The Runesmith's Apprentice

By Peter Haresnape

The Runesmiths are among the most powerful and respected members of dwarf society. They have the power and knowledge to carve the runes so vital to dwarfish survival, and the age, wealth and skill that make highly esteemed. As well as their knowledge, they are mighty warriors, and are especially renowned for defending against the treacherous sorcery other races use. Dwarfs, of course, do not use magic directly, except for the mad Chaos Dwarfs, who pay for their dabbling with a slow transmutation into stone, according to dwarf legend. The natural dwarf resistance to magic and chaos makes them suited only for a less direct approach; the tapping and trapping of the Winds of Magic into runes. The natural dwarf emphasis on skill and craftsmanship, the long centuries of use and refinement, and the same characteristics that make dwarfs incapable of other magic makes them the perfect and most accomplished creators of runes.
Forging runes is not simply a matter of carving or painting a certain shape- Rune Magic is heavily ritual and requires much patience and experience. The period in which a rune is being inscribed, which usually takes at least a week, is a highly fraught time for the apprentice or apprentices of the Runesmith, who are usually the most talented of his relatives. When not carving their own runes, they will be helping with the ritual chants and rites that empower the runes being placed on whatever item is so honoured. Runesmiths do not simply deal with runes carved into weapons and armour to make them more effective, but the engineering runes that keep the mighty dwarfen constructions working, and the tunnels open and secure. Runes exist in every area of dwarf society, and the Runesmiths are vital not just in warfare and work, but in teaching history and culture, and of course remembering the ancient grudges.
To become a Runesmith, a dwarf must dedicate his life to his craft and work for decades, even centuries under a master, assuming that he is born into a family which is associated with the craft. Even then, they will only know a portion of the rune-lore of the race, which is guarded jealously and hoarded by individual Runelords. Runesmiths are the longest-lived of the race, and are immensely proud and arrogant. The greatest exercises of their power, the Master Runes, are secrets known to only a few, and many such runes have been lost because the Runesmith has died without passing on his knowledge, either through a premature death or because there was none worthy.
Rune-lore has never been a consolidated field of knowledge, and part of an apprentice's training may involve learning the special runes his master uses, or even recovering examples of ancient, lost runes. Runesmiths diligently seek ancient examples of craftsmanship to learn from them. The first place to search for such forgotten treasures is the halls of the dwarf lords now abandoned to monsters. In many cases, before a dwarf hold was over-run, the King and Nobles agreed with the Runesmith to bind their greatest possessions with unbreakable runes to stop them being plundered. Likewise, some Runesmiths encoded their knowledge and left it in the form of riddles and challenges, so that only the worthy would benefit. If an apprentice can recover an example of a lost rune or method, he will achieve much in the eyes of his master and dwarf society as a whole. Thus, it is not unknown for a young Runesmith's Apprentice to go adventuring in the hope of rediscovering some archaic lore or treasure.

Starting as a Runesmith's Apprentice

Wounds

1D6+7

Move

4

Weapon Skill    

4

Ballistic Skill

6+

Strength

3

Toughness

3 (4)

Initiative

4

Attacks

1

Pinning Roll

5+

Weapons

The Runesmith's Apprentice (herein known as the Runesmith) is armed with a Rune Hammer, which is a Magical Hammer that does normal damage.

Armour

The Runesmith begins with a set of Dwarf Mail, giving him +1 Toughness.

Equipment

The Runesmith also carries a Rune Staff, which bears a large number of runes. Many of these are his own work, and therefore not especially powerful, but potentially very useful.
Roll 1D6 on the following table to see what sort of runes the Runesmith has placed on his Rune Staff.

1

1D3 Battle Runes, 1D3 Healing Runes

2

1D3+1 Battle Runes, and 1D3 Healing Runes

3

1D6 Battle Runes, and 1D3 Healing Runes

4

1D6+2 Runes of the Warrior's Choice (Battle or Healing)

5

1D6+3 Runes of the Warrior's Choice (Battle or Healing)

6

1D6+4 Runes of the Warrior's Choice (Battle or Healing)

Battle Runes

These are very useful in a fight, strengthening and encouraging the Warriors, while negatively affecting the Monsters.
The Runesmith may use each Battle Rune once, after which it fades.

1

Battle Rune of Spite
Once used, this lasts for the rest of the combat. The Runesmith is affected by the rules for Hatred of the current Monsters. This applies to all Monster Models currently on the board.

2

Battle Rune of Justice
When invoked, it allows 1D6 re-rolls this turn by the Warriors. These can be rerolls of Damage, To Hit or BS.

3

Battle Rune of Confusion
Each Monster adjacent to the Runesmith loses 1 Attack in its next turn.

4

Battle Rune of Flame
Fire bursts out of the rune, doing 1D6 damage unmodified for armour to any adjacent Monster.

5

Battle Rune of Firmness
Each Warrior may add +1 to any Fear roll they make in this turn. If used in the middle of a battle, each Warrior can re-roll any failed Fear tests, but without the +1 Bonus. This doesn't apply to Terror.

6

Battle Rune of Exhortation
Each Warrior on the same board section gain one of the following benefits (their choice)
+1 Attack
+1 Strength
+1 WS
This bonus lasts for the rest of the combat.

Healing Runes

Healing Runes act on the Runesmith and his companions, restoring their spirits and bodies. They can be used at any time (like a healing spell) and in any number. Each Healing Rune may be used once, after which it fades.
Each Healing Rune restores 1D6 wounds to a Warrior on the same board section.

Starting Skill

Runic Chanter
Runesmithery is more than just a matter of putting special letters or sigils onto items. There are procedures and chants, rituals and methods unknown by most.
Some of these can be used outside of the forge. Using a combination of chants, runes and special items, the Runesmith can create special Immediate Effect Runes, which essentially count as spells. He begins the game with three Runic Chants, and gains more as he progresses. Many Runesmiths look down upon these Runic Chants as being haphazard, temporary and unstable, but in fact a great deal of skill is needed. Often those who excel at Runic Chanting will become Runesmiths of exceptional drive and vision, though even they are pleased to put aside their questionable skills in favour of good, solid, tried-and-tested traditional methods.
Each turn, the Runesmith may attempt a Runic Chant as well as any other action like fighting. Runes are related to Magic, and so the success of the Chant depends on the Winds of Magic.
Roll 1D6 and add it to the Power Dice. On a roll of 7+ the Chant has succeeded, otherwise it fails. It also fails automatically on a natural roll of 1.
Unlike other users of magic, the Runesmith cannot count the effects of magic items to assist in his Chants.

Runic Chants

The Runesmith knows the following three Runic Chants

Runic Chant of Healing
The Runesmith scratches a set of runes into the dust with the end of his Rune Staff, reciting a phrase of healing and wholeness. As he reaches the end of his chant, he sweeps his staff, drawing a line through the runes. A sudden gust of wind smoothes over the floor, and the Warriors straighten up, feeling their pain lessened.
This Runic Chant restores 1D6 wounds, which the Runesmith may distribute among the Warriors on the same board section as he sees fit.
The Runesmith gains 5 points of experience for each wound he heals on another Warrior by this method.

Runic Chant of Surety
Seeing the barbarian waver from exhaustion and uncertainty, the Runesmith pulls out a piece of flint and scratches a Rune of Surety on his hammer, chanting as he does so. As he finishes it, it glows brightly and disappears. The barbarian shakes his head once and lifts his axe again, striking with greater precision. Only the Runesmith sees the gleam of a tiny rune on the blade's edge as it cuts deep into enemy flesh.
The Runesmith selects one Warrior (including himself). That Warrior may reroll any attacks that miss this turn, for a maximum of one re-roll per attack.

Runic Chant of Endurance
Seeing the axe descend towards him, the Runesmith pulls an amulet from his jacket and shouts a final, completing phrase, pouring power into the rune engraved on the amulet's surface. The axe bounced off the Runesmith's armour as if it was thrice as thick, to the consternation of the Minotaur and the gratification of the dwarf.
This Chant grants +1 Toughness to one Warrior this turn.

Advanced Rules

Runesmiths and Equipment

The Runesmith may use any equipment ordinarily available to the dwarf. However, he may have no more than +3 points of Armour. In addition, he may only use ranged weapons discovered as treasure, not bought from a shop (excluding thrown weapons). It goes without saying that these treasure weapons must be of dwarfen origin!

Rune Staff

The Rune Staff that he begins with is a powerful item which he must spend time maintaining. Before each adventure the Runesmith will inscribe a set of Runes on it from an expanded list. Details of the list are to be found in the training and advancement section
There are two types of Rune to place on the Staff. The first are the temporary Battle and Healing Runes which fade once used, or after one adventure. The second are permanent, and can only be placed with the help of another Runesmith. He may have a number of Permanent Runes equal to half his Battle-Level rounded up, plus 1.

 The Runesmith will use his spare time in the Settlement to good purpose, placing new runes on his Rune Staff and restoring old ones. For every uneventful day, roll 1D6. On a score of 4+, you may add +1 to the following table.
Roll 1D6 before the adventure.

1

1D3 Battle Runes, 1D3 Healing Runes

2

1D3+1 Battle Runes, and 1D3 Healing Runes

3

1D6 Battle Runes, and 1D3 Healing Runes

4

1D6+2 Runes (Battle or Healing)

5

1D6+3 Runes (Battle or Healing)

6

1D6+4 Runes (Battle or Healing)

7

2D6 Runes (Battle or Healing)

8

1D6 Battle Runes, 1D6 Healing Runes, 1D6 of the Warrior's Choice

9

BL+1D6 Runes of the Warrior's Choice

10+

3D6 Runes, minimum of BL, of the Warrior's Choice

Roll to see how many Runes you gain, and decide how many are Healing, if appropriate. Then roll to see which Battle Runes you place, using the table(s) in the advancement section.

Runes may not be carried over into the next dungeon unless the Runesmith remakes them. Runesmiths are notorious perfectionists, and even the youngest will feel uneasy about bearing an item that shows poor craftsmanship. If the Runesmith does not use a Rune in the adventure, it will fade or be unmade, unless he chooses to remake it. If he does so, he will have it in the next adventure in place of one of those he has rolled on the above table. In other words, if he decides not to use a Battle Rune of Justice, but keep it for the next adventure, he may do so instead, rolling for one less Battle Rune during his preparations.

Runesmiths in Settlements

Whilst in a Settlement the Runesmith may visit any of the Traders and the following special locations; Dwarf Guildmasters, Brewmaster's Tavern (if accompanied by a Brewmaster), Alchemist's Laboratory, Gambling House, Fighting School, Temple and the same Drinking Establishments as the Dwarf. The Runesmith might also wish to pay a visit to the Runesmith's Forge, which is found on a roll of 4+ in a city and 5+ in a town, inside the Guildmasters.

The Runesmith's Forge

The Runesmith can go to visit his fellow crafter in the settlement, to discuss rune-lore and the general state of things. Runesmiths are arrogant and proud, and the Warrior should spend 2D6x50 gold in crafting an item to present to him before the visit. Once he has done so, he may roll on the following table.
Roll 3D6

3-4

The Runesmith is not at all impressed by your present, and throws it directly into his furnace. The money is wasted and your Warrior is humiliated. He leaves the Dwarf Guildmaster's, and will not return in this Settlement.

5

The item is shoddy and useless, and the Runesmith is insulted. You are thrown out of the Forge unceremoniously.

6 (1st roll)

The Runesmith is busy, so you leave the item for his examination. When you come back later, he is shouting at one of his apprentices, having mistaken your work for his. Ducking away, you are not seen. You may try again the next day, spending another 2D6x50 gold and gaining +2 to your roll on this table.

6 (2nd roll)

He looks over the item and passes it as 'barely adequate'. He is more interested in your Rune Staff, though, and is good enough to hammer a new Battle Rune on it (Roll on Champion Table).

7

The item passes scrutiny, and you discuss one of the Runesmith's Apprentices. He is crafting his first weapon's rune on a throwing axe, and is placing a special rune known to the Runesmith. When he is finished, the Runesmith offers you the axe. It may be used once only, and must be thrown. It explodes on impact, causing 2D6+6 Damage, unmodified for armour, to the target, if it hits.

8

One of the runes you have placed on the item interests the Runesmith, as he has not seen it before, and asks you about it. You explain where you learnt it, and he offers to help you refresh your Rune Staff. You gain +1 on the table when you next add Runes to it.

9

The Runesmith seems to think your gift is a good piece of work, and asks your opinion on one of his own pieces. This unexpected honour takes you by surprise. Roll a Willpower test (7+). If you fail, you gush admiration, and he frowns at your insincerity. He gestures you to go into the main forge, and calls for one of his assistants to give you a discount of D6x50 gold on a rune. If you succeed, you keep your cool and examine the piece, and find a fatal flaw. He is pleased that you have passed the test, and he inscribes a random rune from the Common Rune Table at half price.

10

The Runesmith takes the item and discusses the method you used to make it. Randomly select a Runic Chant. In the next adventure you may use it once, automatically, outside of your normal rules.

11

The Runesmith is greatly impressed by your craftsmanship, and buys the item for its crafting cost +1D6x50 gold. He also lets you use his tools, and you may immediately add a Battle Rune of your choice to your Rune Staff.

12

You discuss a number of things with the ancient Runesmith, and he gives you some hints in using Runic Chants. You may add +1 to one attempt per turn in the next adventure.

13

The Runesmith is busy instructing one of his own apprentices about a weapon rune. As you walk in, he grabs your weapon and begins the process. Roll once on the Common Rune Table. Your weapon gains this rune for 1 adventure, after which it fades. Roll 1D6 however, and on a 6 it is permanent!

14

The Runesmith carves a special rune into your Rune Staff. Roll on the Permanent Rune Table.

15

Your item arouses great interest, and the Runesmith offers to inscribe a rune of your choice on one of your weapons. Pick a rune from the Common or Speciality Table. You gain it for half price (roll for stock if necessary).

16

The Runesmith works with you on your Rune Staff and lays down numerous new Runes. You gain +1D6 new Battle Runes.

17

The Runesmith is impressed by the skill the Warrior has displayed in his crafting, but explains that a Runesmith cannot neglect his training. He teaches the Warrior a number of techniques for fighting with a Rune Staff and a normal weapon. The Warrior may gain +1 WS in the next adventure. In addition, the Runesmith offers you a half-price Common Rune.

18

The Runesmith sees great promise in your Warrior, and offers to teach him his speciality, the secret Master Rune only he knows. Unfortunately, this will require a full apprenticeship of several decades, so the Warrior declines the honour reluctantly, explaining that he is oath-bound to continue his quest. Instead, the Runesmith works on your Rune Staff, and adds 1D6 new Battle Runes and a single Permanent Rune.

Permanent Runes

Roll 1D6. If you receive a Permanent Rune outside of the allowed allocation, the Runesmith will instead carve 1D6 Random Battle Runes. Reroll duplicate rolls.

1

Chanter's Rune
Once per adventure a Runic Chant succeeds automatically

2

Rune of Light
The staff acts as a light source

3

Rune of Warding
The Runesmith gains Magic Resistance dependant on his title; 6/5+/5+/4+

4

Reservoir Rune
The Rune Staff now contains a number of Runic Power Points, each of which can be used to give +1 to a Runic Chant attempt. Roll a number of D6 at the beginning of each adventure to see how much stored power there is for the adventure, dependant on title; 1/2/3/4

5

Rune of Harnessing
Once per adventure the Runesmith may reroll the Power Dice, thus potentially increasing his chance at a Runic Chant, or possibly avoiding an Unexpected Event.

6

Rune of Magic Banishment
With this Rune, the Runesmith can declare that all Magic is nullified once per adventure. This prevents any use of magic, friend or foe, though Magical Items still work. The effects last for 1D3 whole turns.

Training

In order to train, the Runesmith must seek out a Master willing to teach him more runes and test him in those he already knows. The process of becoming a Runesmith is a very long one, even for a dwarf, and this abbreviated period of apprenticeship lasts a full ten days.
Runesmiths do not gain specific skills, but instead learn more powerful runes and Runic Chants. This works in two ways.
Firstly, at various stages the Runesmith learns new Runic Chants. These are shown on the Battle-Level Advancement Table.
The second form of advancement is the increase in the Minor Runes he has access to. These are the runes he places on his Rune Staff before each adventure. As he gains titles, he learns and masters new Minor Runes, and improves his old ones. Thus, when rolling for Minor Runes at higher levels he rolls on different tables.

Battle Runes

Novice

1

Battle Rune of Spite
Once used, this lasts for the rest of the combat. The Runesmith is affected by the rules for Hatred of the current Monsters. This applies to all Monster Models currently on the board.

2

Battle Rune of Justice
When invoked, it allows 1D6 re-rolls this turn by the Warriors. These can be rerolls of Damage, To Hit or BS.

3

Battle Rune of Confusion
Each Monster adjacent to the Runesmith loses 1 Attack in its next turn.

4

Battle Rune of Flame
Fire bursts out of the rune, doing 1D6 damage unmodified for armour to any adjacent Monster.

5

Battle Rune of Firmness
Each Warrior may add +1 to any Fear roll they make in this turn. If used in the middle of a battle, each Warrior can re-roll any failed Fear tests, but without the +1 Bonus. This doesn't apply to Terror.

6

Battle Rune of Exhortation
Each Warrior on the same board section gain one of the following benefits (their choice)
+1 Attack
+1 Strength
+1 WS
This bonus lasts for the rest of the combat.

Champion

1

Battle Rune of Sight
the Runesmith gains +1 WS this turn and may see in the dark for 1D6 Whole Turns.

2

Battle Rune of Blocking
You may parry a single blow, ignoring any and all damage. This must be used before the damage dice are rolled.

3

Battle Rune of Resistance
This will negate one spell cast against you in the next adventure on a roll of 4+. When used, even if unsuccessfully, it fades.

4

Battle Rune of Harrowing
One weapon held by a Warrior does Double Damage this turn, or Triple Damage on a to hit roll of 6!

5

Battle Rune of Steadfastness
Each Warrior adjacent to the Runesmith can ignore the effects of Fear and downgrade Terror to Fear (GDT remains) as long as they continue to pass Willpower tests of 7+ each turn. As soon as they fail, they lose the bonus. Lasts one combat.

6

Gain 1D3 Battle Runes of the previous table

Hero

1

Battle Rune of Might
The Runesmith or any one Warrior gains +3 Strength this turn for determining Strength Tests etc, or +1D6 damage in battle.

2

Battle Rune of Favour
Once the Rune is used; all of the Runesmith's attacks this turn only miss on a natural to hit roll of 1.

3

Battle Rune of Fortitude
The Runesmith immediately gains BLD6 wounds. These can take him above his Starting Wounds total, but he wounds equal to the Power Dice each turn in the Power Phase until he is at or below his Starting Wounds.

4

Battle Rune of Draining
The Runesmith may declare he is using this rune before he rolls to hit a magic-user. If he hits, he causes Half Damage (halve the Damage Dice, round up, then add strength) but prevents the magician from casting any spells in the Monster Phase.

5

Battle Rune of Lightning
Each rune releases 1D3 bolts of lightning, which hit automatically, causing 1D6+BL wounds, unmodified for armour or toughness.

6

Gain 1D3 Battle Runes of the previous table

Lord

1

Battle Rune of Fright
All Monsters on the board with Toughness lower than 5 dread the Runesmith for the rest of the combat, and are at -1 to hit him.

2

Battle Rune of the Grudge
When the Runesmith declares this Rune; he may use the Grudgelord Skill from the Roleplay book. He may only have one of these Runes at a time, so reroll if this comes up again.

3

Battle Rune of Striking
The Runesmith gains +1D3 WS, or WS equal to his Battle Level this turn.

4

Battle Rune of the Furnace
Each use of this rune allows the Runesmith to negate all damage from fire. This includes natural and magical flames, but the negation only applies to the Runesmith, and others may be affected.

5

Battle Rune of Earthquake
The Runesmith can cause a small, localised earthquake, meaning that every model in the same room must make an Initiative Test of 9+ or topple over, missing their next phase. Large Monsters and Flying Monsters are unaffected.

6

Gain 1D3 Battle Runes of the previous table

Runic Chants

The Runesmith gains in skill with his Runic Chanting. At higher levels, the success of the Chant still depends on the Winds of Magic, but many Chants have different difficulties at higher levels. You still roll a D6 and add it to the Power Dice, but the total might be less than 7+. Remember, though, that Runic Chants still fail automatically on a natural roll of 1.
Unlike other users of magic, the Runesmith cannot count the effects of magic items to assist in his Chants. 

As well as Chants becoming easier to cast at higher levels, most have some sort of increased effect. In addition, the Runesmith becomes capable of using more than one Charm in a turn.

Level     Number of Chants he may attempt    
1-4 1
5-7 2
8-10 3

He cannot cast the same Chant twice or more in one turn, but he may attempt to recast a failed Chant.
When his Battle Level table indicates that the Runesmith has gained a new Runic Chant, roll a D66 to determine exactly what he has gained. Re-roll any repeated rolls you make.

11-13 Runic Chant of Endurance

Seeing the axe descend towards him, the Runesmith pulls an amulet from his jacket and shouts a final, completing phrase, pouring power into the rune engraved on the amulet's surface. The axe bounced off the Runesmith's armour as if it was thrice as thick, to the consternation of the Minotaur and the gratification of the dwarf.
This Chant grants a level of Toughness equal to the Runesmith's Battle-Level to a single Warrior, to a maximum of +5 Toughness. At Battle-Levels 6 onwards, the target is at -1 to be hit in addition to the Toughness Bonus.

14-16 Runic Chant of Brilliance

Seeing the onrushing horde of Goblins, the Runesmith holds out a piece of parchment, on which sits an ancient, secret rune, used by Runesmiths for centuries to light the darkness of the depths of the earth. With a word it blazes into light, blinding and pushing back the myriad enemies.
Once invoked, this Chant causes the Monsters to lose a number of attacks. The number is determined by title, and the attacks lost may be split between the Monsters as the Runesmith sees fit.

Title

Dice Roll Needed

Attacks Lost

Novice

7+

1

Champion

7+

2

Hero

7+

3

Lord

7+

4

21-23 Runic Chant of Screening

As the Dark Elves loaded another volley of crossbow bolts, the Runesmith turned aside from the others trying to rebuild the bridge, sheltering behind their shields, and began a chant of protection, invoking runes of screening. Drawing with a stick of charcoal he quickly shaped runes on a piece of parchment, then held it up. When launched, the bolts flying through the air seemed to twist aside and miss…
This Chant allows the Warriors to avoid the effects of Ballistic Attacks, if their hearts are stout enough. The Chant will only work on completion of a successful Willpower test, which must be attempted for each attack the Warrior(s) is subjected to. If the Warrior succeeds, any damage caused is negated in full.

Title

Dice Roll Needed

Warriors Affected  Willpower Test

Novice

7+

1

8+

Champion

7+

2

8+

Hero

7+

3

7+

Lord

7+

4

6+

24-26 Runic Chant of Courage

With a laugh, the Chaos Sorcerer waves his hand, and the Warriors find themselves surrounded by hulking monstrosities; Dæmons summoned from the Warp. They quake, and prepare to run, but the Runesmith strikes a single rune on a slate tablet and proclaims courage!
All Warriors on the same board section gain a bonus to their Fear and Terror (and Greater Dæmonic Terror) rolls.

Title

Roll Needed

No of Warriors affected

Effect

Novice

7+

1

+1 F

Champion

7+

1

+1 F +1T

Hero

7+

2

+2 F +2T

Lord

7+

4

+2 F +2T

31-33 Runic Chant of Healing

The Runesmith scratches a set of runes into the dust with the end of his Rune Staff, reciting a phrase of healing and wholeness. As he reaches the end of his chant, he sweeps his staff, drawing a line through the runes. A sudden gust of wind smoothes over the floor, and the Warriors straighten up, feeling their pain lessened.
This Runic Chant restores a certain number of Wounds, which the Runesmith may distribute among the Warriors on the same board section as he sees fit.
The Runesmith gains 5 points of experience for each wound he heals on another Warrior by this method.

Title

Roll Needed

Wounds Restored

Novice

7+

1D6

Champion

7+

2D6

Hero

6+

2D6

Lord

6+

3D6

34-36 Runic Chant of Surety

Seeing the barbarian waver from exhaustion and uncertainty, the Runesmith pulls out a piece of flint and scratches a Rune of Surety on his hammer, chanting as he does so. As he finishes it, it glows brightly and disappears. The barbarian shakes his head once and lifts his axe again, striking with greater precision. Only the Runesmith sees the gleam of a tiny rune on the blade's edge as it cuts deep into enemy flesh.
The Runesmith selects a number of Warriors (which may include himself). If the roll succeeds, these Warriors may reroll any attacks that miss this turn, for a maximum of one re-roll per attack.

Title

Roll Needed

Warriors Affected

Novice

7+

1

Champion

7+

2

Hero

6+

3

Lord

6+

4

41-43 Runic Chant of Warding

Sensing the tide of evil sorcery as it congeals around him, the Runesmith begins an incantation and scatters some powdered iron in a circle around him. He scratches a triangle in the ground with his Rune Staff, and says the final word of the chant. With a flash of light, all of the powder combusts and the light dashes asunder the almost-formed evil spells, scattering the black magic.
If this Runic Chant succeeds, the Winds of Magic will be diverted and thus weaker. Enemy magic users must make a successful Initiative Test in order to cast spells. They must make a test for each spell they attempt to cast this turn. Friendly magic users are assumed to be pre-warned, and suffer no ill effects.

Title

Roll Needed

Initiative Roll

Novice

7+

5+

Champion

7+

6+

Hero

7+

7+

Lord

7+

8+

44-46 Runic Chant of Spell-Eating

The Runesmith sees his nemesis preparing to cast a spell, so draws on runes of negation to counter the evil sorcery. The Chaos Dwarf lifts his arms, invoking a storm of magma upon the Warriors, but the Runesmith cries a phrase of denial, and traces a rune in the air. The sorcerer falls back as if physically struck, and the spell dwindles to nothing.
This Chant must be performed in the Warrior Phase, and represents the Runesmith preparing to defend against coming magic. Unlike other Chants, he may use this one more than once. It comes into effect during the Monster's Phase, and allows the Runesmith to automatically dispel a number of enemy spells. Using the Chant more than once allows him further dispels. The Runesmith must decide which spells to dispel and which to allow, if there are more cast than he can counter. He can dispel once the spell has been rolled for, but not after its exact effect has been determined. In other words, if he chooses to dispel a Summoning spell, he must do so before the number of troops is rolled. If he dispels a Doombolt, it is before the Damage is rolled for.
Dispels not used are lost.

Title

Roll Needed

No of Spells Negated

Novice

7+

1

Champion

6+

1

Hero

6+

2

Lord

5+

2

51-53 Runic Chant of Resilience

Seeing the Goblin Shaman, the Runesmith pulled a small chain from his belt. On it hung several shapes- runes- fashioned of silver and iron. Clutching it, the Runesmith speaks words of activation, working through the runes with his fingers. On the last one, he flings the chain in the air. When he catches it, the Warriors feel a crackling sensation around them, emanating from the chain.
When the Runesmith speaks this Chant, the Warriors gain Magic Resistance for the turn.

Title

Difficulty

Warriors Affected

Effect

Novice

7+

1

MR 6+

Champion

6+

2

MR 6+

Hero

6+

2

MR 5+

Lord

5+

4

MR 4+

54-56 Runic Chant of Disruption

As the necromancer called minions from the dust to protect his realm, the Runesmith emptied a small flask of liquid onto the ground and used the moisture to form a complex pattern with his Rune Staff. Reciting the words of the Chant under his breath, he draws a final rune and watches with grim glee as the undead creatures crumble back into the ground.
The Runesmith may disrupt the process of a necromantic summoning spell. If a Necromancer or Vampire uses one or more spells to summon allies, either by magically creating them (skeletons, for example) or by calling them as reinforcements (ghouls), the Runesmith's Chant exacts a toll. Each creature placed on the board section has its Starting Wound score lowered by an amount equal to the Runesmith's BL, leaving a minimum of 1 wound. More damagingly, they cannot regenerate past this level by any means. Note that the Necromancer in question may attempt to counter this Runic Chant, if he has the Dispel Magic ability, at -1 to his roll.

Title

Difficulty

Effect

Novice

7+

Summoned Monsters have BL less wounds

Champion

7+

Summoned Monsters have BL less wounds

Hero

7+

Summoned Monsters have BL less wounds

Lord

7+

Summoned Monsters have BL less wounds

61-63 Runic Chant of Fury

The Runesmith speaks in Khazalid, detailing wrongdoing and treacheries, grudges and feuds, inciting the Warriors to greater efforts, as the strange force of the ancient words resound in those who hear. Even non-dwarfs, or the most placid of Warriors are inspired to fight harder and with more spirit.
This Runic Chant grants extra attacks to the hearers. The Runesmith decides who gains the bonus, with the exception that dwarfs must benefit before any other Warriors, although the Runesmith can decide not to be affected if he would rather that another received the bonus. Each affected Warrior gains +1 Attack.

Title

Roll Needed

Warriors Affected

Novice

7+

1

Champion

6+

2

Hero

6+

3

Lord

5+

4

64-66 Runic Chant of Breaking

The Runesmith traces a pattern on his hammer with his finger, and the hidden rune leaps to life, appearing as gold tracery. He looks up at the Chaos Warlord patiently waiting to begin the duel and smiles. As the battle commences, he swings the hammer, to find the Warlord blocking with his shield. As the hammer connects with the shield, covered in evil runes and forged in Chaos Magic, there is an almighty crash, and the Warlord stumbles back, to find his gauntlet clutching only a few shards of metal. The Runesmith smiles again, and advances to finish the job…
Using this Runic Chant, the Runesmith can attempt to destroy any Magical Armour, Magical Items or Magical Weapons one adjacent enemy carries. If the roll succeeds, the target Monster must roll 1D6 for each such item, to see if it is destroyed. The Monster will always have a backup sword. Any armour points included outside of the Magical Armour allocation are not affected, but the armour loses any other effects or bonuses.

Title

Difficulty

Roll to Destroy

Novice

7+

5+

Champion

7+

4+

Hero

6+

4+

Lord

6+

3+

Roleplay Guidelines

The Runesmith is supposed to be a relatively young dwarf with the skill, precision and connections to secure an apprenticeship. Runesmiths are extremely well respected, and it is an honour to be related to one. This, inevitably, results in a great deal of pride, even above what might be expected from the length of the Runesmith's beard. This Warrior might well be more arrogant than sensible, and is highly likely to share and surpass the normal dwarf prejudices.
Nonetheless, he is a young dwarf, and there may be quite a battle between tradition and innovation in him. Using Runic Chants is not really the 'done' thing, as it erodes at the importance of craftsmanship and good, solid work. Some dwarfs will denounce it as halfway to sorcery, but very few Runesmiths specifically condemn it. Most will gloss over the subject, and as no one really knows what the rituals that create runes entail, it tends to get dropped. In actuality, the Runic Chants are very close to the rituals, and are generally just speeded up or condensed. As their effect is immediate and fleeting, there does not need to be weeks of application and concentration. Of course, it goes completely against the dwarf character to champion 'speeded up' or 'fleeting' things over permanence, certainty and inflexibility, but so long as their master doesn't tell them not to, the young Runesmiths will always use Runic Chants.
Essentially, this Warrior is a contradiction, as he is trying to uphold ancient dwarf values, while forging his own place in dwarf society using new and varied techniques. Other dwarfs may treat him with respect, but it will be mostly respect for his office, rather than himself, and their sincerity may be lacking.
This Warrior is supposed to represent a dwarf who has decided to go searching for lost or forgotten runes, as a part of his apprenticeship. He won't be fully qualified as an active, settled Runesmith, and does not achieve any form of permanence. However, he is continually honing his skills with the ritual aspect of rune magic, and once he has achieved his quest, he would be in a good position to finish his apprenticeship relatively quickly, and set up shop, or work for a Master Runesmith. In a Roleplay Game this could form a good campaign. He can search for ancient dwarf constructions and attempt to learn from them.
I also came up with some vague ideas for Master Runic Chants, which he could conceivably develop. I'm not sure what their effect might be, but they would be powerful rituals, taking whole turns to perform, and the Runesmith might only be capable of one per adventure.
Master Runic Chants of…
The Grudge
The Earth
Iron
Stone
Death
The Furnace
Kingship
The Brew (!?)
Over to you…

As regards characteristic tests, the basic dwarf is quite adequate. The Runesmith, however, might well know helpful runes to lock a door, hide a trail or find a secret passage, so it might be best to suggest that his attentive presence adds a further +1 to certain characteristic tests, in addition to other bonuses.

BL

Gold

Title

M

WS

BS

S

DD

T

W

I

A

L

WP

Chants

Pin

1

0

Novice

4

4

6+

3

1

3

1D6+7

4

1

0

4

3/1

5+

2

2000

Champion

4

4

5+

3

1

3

2D6+7

4

2

0

4

4/1

5+

3

4000

Champion

4

5

5+

3

1

4

3D6+7

4

2

1

5

5/1

5+

4

8000

Champion

4

5

5+

4

1

4

4D6+7

4

2

1

5

5/1

5+

5

12000

Hero

4

6

5+

4

2

4

4D6+7

4

3

1

5

6/2

4+

6

18000

Hero

4

6

5+

4

2

5

4D6+7

5

3

2

5

6/2

4+

7

24000

Hero

4

6

5+

4

2

5

5D6+7

5

3

2

5

7/2

4+

8

32000

Hero

4

7

4+

4

2

5

5D6+7

5

4

2

5

7/3

4+

9

45000

Lord

4

7

4+

4

3

5

6D6+7

5

4

3

6

8/3

4+

10

50000

Lord

4

7

4+

4

3

5

7D6+7

6

4

3

6

9/3

4+

Alternative titles- Apprentice, Etcher, Carver, Runesmith

Note that the Chants Column has two numbers. The first is the number of Runic Chants the Runesmith knows. The second is how many he can attempt to cast in a turn.

Peter Haresnape
27th June 2004
"Bigger Tables! Better Choices! More Rules!"