die roll of 1-3 on a d6.
  Dragon: A dragon rune can be placed on a weapon 
  or a creature able to make attacks without weapons. 
  If the creature with the rune, or the creature wielding 
  a weapon with the rune, strikes a foe vulnerable to 
  acid, cold, electricity, fire, or sonic, the creature 
  or weapon temporarily changes to do that damage 
  type. The rune ends 1 minute after it changes a 
  damage type.
  Horror: A horror rune can be placed on a creature. 
  The creature gains advantage on Charisma check to 
  intimidate. The rune ends of a Charisma check to 
  intimidate fails.
  Lore: A rune of lore can be placed upon any 
  unattended item. You gain advantage on any 
  Intelligence check to know or learn about the item 
  while it has this rune. Once placed the rune lasts for 
  24 hours and cannot be dismissed.
   
  
  5
  5th Edition
  5th Edition
  Runic Property: A runic property can be placed on 
  a weapon or a creature able to make attacks without 
  weapons. Attacks made with the weapon, or by 
  the creature without using weapons, gain one of 
  the following weapon properties of your choice—
  finesse, light, reach, versatile. The rune ends if any 
  attack made with it is a natural 1 (the attack die 
  shows a “1”).
  Silence: A silence rune can be placed on a weapon 
  or a creature able to make attacks without weapons. 
  The next critical hit scored with that weapon 
  deafens its target for 1 minute. The rune ends after 
  the weapon scores a critical hit.
  Web: A web rune can be placed on a weapon or 
  a creature able to make attacks without weapons. 
  When the creature or weapon hits a foe, if the attack 
  roll is a 15 or higher (the d20 shows a 15-20), the 
  foe is affected as if it was hit by a net. When the 
  rune causes this effect, the rune ends on a roll of 
  1-3 on a d6.
  Wind: [Two Actions] A wind rune can be placed on 
  a creature. The creature must make a Constitution 
  saving throw. If it is not in contact with the ground 
  or a volume of liquid greater than its own volume, it 
  takes a -2 penalty to this save. If it fails, it is pushed 
  back 1d6+1 squares. The rune then ends.
  rune iteMs
  rune iteMs
  Runic magic items exist that are designed to channel 
  and focus rune magic.
  RUNE TALISMAN
  Wondrous item, uncommon
  Each rune talisman is a strip of leather or silk on 
  which a rune has been imprinted. The rune must 
  be one that can be placed on a weapon. When you 
  activate the talisman, the rune is placed on the 
  weapon, and runs to its normal end state. Once 
  used, the rune talisman turns to mundane ash.
   RUNE MARK
  Wondrous item, rare
  This item is a small chit of bone or horn upon 
  which a single powerful rune has been carved. Each 
  rune mark has one runecaster rune on it, determined 
  at random. The rune can be used once per day.
  A character with the runecasting class feature can 
  instead treat the rune carved on the rune mark as an 
  additional rune known. This does not increase the 
  maximum number of runes the runecaster can have 
  active at a time.
   
  
  6
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0. Copyright 2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert 
  J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, 
  Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. 
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  Advanced Player’s Guide Copyright 2010 Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric 
  Williamson, Slatz Grubnik, Charles R. Wenzler Jr.
  5e Options: Rogue Archetypes Shadow Warrior ©2015, Rogue Genius Games. Designers: 
  Owen K.C. Stephens and Rich E. Howard.
  Midgard Heroes © 2015 Open Design; Author: Dan Dillon.
  Fifth Edition Feats. Copyright, 2016 Total Party Kill Games. Author(s): Brian Berg.
  Unspeakable Knowledge Copyright 2018, Schwalb Entertainment, LLC. Author Robert J. 
  Schwalb.
  Rune Magic, 5e © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project 
  manager and Planning: Lj Stephens. Bon Vivant: Stan!
   
  
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