Rune Magic

For millennia, learned dwarves have used the runes that make up the written form of the One Tongue to divine the future, craft powerful magic items, and have even been known to tap the powers of the runes directly, casting them much like spells. In more recent times, certain Norse humans have also discovered some, though not all, of the secrets of the runes.
The following table lists the runes of the Norse Futhark, whose meanings and shapes are described below. They correspond closely the runes of the One Tongue. The Runecraft skill is used to understand the runes and their special properties. The Reading the Runes feat provides bonuses to Bardic Knowledge and Lore checks and divination when the runes are read correctly. The Runecarver and Runecaster prestige classes have additional powers related to runes, including the ability to use Runecraft to create certain magic items, and to cast individual runes.

d8
(Rune Reading)
Freya's Aett Heimdall's Aett Tyr's Aett
1 Fehu Hagalaz Tiwaz
2 Uruz Nauthiz Berkano
3 Thurisaz Isa Ehwaz
4 Ansuz Jera Mannaz
5 Raidho Eihwaz Laguz
6 Kenaz Perthro Ingwaz
7 Gebo Algiz Dagaz
8 Wunjo Sowilo Othal

Crafting Magic Items with Runes

Runecarvers and Runecasters can attempt to use Runecraft to make magic items. They can use Runecraft to make magic arms and armor as well as rings, rods and wondrous items, but potions, scrolls, staffs and wands cannot be made in this way. They also cannot use Runecraft to make items that store spells.
To make the item, the Runecarver or Runecaster must have the relevant craft item feat, but does not need to be arcane or divine spell casters, and does not have to know how to cast the spells given in the items prerequisites. They must spend the time, money, and experience normally required to make the item, as described in Core Rulebook II. After doing so, they make a Runecraft check. A 10 or 20 cannot be taken on the check. The DC for the check is: 10 + caster level for item + level of each spell for the item. The “caster level for the item” is the caster level given in the items prerequisites, “level of each spell for the item” the spell level of each spell given in the items prerequisites. If the spell level of a particular spell is different for different classes, the lowest level is used to determine its level for the check.
If the check is successful, the item is completed, if not, then the Runecaster or Runecarver can try again. To try again after failing, they must again spend the required amount of time to make the item, and sacrifice 50 experience points, but do not have to pay any additional costs. They can continue to sacrifice time and experience in this way until they complete the item.
Runecarvers receive a bonus on the check if the item they are enchanting is one they have made themselves, as indicated in the Runecarver class description. Other spell casters or magic items can be used to provide some of the required spells, as can the Runecarver or Runecaster, in this case the level of those spells are not added to the DC for the item. If the Runecarver or Runecaster can cast a rune with a power very close to that of a required spell, then the level of that spell is also not added to the DC of the check. Runecarvers and Runecasters also receive a +2 on the check to make an item they have successfully made before.

Casting Runes

When casting a rune, the character is using the power of the individual rune to create a direct magical effect. Casting a rune is similar to casting a spell. Doing so takes a Standard Action, and those who do not wish to undergo the effects of a rune may make a Saving Throw to resist. The DC to do so is 10 + Casters Wisdom bonus +caster level. The “caster level” for a rune is the Runecarver or Runecaster level.
Just as all runes have positive and negative meanings, each has a beneficial and baneful effect. The Runecaster chooses which he will employ at the time of casting.
Runes have verbal and material components. The caster must have a stone inscribed with the rune as a focus; he holds it up and speaks the name of the rune and whether he will be using the positive or negative aspect. If the caster does not have access to his rune stones or cannot speak (including magical effects), the rune cannot be cast.
The Runes are not easily grasped or wielded. Among the Immortals only Odin, worshiped by the Norse and respected by many Dwarves, knows them all and even he is limited in how many he may cast per day. Runecaster and Runecarvers only know a limited number of runes, as noted in their class descriptions. To learn a particular rune, the Runecarver or Runecaster must make a successful Runecraft check vs. DC 25. They cannot take 10 or 20 on this check, and cannot retry until they gain a new level of Runecaster or Runecarver. If they fail to learn one kind of rune, they can try to learn another, as long as they do not exceed the maximum number of runes they can know. And like the mighty Odin, the Runecarver and Runecaster can also only cast a limited number of runes per day, as noted in their class descriptions.

Reading Runes

To read the runes, three stones are throne, the first indicating the past, the second represents the present and the third reveals the future. Interpretation of the stones can be difficult, each having various meanings both positive and negative. What follows is a method to “simulate” reading the runes, which can be done on its own, or used when the Reading the Runes feat is being used. Simulating a rune reading does not change the effect of the Reading the Runes feat or the Runic Insight class ability of the Runecaster.
To simulate reading the runes roll 1d6 and consult the table below to determine from which Aett the rune is drawn. Then roll 1d8 and consult above table to determine exactly which rune was drawn. These rolls may be made by the character making the reading and they must be conducted in order - past, present, future. The GM should then secretly roll 1d4 and consult the interpretation table below to determine if the rune should be read positively or negatively.
To interpret the runes, the character makes a Runecraft check. The DC is generally 20, which gives a general understanding of the themes of the stones and whether they should be read positively or negatively. Characters may not Take 10 or 20 on this check, nor may he retry.
For every five points by which the character misses the check, he misinterprets one of the three runes. Thus a roll of 15 - 19 indicates one rune is misinterpreted, 10 - 14 indicates only one rune was read correctly and 10 or less indicates all runes have been misread. This does not mean that it is a ruined reading, simply which they were read in an incorrect manner (i.e. reading them as negative instead of positive). On a roll of 5 or less, the character completely misreads the runes and comes up with a fictional interpretation.

Roll 1d6 and consult the table below to determine from which Aett the drawn rune comes
Die Roll Aett
1-2 First
3-4 Second
5-6 Third
Roll 1d4 and consult the table below to determine whether a rune should be read positively or negatively
Die Roll Interpretation
1 Negative
2 Negative, but with a positive outcome
3 Positive
4 Positive

The Runes, their Meanings & Magical Effects

Freya's Aett

Fehu (F: Domestic cattle, wealth.)
Positive Meaning: Possessions won or earned, earned income, luck. Abundance, financial strength in the present or near future. Sign of hope and plenty, success and happiness. Social success. Energy, foresight, fertility, creation/destruction (becoming).
Negative Meaning: Loss of personal property, esteem, or something that you put in effort to keep. It indicates some sort of failure. Greed, burnout, atrophy, discord. Cowardice, stupidity, dullness, poverty, slavery, bondage.
Magical Effects
Beneficial: Any financial transaction or discovery by a person under the effect of this Rune results in an extra 5% - 10% profit. Roll 1d6 +4 to determine the percentage increase. Explanations of the results include better haggling, purer metal content in coins found, etc.
Baneful: Same as Beneficial but with a corresponding decrease in value instead of the increase.
Save:Will negates
Duration: Permanent but only for the transaction in question.

Uruz (U: Auroch, a wild ox)
Positive Meaning: Physical strength and speed, untamed potential. A time of great energy and health. Freedom, energy, action, courage, strength, tenacity, understanding, wisdom. Sudden or unexpected changes (usually for the better). Sexual desire, masculine potency. The shaping of power and pattern, formulation of the self.
Negative Meaning: Weakness, obsession, misdirected force, domination by others. Sickness, inconsistency, ignorance. Lust, brutality, rashness, callousness, violence.
Magical Effects
Beneficial: The recipient of this rune gains a runic bonus of 1d6+2 points of temporary Strength
Baneful: The target temporarily loses 1d6+2 points of Strength
Save: Fortitude negates
Duration: 1 round/Caster level

Thurisaz (TH: Thorn or a Giant)
Positive Meaning: Reactive force, directed force of destruction and defense, conflict. Instinctual will, vital eroticism, regenerative catalyst. A tendency toward change. Catharsis, purging, cleansing fire. Male sexuality, fertilization
Negative Meaning: Danger, defenselessness, compulsion, betrayal, dullness. Evil, malice, hatred, torment, spite, lies. A bad man or woman. rape
Magical Effects
Beneficial: A character under the influence of this rune gains a benefit to all attack rolls and ability and skill checks. The runic bonus is 1 + the target’s Constitution Bonus (minimum bonus of +1).
Baneful: A character targeted for negative effects suffers a runic penalty to his AC equal to 1 + the Constitution Bonus of the caster.
Save: Will negates
Duration: 1 round/Caster level

Ansuz (A: The As, ancestral god, i.e. Odin)
Positive Meaning: A revealing message or insight, communication. Signals, inspiration, enthusiasm, speech, true vision, power of words and naming. Blessings, the taking of advice. Good health, harmony, truth, wisdom.
Negative Meaning: Misunderstanding, delusion, manipulation by others, boredom. Vanity and grandiloquence. (Odin is a mighty, but duplicitous god. He always has his own agenda.)
Magical Effects
Beneficial: While under the effect of this rune, the recipient is especially insightful. The powers of the mind allow him to succeed where normally he might fail. The character may Take 20 on any one Skill check without spending the requisite time and even if he could not normally do so.
Baneful: Those under the rune’s negative influence are in danger of being manipulated. The baneful effect does exactly that. The caster may attempt to manipulate the individual in question as though he were the victim of a Charm Person spell.
Save: Will negates
Duration: Beneficial - 24 hours or until used; Baneful - 1 hour/Caster level

Raidho (R: Wagon or chariot)
Positive Meaning: Travel, both in physical terms and those of lifestyle direction. Journeys, vacation, relocation, evolution, change of place or setting. Seeing a larger perspective. Seeing the right move for you to make and deciding upon it. Personal rhythms, world rhythm, dance of life.
Negative Meaning: Crisis, rigidity, stasis, injustice, irrationality. Disruption, dislocation, demotion, delusion, possibly a death.
Magical Effects
Beneficial: The caster is able to summon a steed to serve him. Upon this rune having been cast, the nearest unridden horse will come to serve the character. The amount of time it takes for the horse to arrive is completely dependent on its distance from the caster; however, the absolute furthest a steed will come is one mile. The horse obeys the summons as quickly as possible. While under the effects of the summons, it will be completely loyal to the caster.
Baneful: The caster may target a single steed of any type. If the rune is successfully cast, the courser flees (carrying its rider) from the caster at top speed in the most convenient direction available, which may take it in harm’s way. The steed receives a Will save to negate the effects, but the throw is made by the mount itself, not the rider.
Save: Will negates
Duration: Beneficial - 1 hour/Caster level; Baneful - 1 round/Caster level

Kenaz (K: Beacon or torch)
Positive Meaning: Vision, revelation, knowledge, creativity, inspiration, technical ability. Vital fire of life, harnessed power, fire of transformation and regeneration. Power to create your own reality, the power of light. Open to new strength, energy, and power now. Passion, sexual love.
Negative Meaning: Disease, breakup, instability, lack of creativity. Nakedness, exposure, loss of illusion and false hope.
Magical Effects
Beneficial: Kenaz is the fire of creation and is often linked positively with human lust. A character under the influence of this rune gains a +4 runic bonus to his Charisma. He is more appealing and has an easier time with any Charisma-based skill or power. This rune can also be used to reduce the experience cost by half whenever creating a magic item.
Baneful: This rune can be used to negatively impact the relationship of others. Characters targeted by it suffer a -4 runic penalty to Charisma and must make a Charisma check to convince friends and family to do much of anything. The character has a difficult time making others listen to him.
Save: Will negates
Duration: 10 minutes/Caster level

Gebo (G: Gift)
Positive Meaning: Gifts, both in the sense of sacrifice and of generosity, indicating balance. All matters in relation to exchanges, including contracts, personal relationships and partnerships.
Negative Meaning: Greed, loneliness, dependence, over- sacrifice. Obligation, toll, privation, bribery.
Magical Effects
Beneficial: Gebo connotes the ability to work together to create something larger. By using this rune, the caster can create a synergy between several individuals cooperating on a task. The Runecaster casts this on several individuals at once. The number of people he can affect is equal to 2 + his Wisdom Bonus. One of the targets must be the “leader” of the activity (the character who is making the skill or ability check). Each additional character provides a +3 runic bonus to the check. The usual individual checks at DC 10 to cooperate are unnecessary.
Baneful: Characters suffering from the baneful effect of this rune have become greedy, weak and overly dependent on the work of others. They suffer a -3 runic penalty to all die rolls and to AC.
Save: Will negates
Duration: Beneficial - one action; Baneful - 1 round/Caster level

Wunjo (W or V: Joy)
Positive Meaning: Joy, comfort, pleasure. Fellowship, harmony, prosperity. Ecstasy, glory, spiritual reward, but also the possibility of going "over the top". If restrained, the meaning is general success and recognition of worth.
Negative Meaning: Stultification, sorrow, strife, alienation. Delirium, intoxication, possession by higher forces, impractical enthusiasm. Raging frenzy, berserker.
Magical Effects
Beneficial: The beneficial effects of this rune are difficult to cast, but they are powerful. To cast this rune, the Runecaster must make a Runecraft check, DC 25. If successful, the character may combine the effects (beneficial or baneful) of two runes into a single effect. That is, both effects are applied to the target. By raising the DC by 5, the character can add another rune. The caster must declare which runes and effects he will be using before casting. Casting Wunjo counts as two of the characters allotted runes for the day, regardless of how many runes he actually combines. This rune is more draining than some of the others. After casting it, the character is fatigued for 1d4 hours. For each additional rune used, beyond the first two, in the casting, the character is fatigued an extra hour. If this rune is used to combine effects targeted on an unwilling creature, the target makes a single Will save against Wunjo. If it is successful, the entire combination fails. If the save is unsuccessful, all of the effects are applied as though the target had failed against each of them.
Baneful: The character loses his identity; he suffers a complete memory loss regarding who he is. The character has access to all of his skills and feats and can use them; he simply cannot remember anything (including his name) up to the point that the rune was cast.
Save: Beneficial - Special, see description; Baneful - Will negates
Duration: Beneficial - per other runes cast; Baneful - Permanent, may be removed with Remove Curse spell.

Heimdall’s Aett

Hagalaz (H: Hail)
Positive Meaning: Wrath of nature, destructive, uncontrolled forces, especially the weather, or within the unconscious. Tempering, testing, trial. Controlled crisis, leading to completion, inner harmony.
Negative Meaning: Natural disaster, catastrophe. Stagnation, loss of power. Pain, loss, suffering, hardship, sickness, crisis.
Magical Effects
Beneficial: When this rune is cast, the caster becomes surrounded by whirling hailstones that intercede between blows. He gains a runic bonus to AC equal to 4 + the caster’s Wisdom Bonus.
Baneful: This application summons a violent storm that produces heavy rain and rock sized hail. The caster can direct a number of hailstones equal to his caster level to strike targets in the storm’s path. Each stone inflicts 2d6 + 2 points of damage. Once all of the available hail damage is applied, the caster can no longer direct their fall, but the storm continues unabated for the duration of the rune’s effect. The storm’s radius is one mile.
Save: Beneficial - None; Baneful - Reflex half
Duration: Beneficial - 2 rounds + 1 round/Caster level; Baneful - 10 minutes/Caster level

Nauthiz (N: Need)
Positive Meaning: Delays, restriction. Resistance leading to strength, innovation, need-fire (self-reliance). Distress, confusion, conflict, and the power of will to overcome them. Endurance, survival, determination. A time to exercise patience. Recognition of one's fate. Major self-initiated change. Face your fears.
Negative Meaning: Constraint of freedom, distress, toil, drudgery, laxity. Necessities, extremity, want, deprivation, starvation, need, poverty, emotional hunger.
Magical Effects
Beneficial: Those under the beneficial effects of this rune can subtract any number of points from his Armor Class and add them to attack rolls and Saving Throws. The equation is selected when the rune is evoked and lasts for its entire duration.
Baneful: The target takes 1d6 + casters Wisdom bonus in Ability damage. The caster determines which Ability is targeted. Note that characters reduced to a 0 Constitution are killed.
Save: Fortitude negates
Duration: Beneficial - 1 round/Caster level; Baneful - Ability damage is temporary and is recovered normally.

Isa (I: Ice)
Positive Meaning: A challenge or frustration. Psychological blocks to thought or activity, including grievances. Standstill or a time to turn inward and wait for what is to come, or to seek clarity. This rune reinforces runes around it.
Negative Meaning: Ego-mania, dullness, blindness, dissipation. Treachery, illusion, deceit, betrayal, guile, stealth, ambush, plots.
Magical Effects
Beneficial: Those beneficially affected by this rune have the aspects of the hardiest of winter creatures. The affected character does not need to make saving throws in cold weather (below 40 F) and must only make them every hour instead of every 10 minutes in frigid weather (below 0 F). Additionally, the creature gains a +3 runic bonus on all saving throws against magical cold-based attacks.
Baneful: The caster projects a Ray of Cold that inflicts 1d6/Caster level points of damage.
Save: Beneficial - Will negates; Baneful - Reflex half
Duration: Beneficial - 1 hour/Caster level; Baneful - Instantaneous

Jera (J or Y: A year, a good harvest)
Positive Meaning: The results of earlier efforts are realized. A time of peace and happiness, fruitful season. It can break through stagnancy. Hopes and expectations of peace and prosperity. The promise of success earned. Life cycle, cyclical pattern of the universe. Everything changes, in its own time.
Negative Meaning: Sudden setback, reversals. A major change, repetition, bad timing, poverty, conflict.
Magical Effects
Beneficial: The character has great insight and works at the proper time. He may add his Wisdom bonus to all skill checks where it would not normally apply and to all attack rolls, damage rolls and saving throws. For Wisdom-based skill checks and Will saves, the character may add his Wisdom bonus twice.
Baneful: The target character is plagued by bad timing and acts at the wrong moment. All die rolls suffer a -10 runic penalty in the first round of this rune’s effect. Every round thereafter, the penalty is reduced by two as the character struggles to find his way back to proper timing until there is no penalty.
Save: Will negates
Duration: Beneficial - 10 minutes/Caster level; Special, see description.

Eihwaz (EI: Yew tree)
Positive Meaning: Strength, reliability, dependability, trustworthiness. Enlightenment, endurance. Defense, protection. The driving force to acquire, providing motivation and a sense of purpose. Indicates that you have set your sights on a reasonable target and can achieve your goals. An honest man who can be relied upon.
Negative Meaning: Confusion, destruction, dissatisfaction, weakness.
Magical Effects
Beneficial: Flexible, yet hard, the yew tree is a symbol of protection. The caster receives a runic bonus to AC and saving throws of 2 + his Constitution bonus.
Baneful: Characters suffering the baneful effects of this rune have difficulty making decisions. Every round, the character must make a Will save to act. If he fails, the character will stand confused about what he should do next. The character will defend himself if attacked, gaining all armor and Dexterity bonuses, but he will not counter attack without making a successful Will save. When this rune is first cast, the character saves to resist. If he succeeds, the rune has no effect. If the character fails, he must save every round as described above. Making the saving throw in one round does not prevent him from having to do so again. The rune affects the character for the entire duration if the initial saving throw is not made. Further, if that initial Will save is not made, the character is automatically confused that round.
Save: Special, see description
Duration: 5 rounds + 1 round/Caster level.

Perthro (P: Dice)
Positive Meaning: Uncertain meaning, a secret matter, a mystery, hidden things and occult abilities. Initiation, knowledge of one's destiny, knowledge of future matters, determining the future or your path. Good lot, fellowship and joy.
Negative Meaning: Addiction, stagnation, loneliness, malaise. Magical Effects
Beneficial: The caster may use this rune to gain specific information about what the right thing to do is or to gain a general vision. With the former, the caster may ask the GM one specific question. The GM is bound to answer truthfully, but unless the question is yes/no, he may be as vague as he likes. Alternatively, the caster can ask for a vision. Like all visions, it is filled with metaphors that must be deciphered for it to make sense.
Baneful: Targets of this effect become addicted to the pleasures of life. The character becomes overly interested in money, food, drink and women. Whenever he becomes confronted with these temptations, he must make a Will save, DC 10 + Wisdom bonus of caster + Caster level. If it is failed, he overindulges until sated (has as much money as he can carry, is absolutely stuffed, etc.). The character will do this at the expense of whatever he should be working on at the moment and to the exclusion of his friends. The target will defend himself if attacked but will not otherwise participate in activities that interfere with his pleasure. The only way to remove the effects of this rune is through a Remove Curse spell.
Save: Will negates
Duration: Beneficial - Instantaneous; Baneful - Permanent

Algiz (Z or -R: Elk, protection)
Positive Meaning: Protection, a shield. The protective urge to shelter oneself or others. Defense, warding off of evil, shield, guardian. Connection with the gods, awakening, higher life. It can be used to channel energies appropriately. Follow your instincts. Keep hold of success or maintain a position won or earned.
Negative Meaning: Hidden danger, consumption by divine forces, loss of divine link. Taboo, warning, turning away, that which repels.
Magical Effects
Beneficial: This rune provides a +3 runic bonus to AC to those under its positive influence. Additionally, the character benefits as though he had Protection from Evil cast on him.
Baneful: This rune can mean “consumption by divine forces,” and, in this case, the universe works against the target. He takes as much damage as he inflicts.
Save: Fortitude negates
Duration: 1 round/Caster level

Sowilo (S: The sun)
Positive Meaning: Success, goals achieved, honor. The life-force, health. A time when power will be available to you for positive changes in your life, victory, health, and success. Contact between the higher self and the unconscious. Wholeness, power, elemental force, sword of flame, cleansing fire.
Negative Meaning: False goals, bad counsel, false success, gullibility, loss of goals. Destruction, retribution, justice, casting down of vanity. Wrath of god.
Magical Effects
Beneficial: When under the influence of this rune, the recipient may either re-roll one die roll or take a +4 luck bonus on a chosen die roll. This effect lasts until it is used, but a character cannot have the rune cast on him more than once, its effects are not cumulative.
Baneful: A target creature is blinded by the brilliance of the sun’s power.
Save: Reflex negates
Duration: Beneficial - Instantaneous; Baneful - 1 round/ Caster level.

Tyr’s Aett

Tiwaz (T: Tyr, the sky god)
Positive Meaning: Honor, justice, leadership and authority. Analysis, rationality. Knowing where one's true strengths lie. Willingness to self-sacrifice. Victory and success in any competition or in legal matters.
Negative Meaning: One's energy and creative flow are blocked. Mental paralysis, over-analysis, over-sacrifice, injustice, imbalance. Strife, war, conflict, failure in competition. Dwindling passion, difficulties in communication, and possibly separation.
Magical Effects
Beneficial: The benefactor of this rune gains a runic bonus of 1d6 + 2 points of temporary Wisdom.
Baneful: The target has difficulty acting; he may only take half the number of actions normally allowed him. Thus if a character could normally make two attacks in a round, he can only make one. If the character usually gets only one attack, he may only attack every other round. The target can still defend himself, getting the full benefit of AC, but he cannot take any offensive actions and may otherwise only make a Partial Move.
Save: Will negates
Duration: 1 round/Caster level

Berkano (B: Berchta, the birch-goddess)
Positive Meaning: Birth, general fertility, both mental and physical and personal growth, liberation. Regenerative power and light of spring, renewal, promise of new beginnings, new growth. Arousal of desire. A love affair or new birth. The prospering of an enterprise or venture.
Negative Meaning: Family problems and or domestic troubles. Anxiety about someone close to you. Carelessness, abandon, loss of control. Blurring of consciousness, deceit, sterility, stagnation.
Magical Effects
Beneficial: While under the influence of this rune, the target is renewed and refreshed. He gains one Hit Point per Character level + an additional number of Hit Points equal to the Caster level of the Runecaster. As usual, the character cannot exceed his maximum number of Hit Points.
Baneful: A character afflicted with the baneful aspect of this run heals only half the normal amount of damage. All healing spells, Magic items and natural healing only net half of its actual results.
Save: Fortitude negates
Duration: Beneficial - Instantaneous; Baneful - 1 day/Caster level.

Ehwaz (E: Horse, two horses)
Positive Meaning: Transportation. May represent a horse, car, plane, boat or other vehicle. Movement and change for the better. Gradual development and steady progress are indicated. Harmony, teamwork, trust, loyalty. An ideal marriage or partnership. Confirmation beyond doubt the meanings of the runes around it.
Negative Meaning: A change is perhaps craved. Feeling restless or confined in a situation. Reckless haste, disharmony, mistrust, betrayal.
Magical Effects
Beneficial: The recipient of this rune’s effects is imbued with the speed of a mighty courser. His movement rate is temporarily doubled. The doubling applies to all movement rates. This effect is considered a runic bonus to movement.
Baneful: The target is burdened as though he were a packhorse overloaded with goods. The affected character suffers a runic penalty to his encumbrance, effectively making the target’s encumbrance one level higher than it actually is.
Save: Fortitude negates
Duration: 1 round/Caster level.

Mannaz (M: Man, mankind)
Positive Meaning: The Self; the individual or the human race. Your attitude toward others and their attitudes towards you. Friends and enemies, social order. Intelligence, forethought, create, skill, ability. Divine structure, intelligence, awareness. Expect to receive some sort of aid or cooperation now.
Negative Meaning: Depression, mortality, blindness, self- delusion. Cunning, slyness, manipulation, craftiness, calculation. Expect no help now.
Magical Effects
Beneficial: A person under the influence of this rune is more powerful and glorious in all he does. Targets temporarily gain one additional level and all the benefits that accompany it. Note that this level gain does not grant knowledge or abilities that the character wouldn’t already have. Thus, while a spellcaster would be able to cast more spells than normal, he wouldn’t have access to new spells the character couldn’t or didn’t previously know.
Baneful: The baneful effect of this rune temporarily reduces the character one level.
Save: Will negates
Duration: 1 round/Caster level.

Laguz (L: Water, or a leek)
Positive Meaning: Flow, water, sea, a fertility source, the healing power of renewal. Life energy and organic growth. Imagination and psychic matters. Dreams, fantasies, mysteries, the unknown, the hidden, the deep, the underworld. Success in travel or acquisition, but with the possibility of loss.
Negative Meaning: An indication of a period of confusion in your life. You may be making wrong decisions and poor judgments. Lack of creativity and feelings of being in a rut. Fear, circular motion, avoidance, withering. Madness, obsession, despair, perversity, sickness, suicide.
Magical Effects
Beneficial: A character under the beneficial effects of this rune gains a runic bonus of 2d8 + caster’s Wisdom bonus in temporary Hit Points. All of these temporary Hit Points are lost before the target begins losing any of his own.
Baneful: Vital energy leaves the target at an extraordinary rate. He takes double damage from every blow that lands while under the influence of this rune.
Save: Fortitude negates
Duration: 1 round/Caster level

Ingwaz (NG: Ing, the earth god)
Positive Meaning: Male fertility, gestation, internal growth. Common virtues, common sense, simple strengths, family love, caring, human warmth, the home. Rest stage, a time of relief, of no anxiety. A time when all loose strings are tied and you are free to move in a new direction. Listen to yourself.
Negative Meaning: Impotence, movement without change. Production, toil, labor, work.
Magical Effects
Beneficial: The target character is refreshed as though he had eight hours of uninterrupted sleep. Fatigued and Exhausted characters recover fully.
Baneful: All spells or runes cast by the afflicted character suffer a 50% spell failure chance in addition to any other spell failure penalties or chances.
Save: Will negates
Duration: Beneficial - Instantaneous; Baneful - 1 round/Caster level

Dagaz (D: Day or dawn)
Positive Meaning: Breakthrough, awakening, awareness. Daylight clarity as opposed to nighttime uncertainty. A time to plan or embark upon an enterprise. The power of change directed by your own will, transformation. Hope/happiness, the ideal. Security and certainty. Growth and release. Balance point, the place where opposites meet.
Negative Meaning: A completion, ending, limit, coming full circle. Blindness, hopelessness.
Magical Effects
Beneficial: Hope is awakened to a new level in a character under the effect of this rune. He is immune to the effects of Fear and gains a +4 runic bonus to all Will saves.
Baneful: Casting the rune in this manner causes a blast of righteous light that is stunning to all creatures. The caster may affect a number of creatures equal to his Caster level. Those with Hit Dice less than the Caster level are knocked unconscious for 1d6 rounds. Those of equal or greater Hit Dice are Stunned for 1 round.
Save: Reflex negates
Duration: Beneficial - 1 hour/Caster level; Baneful - Special, see description.

Othala (O: Ancestral property)
Positive Meaning: Inherited property or possessions, a house, a home. What is truly important to one. Group order, group prosperity. Land of birth, spiritual heritage, experience and fundamental values. Aid in spiritual and physical journeys. Source of safety, increase and abundance.
Negative Meaning: Lack of customary order, totalitarianism, slavery, poverty, homelessness. Bad karma, prejudice, clannishness, provincialism. What a man is bound to.
Magical Effects
Beneficial: This rune provides added security to those targeted by its beneficial effects. It creates a shield that extends in all directions for a radius of up to one foot per Caster level. This shield will absorb 1d4 hit points of damage per Caster level before it is destroyed. All damage dealt to the character prior to the shields collapse is absorbed by the shield instead. Once it falls, any damage in excess of the amount required to knock it down is inflicted on the caster. While inside the shield, the character may fight back, but opponents outside must be attacked with ranged weapons. Those inside the range of the shield may ignore it, but they cannot enter within its walls once it has been erected until it is knocked down. The caster may include other characters within the range of the shield, but they suffer from the same restrictions, and if they leave the safety of it, they cannot return until it is dispelled. The caster cannot leave the radius of the shield because it is centered upon him. The shield remains centered on the caster until destroyed or willed away.
Baneful: A target creature is treated as though under the effects of extreme cold or extreme heat (caster’s choice). He suffers the full effects as though actually assaulted by the condition in question.
Save: Fortitude negates
Duration: Beneficial - Special, see description; Baneful - 10 minutes/Caster level.