Runemagic

Lost for thousands of years, Thassilonian rune magic has once again appeared in the lands of man. Individuals marked with these ancient runes can wield minor magics or power to equal the greatest spellcasters known.
The origins and purpose of runes are still shrouded in mystery. With little understanding of what caused them to reappear, it is difficult to determine what their role will be in shaping the future of Golarion. What little is known is that they appear to be linked to seven of the eight traditional schools of magic, yet they do not seem to be limited to sources either arcane or divine. Their connection to Thassilonian sin magic seems to be more than just cosmetic.
Being a recent phenomenon, there is little information available to determine the scope of a rune’s powers.

Skills

Spellcraft

A character can make a Spellcraft check to identify a rune and the spell-like ability it bestows on the person carrying it. The DC of the check depends on the type of rune:
Rune DC
Least rune DC 15
Lesser rune DC 20
Intermediate rune DC 25
Greater rune DC 30
True rune DC 35

Feats

Empowered Rune [General]

Prerequisite: Least Rune
Benefit: You can spend 1 hero point to empower one of your rune spell-like abilities. All variable, numeric effects of an empowered rune spell-like ability are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are rune spell-like abilities without random variables.

Greater Rune [General]

You have a greater rune.
Prerequisite: Lesser Rune, Least Rune, Intermediate Rune, 13 ranks in any two skills
Benefit: You gain a greater rune and the use of one spell-like ability associated with the greater rune of your school. A greater rune spell-like ability can be used once per day, plus one additional time per day for every four levels beyond 13th. A saving throw against one of your rune spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier. In addition, you gain a +1 bonus on your chosen rune school skill, to a maximum bonus of +4.

  • Abjuration: mage’s private sanctum, repulsion or spell resistance
  • Conjuration: major creation, teleport or heal
  • Enchantment: unknown
  • Evocation: contingency, flame strike or sending
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Intensified Rune [General]

Your rune spell-like abilities can go beyond several normal limitations.
Prerequisite: Least Rune
Benefit: You can spend 1 hero point to increase the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Intermediate Rune [General]

You have a intermediate rune.
Prerequisite: Lesser Rune, Least Rune, 9 ranks in any two skills
Benefit: You gain a intermediate rune and the use of one spell-like ability associated with the intermediate rune of your school. In addition, you can use one least and one lesser rune spell-like ability one additional time per day. An intermediate rune spell-like ability can be used once per day, plus one additional time per day for every four levels beyond 9th. A saving throw against one of your rune spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier. In addition, you gain a +1 bonus on your chosen rune school skill, to a maximum bonus of +3.

  • Abjuration: dimensional anchor, dispel magic or explosive runes
  • Conjuration: cure serious wounds, neutralize poison or solid fog
  • Enchantment: unknown
  • Evocation: divine power, fireball or wind wall
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Least Rune [General]

You have a least rune.
Benefit: Choose a school of magic (except for divination). Once selected, the school can not be changed. You gain a least rune and the use of one spell-like ability associated with the least rune of your school as well as a bonus on one listed skill check. A least rune spell-like ability can be used once per day, plus one additional time per day for every four levels beyond 1st. A saving throw against your rune spell-like ability has a DC of 10 + the level of the spell + your Cha modifier.

  • Abjuration: +1 bonus on Acrobatics or Escape Artist checks and resistance as a spell-like ability.
  • Conjuration: +1 bonus on Ride or Sleight of Hand checks and create water or stabilize as a spell-like ability.
  • Enchantment: +1 bonus on Diplomacy or Linguistics checks and lullaby or unwitting ally as a spell-like ability.
  • Evocation: +1 bonus on Craft or Intimidate checks and light or ray of frost as a spell-like ability.
  • Illusion: +1 bonus on Bluff or Perform checks and ghost sound as a spell-like ability.
  • Necromancy: +1 bonus on Heal or Survival checks and disrupt undead or touch of fatigue as a spell-like ability.
  • Transmutation: +1 bonus on Fly, Swim or Climb checks and mending or purify food and drink as a spell-like ability.

Lesser Rune [General]

You have a lesser rune.
Prerequisite: Least Rune, 5 ranks in any two skills
Benefit: You gain a lesser rune and the use of one spell-like ability associated with the lesser rune of your school. A lesser rune spell-like ability can be used once per day, plus one additional time per day for every four levels beyond 5th. A saving throw against one of your rune spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier. In addition, you gain a +1 bonus on your chosen rune school skill, to a maximum bonus of +2.

  • Abjuration: arcane lock, endure elements or shield
  • Conjuration: acid splash, mount or unseen servant
  • Enchantment: unknown
  • Evocation: floating disc, magic missile or shatter
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Rune of Deflection

Your rune helps deflect attacks made against you.
Prerequisite: Intermediate Rune
Benefit: You gain a deflection bonus to AC based on the strength of your rune.
Rune AC Bonus
Intermediate +1
Greater +2
True +3

Rune of Luck [General]

You can draw upon the power of your rune to increase your chance of success.
Prerequisite: Least Rune
Benefit: Once per day as an immediate action, you can sacrifice a daily use of the spell-like ability granted by your least rune to gain 1 temporary hero point. This temporary hero point disappears after 1 round.

Rune of Recovery [General]

You draw upon the power of your rune to stay alive.
Prerequisite: Least Rune
Benefit: If an attack renders you disabled or dying, you can expend one use of a rune spell-like ability as an immediate action to heal yourself. The number of points of damage you heal is based on the strength of the rune whose power you expend.
Rune Damage Healed
Least 1d8+1
Lesser 2d8+5
Intermediate 3d8+10
Greater 4d8+15
True 5d8+20

Rune of Resilience [General]

The power of your rune gives you a survival edge.
Prerequisite: Least Rune
Benefit: Once per day as an immediate action, you can expend one use of any of your rune spell-like abilities to gain a bonus on a single saving throw. The bonus is based on the strength of the rune whose power you expend.
Rune Save Bonus
Least +1
Lesser +2
Intermediate +3
Greater +4
True +5

Rune of Spellturning

With a flash of power from your rune, you turn a spell directed at you back upon its caster.
Prerequisite: Lesser Rune
Benefit: As an immediate action, you can expend one use of a rune spell-like ability to turn a spell or spell-like ability targeted on you back upon the original caster, as the spell turning spell. The maximum level of the turned spell is determined by the strength of the rune whose power you expend.
Rune Max Spell Level
Lesser 2nd
Intermediate 4th
Greater 6th
True 8th

Rune of Striking

You use the power of your rune to deal devastating blows to other runic scions.
Prerequisite: Least Rune
Benefit: As a swift action, you can expend one use of a rune spell-like ability to increase the damage of a single melee or ranged attack made against a creature with a rune different than your own. The decision to spend the spell-like ability must be made before the attack roll is made. If the attack succeeds, you deal extra damage to the rune-bearing target based on the strength of the rune whose power you expend.
Rune Damage Bonus
Least +1d6
Lesser +2d6
Intermediate +3d6
Greater +4d6
True +5d6

Runic Adept [General]

Your lesser rune gives you access to a new spell-like ability.
Prerequisite: Lesser Rune, Least Rune, Runic Prodigy
Benefit: Add the following spells to the list of spell-like abilities you can select for your lesser rune. You gain a new lesser rune spell-like ability based on the rune you possess, usable once per day plus one additional time per day for every four levels beyond 5th. In addition, you gain a +1 bonus on a second rune school skill, to a maximum bonus of +2.

  • Abjuration: fallback strategy, line in the sand or grace
  • Conjuration: adhesive spittle, instant armor or thorn javelin
  • Enchantment: unknown
  • Evocation: hydraulic push, pilfering hand or thunderstomp
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Runic Avatar [General]

Your Lissalan rune gives you access to a new spell-like ability.
Prerequisite: Greater Rune, Lesser Rune, Least Rune, Intermediate Rune, Runic Adept, Runic Herald, Runic Paragon, Runic Prodigy, True Rune
Benefit: Add the following spells to the list of spell-like abilities you can select for your true rune. You gain a new true rune spell-like ability based on the rune you possess, usable once per day plus one additional time per day at 20th level. In addition, you gain a +1 bonus on a second rune school skill, to a maximum bonus of +5.

  • Abjuration: deflection, expend or nine lives
  • Conjuration: create demiplane, elemental bombardment or greater hostile juxtaposition
  • Enchantment: unknown
  • Evocation: jolting portent, scouring wind or storm bolts
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Runic Herald [General]

Your greater rune gives you access to a new spell-like ability.
Prerequisite: Greater Rune, Lesser Rune, Least Rune, Intermediate Rune, Runic Adept, Runic Paragon, Runic Prodigy
Benefit: Add the following spells to the list of spell-like abilities you can select for your greater rune. You gain a new greater rune spell-like ability based on the rune you possess, usable once per day plus one additional time per day for every four levels beyond 13th. In addition, you gain a +1 bonus on a second rune school skill, to a maximum bonus of +4.

  • Abjuration: covetous aura, siphon magic or source severance
  • Conjuration: breathe of life, grove of respite or getaway
  • Enchantment: unknown
  • Evocation: runic overload, sign of wrath or sonic thrust
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Runic Paragon [General]

Your intermediate rune gives you access to a new spell-like ability.
Prerequisite: Lesser Rune, Least Rune, Intermediate Rune, Runic Adept, Runic Prodigy
Benefit: Add the following spells to the list of spell-like abilities you can select for your intermediate rune. You gain a new intermediate rune spell-like ability based on the rune you possess, usable once per day plus one additional time per day for every four levels beyond 9th. In addition, you gain a +1 bonus on a second rune school skill, to a maximum bonus of +3.

  • Abjuration: dragon turtle shell, life bubble or primal scream
  • Conjuration: silver darts, swipe or web cloud
  • Enchantment: unknown
  • Evocation: elemental aura, forceful strike or screech
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown

Runic Prodigy [General]

Your least rune gives you access to a new spell-like ability.
Prerequisite: Least Rune
Benefit: You gain a new least rune spell-like ability from those listed under your selected school for your least rune. This ability can be used once per day, plus one additional time per day for every four levels beyond 1st. If your rune school lists only one option for a spell-like ability, you can instead use your base least rune spell-like ability twice per day, plus one time per day for every two levels beyond 1st. In addition, you gain a +1 bonus on a second rune school skill.

Selective Rune [General]

Your allies need not fear friendly fire.
Prerequisite: Intermediate Rune
Benefit: When casting a rune spell-like ability with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your Charisma modifier. These targets are excluded from the effects of your spell.
Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.

Swift Rune [General]

You can quickly and instinctively call upon the power of your rune.
Prerequisite: Least Rune
Benefit: You can spend 1 hero point to use one of your rune spell-like abilities as a swift or immediate action.

True Rune [General]

You have a true rune.
Prerequisite: Greater Rune, Lesser Rune, Least Rune, Intermediate Rune, 17 ranks in any two skills
Benefit: You gain a true rune and the use of one spell-like ability associated with the true rune of your school. A true rune spell-like ability can be used once per day, plus one additional time per day at 20th level. A saving throw against one of your rune spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier. In addition, you gain a +1 bonus on your chosen rune school skill, to a maximum bonus of +5.

  • Abjuration: banishment, mind blank or spell turning
  • Conjuration: greater restoration, plane shift or maze
  • Enchantment: unknown
  • Evocation: grasping hand, prismatic spray or telekinetic sphere
  • Illusion: unknown
  • Necromancy: unknown
  • Transmutation: unknown