Runes of Power
- Talismans: Roughly fist-sized pieces of stone, wood, or bone onto which runes can be carved. Whoever keeps the talisman on their person is affected by the rune’s magic.

- Rune of Alarm
- Medium: Talisman
- Duration: 1 hour per level
- If any creature aside from those declared when the rune is carved comes within 20′ of this rune, it emits a loud ringing sound audible up to 240′ away.

- Rune of Ale
- Medium: Drinking vessel
- Duration: 1 hour per level, until used
- This rune is carved onto the rim of a goblet, horn, bowl or other liquid-bearing vessel. If a poisoned, rotten, or contaminated liquid is placed into the vessel, it evaporates into black smoke.

- Rune of Finding
- Medium: Melee weapon
- Duration: 6 turns
- The weapon inscribed with this rune is caused to glow when a certain type of creature comes within 60′ + 10′ per level of the runesmith. It has two usages (chosen when carved):
- 1. Specific type: The rune responds to the presence of a specific type of creature (e.g. spiders, dragons, magic-users, undead).
- 2. Individual: The rune responds to the presence of a specific individual, either named or described (e.g. “the red dragon who lives in the ruined castle”).

- Rune of Fire
- Medium: Weapon
- Duration: 2 turns
- This rune enchants a weapon with flame.
- It has two usages (chosen when carved):
- Flaming weapon: Carved onto a melee weapon, the wielder’s strikes are imbued with fire. The weapon gains a +1 bonus to attack and damage rolls and is able to harm creatures which are immune to mundane damage.
- Exploding missile: Carved onto a missile (e.g. arrow, quarrel, sling stone), this rune causes the missile to explode in a 5′ radius blast of flame on a successful hit, inflicting 1d8 damage +1 per level of the runesmith.

- Rune of Grounding
- Medium: Talisman
- Duration: 6 turns
- This rune causes the wearer to become a magnet for magical energy. For the duration, whenever a spell is cast within 60′ of the rune, the caster must save versus spells. On a failed save, the spell targets the wearer of the rune instead of its intended subject.
- Touch spells: Spells that require the caster to touch the intended subject are unaffected.

- Rune of Healing
- Medium: Drinking vessel
- Duration: 1 turn
- This rune is carved onto the rim of a goblet, horn, or other drinking vessel. When the vessel is filled with water, the water becomes enchanted, healing whoever drinks it for 2 hit points per level of the runesmith.

- Rune of Luck
- Medium: Talisman
- Duration: 1 hour per level, until used
- One who wears this rune can expend its power to gain a +4 bonus to a saving throw, attack roll, or ability check. The rune must be expended before rolling.

- Rune of Shielding
- Medium: Shield
- Duration: 2 turns
- The wielder of the shield inscribed with this rune only suffers half damage from one specific type of weapons (e.g. swords, bows, claws, etc.), selected when the rune is carved.
- Magical weapons: Magical weapons and the attacks of magical creatures still inflict full damage.

- Rune of Slaying
- Medium: Melee weapon
- Duration: 1 turn per level, until effective
- The weapon inscribed with this rune is enchanted to kill a certain type of foe.
- Damage: The weapon inflicts double damage when used against creatures of one specific type (e.g. spiders, dragons, magic-users, undead) selected when the rune is carved.
- Treated as magical: If a creature of the selected type can only be harmed by magical weapons, the rune-inscribed weapon can harm them.

- Rune of the Forge
- Medium: Talisman
- Duration: 1 turn per level
- The subject who wears this rune is protected from fire, as follows.
- Normal heat: Unharmed by non-magical fire and heat.
- Save bonus: Gain a +2 bonus to saving throws versus fire-based effects (e.g. magic or breath attacks).
- Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 damage.)

- Rune of Thunder
- Medium: Blunt weapon
- Duration: 2 turns, until used
- The wielder can slam the rune-enchanted weapon into the ground to create a thunderous shockwave in a 5′ radius per level of the runesmith. All within the area must save vs paralysis or be stunned for 1d3 rounds (1/3 move, –2 AC, unable to act).

- Rune of Warding
- Medium: Talisman
- Duration: 1 turn per level, until effectiv
- While wearing the rune, the subject gains a +4 bonus to saving throws against magical effects. If the subject is affected by a spell that permits a saving throw for reduced damage, they instead take no damage on a success. Once the subject passes a saving throw against magic, the rune’s power is expended.