Rune of Power (Priest Spell)

This special type of magical inscription, more powerful than a glyph of warding but less powerful than most symbols, was once the heart of ancient dwarven magic, usable by all dwarves (with differing degrees of power and reliability – modern dwarves do not have this power). Adventurers who have explored some of the remotest northern and southern depths and mountain-caverns report that either there are dwarven monasteries (clerical communities) or that a few dwarven clans or bands retain the use of rune magic.
Runes of power as used by dwarven clerics throughout the Realms are described here. They increase in power according to the level of the dwarf casting them. A successful saving throw vs. spell enables a creature violating a rune of power to escape its effects.
The priest casting the rune sets the exemp­tion conditions; that is, the situations or crea­tures that won't cause the rune of power to operate. Otherwise, any being passing, enter­ing, or opening the surface on which the rune of power is inscribed suffers its harmful effects. Touching or attacking the rune of power itself also activates it.
A rune of power can be set to avoid dis­charging when creatures of certain races, align­ments, faiths, and sizes try to pass it. It cannot be set to avoid specific levels. Hit Dice, or classes of creatures, and cannot be combined with other runes, glyphs, or symbols.
Runes of power can be drawn to any size larger than the caster's hand, and their trigger lines can be extended to encompass any size of protected area on a single surface. Dispel magic spells can remove runes of power.
Most runes of power duplicate or resemble the effects of wizard spells. The most widely-known of these killing runes of power are:
* Alhalbrin: This rune of power melts metal on all metal items that contact or pass it, within 3 rounds of its activation. The metal receives a saving throw vs. magical fire (with a penalty of -3 if not elven chain or magical in nature). Whether the metal melts or not, it grows hot, doing any being in contact with it 1d4 points of damage.
* Faerindyl: This rune of power causes a flaming sphere to come into being out of the protected surface. The flaming sphere rolls directly away from the protected surface with a movement of 18. It passes around all immovable objects in its path, bursting only when it contacts a wall or other surface larger than its own 10-foot radius. Creatures within 5 feet of the sphere must save vs. spell or suffer 1d4 points of heat damage. Beings struck by the spell must save or take 2d4 points of fire damage. Objects in contact with the sphere must save vs. magical fire. When the sphere bursts, all creatures within 10 feet must save vs. spell or take 3d6 fire damage. The flaming sphere is quite dif­ferent in behavior and effects from the wizard spell of the same name. The only known way to stop a flaming sphere is with a wall of fire (with which it merges), a wall of force (which causes it to burst), or a dispel magic. Other­wise, it flows around and through all obstacles, including creatures in its path.
* Sabras: This rune of power creates a miniature blade barrier effect, across (and in line with) the protected surface on which the rune of power was inscribed. It lasts for only one round, but does 4d6 damage to all creatures within 10 feet of the protected surface (a successful save vs. spells allows a Dexterity check; if successful. the being escapes with no damage; if failed, the creature takes only 2d6 damage).
* Thimdaril: This forceful rune of power acts as a polymorph other spell on creatures activat­ing it. Unlike the wizard spell of the same name. Intelligence retention and system shock survival are automatic. Otherwise (equipment, class skills, and the like) the change functions as the wizard spell. The priest casting the rune sets the form to be changed into; Elminster reports that dwarven priests seem to like pop­ulating guarded areas with snails, slugs, and toads.
* Velurndyn: This rune of power acts as a reverse gravity spell, flinging all beings within 20 feet of it (when activated) upward for 30 feet, and then immediately back downward. Creatures unable to fly suffer 3d6 failing damage, plus 3d6 (or less, if the ceiling is lower) impact damage for striking the ceiling, provided the ceiling is within 30 feet of the floor, in some cases, stalactites, piercer monsters, or even artificial spikes have been set into ceilings to augment such a trap.
Some runes of power are named by the caster as they are inscribed, and take immediate effect.
The most widely-known of these fast runes are:
* Bhelaerak: Acts as the 8th level wizard spell glassteel, affecting 10 pounds of weight per level of the priest.
* Corsimmyr: Acts as the 5th level wizard spell passwall.
* Delhaubrin: Acts as the 2nd level wizard spell shatter.
* Elemsyr: Acts as the 2nd level wizard spell invisibility, affecting a single living or nonliv­ing body or object. If an invisible creature launches a successful attack, it immediately becomes visible.
The material component to create any rune of power is the priest's holy symbol, which is used to trace the rune.
The Lost Runes of Power: Legends persist of runes once known to the dwarves that were far more powerful than the existing ones. A single rune of power was used to level the ancient city of Dharrmaghongh in Murghom, long ago. Elminster warns that although such runes definitely existed, no dwarven clan controls such power now – or recent dwarven history would be far different.
Notes: Very rare dwarven magic of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells