Projection Runes

Runes by Level


Projection Runes

Breath of the Nosferatu

Type: Projection
School: Necromancy
Power Level: Greater
Range: 60 feet
Area: 60ft. cone
Action to Activate: 1 standard action
Activation Cost: 3 inscription points
Activation Duration: instantaneous

While the life-sucking performed by vampires may require closer contact than this rune, those who name these sorts of things generally don't care about absolute accuracy.

EFFECT
Greater - The creature with the fewest hit points caught in the cone takes 1d4 points of damage per runesmith level of the projector (max 15d4) with a Fortitude save for half. Half of this damage is returned to the projector as temporary hit points, rounded down. These temporary hit points persist for 10 minutes.

Creation

Type: Projection
School: Transmutation
Power Level: Greater
Range: 60 feet
Effect: one cubic foot of finished goods/level using materials in a 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: varies; see text
Activation Duration: instantaneous

One of the very first projection runes to be discovered was that of creation. Honestly, where would a object-oriented spellcaster be if he couldn't make objects? (Answer: debtor's prison)

EFFECT
Greater - When activating this rune, choose a raw material that is present in sufficient quantity in the projection's area of effect, then choose a finished product that is made of that raw material. If the desired finished product is made of multiple materials, such as an oak barrel with iron staves, then all such materials much be present. This projection transforms up to one cubic foot of raw materials into copies of the chosen finished product per level. The finished goods are of standard quality. If the runesmith wishes the finished goods to be of superior (artisan, masterwork, etc.) quality, then the projecting runesmith must succeed on a relevant Craft check to do so. The DC of the craft check is equal to the DC to make the item by mundane means.

The inscription point cost of this projection is equal to 1 inscription point for every five cubic feet transformed, rounded up. For example, turning 5 cubic feet of wood and iron into crossbows costs 1 inscription point, but turning 7 cubic feet of materials into crossbows costs 2 inscription points.

Crossed Vines

Type: Projection
School: Conjuration
Power Level: Least, Lesser, Greater
Range: 60 feet
Area: Least one 5-foot square, Lesser 10ft. radius circle, Greater 15ft. radius circle
Action to Activate: Least/Lesser 1 standard action, Greater 1 swift action
Activation Cost: 1 inscription point
Activation Duration: Least 5 rounds, Lesser/Greater 1 round/level (D)

The symbol of the crossed vines suggests the rebellion of mother nature itself. This is a phenomenon feared by many races, as the world itself is a foe that cannot lose.

EFFECT
Least/Lesser - Creatures that enter the area of effect of crossed vines are entangled with a Reflex save to negate. This entanglement effect lasts for as long as the creature remains in the projection's radius, plus 1 round.
Greater - As Least, but entangled creatures that enter the central square of this projection's radius become immobilized for 1 round with no saving throw allowed.

Darkening Sigil

Type: Projection
School: Conjuration
Power Level: Least, Lesser
Range: 60 feet
Area: 10ft. radius sphere
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Lesser 2 inscription points
Activation Duration: 10 minutes/level (D)

Darkness creeps in wherever the light is not vigilant.

EFFECT
Least - The darkening sigil creates an area of magical darkness, as the darkness spell.
Lesser - As Least, but the area of magical darkness is as the deeper darkness spell.

Designation of the Firing Range

Type: Projection
School: Transmutation
Power Level: Least, Lesser, Grandmaster
Range: 60 feet
Area: 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Lesser 2 inscription points, Grandmaster 1 inscription point
Activation Duration: 1 round/level

When the stress of battle bleeds away and everything is reduced to a day at the shooting range, everyone becomes a better shot.

EFFECT
Least - Creatures within the area of effect of designation of the firing range have a +1 insight bonus to attack rolls and damage rolls made with ranged weapons.
Lesser - As Least, plus those within the area of effect may add their Intelligence modifier (max +3) to damage rolls made with ranged weapons; this is done in place of any other ability modifier to damage rolls.
Grandmaster - Creatures within the area of effect of designation of the firing range have a +2 insight bonus to attack rolls and damage rolls made with ranged weapons. In addition, they may add their Intelligence modifier to damage rolls made with ranged weapons; this is done in place of any other ability modifier to damage rolls.

Draconic Presence [mind-affecting]

Type: Projection
School: Enchantment (emotion)
Power Level: Least, Greater
Range: 30 feet
Area: 30ft. cone
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Greater 2 inscription points
Activation Duration: instantaneous

The arrival of a dragon is the grand entrance of one who knows well the lessons of shock and awe.

EFFECT
Least - Creatures caught in the cone are shaken for 2d4 rounds with a Will save to negate.
Greater - As Least, but creatures with fewer Hit Dice than the runesmith level of the projector are frightened for 1d4 rounds on a failed Will save.

Draconic Visage

Type: Projection
School: Evocation (acid, cold, electricity, or fire)
Power Level: Least, Lesser, Greater, Grandmaster
Range: Least 15 feet, Lesser/Greater 20 feet, Grandmaster 30 feet
Area: Least 15ft. cone, Lesser/Greater 20ft. cone, Grandmaster 30ft. cone
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Lesser 2 inscription points, Greater/Grandmaster 3 inscription points
Activation Duration: instantaneous

Beware dragons, for they are prideful, quick to anger, and tend to incinerate the source of their misery.

EFFECT
Least - When inscribing this rune, choose acid, cold, electricity, or fire. Creatures caught in the cone take 1d4 points of damage of the chosen type per runesmith level of the projector (max 5d4) with a Reflex save for half.
Lesser - As Least, but the maximum damage dealt by the rune is 10d4.
Greater - As Least, but the maximum damage dealt by the rune is 15d4.
Grandmaster - As Least, but the maximum damage dealt by the rune is 20d4.

Elemental Magnetism

Type: Projection
School: Evocation (acid, cold, electricity, or fire)
Power Level: Greater
Range: 30 feet
Area: 30ft. cone
Action to Activate: 1 standard action
Activation Cost: 2 inscription points
Activation Duration: instantaneous

The world is built from elements that writhe, mix, and settle out in stable sheets. Despite their propensity to be lazy and seek to achieve the least energetic state possible, even the sleepiest of stones or coldest of embers remembers what it means to be a primal element. With a little nudge, they can be made to behave in that fashion once more.

EFFECT
Greater - When activating this rune, choose acid, cold, electricity, or fire. Creatures caught in the cone become a magnet for the chosen energy type, taking an additional point of damage per damage die whenever they take damage of the chosen type. This effect lasts for 1d4 rounds, though a successful Reflex save reduces the duration to 1 round.

Exodus Rune

Type: Projection
School: Conjuration (teleportation)
Power Level: Lesser, Greater, Grandmaster
Range: Lesser/Greater 120 feet, Grandmaster 240 feet
Area: Lesser two 10ft. squares, Greater/Grandmaster two 5ft. squares
Action to Activate: 1 standard action
Activation Cost: Lesser 1 inscription point, Greater/Grandmaster 3 inscription points
Activation Duration: Lesser instantaneous, Greater/Grandmaster 1 hour/level (D)

Sometimes, a population needs to pack up and move.

EFFECT
Lesser - When activating this rune, designate one target area as the entry and one target area as the exit. All squares comprising the exit must be free of detritus and creatures. All unattended objects present in the "entry" area teleport to the "exit" area, to a maximum of 100 pounds per runesmith level of the projector.
Greater - When activating this rune, designate one target area as the entry and one target area as the exit. Whenever a creature enters the "entry" area, if the "exit" area is unoccupied, then that creature teleports to the "exit" area. A creature and its belongings must weigh less than or equal to 50 pounds per runesmith level of the projector, else it cannot teleport in this fashion.
Grandmaster - As Greater, but, in addition to its basic functionality, a creature that enters the "exit" area teleports to the "entry" area, but only if the "entry" area is unoccupied. In addition, if he is within range of both the entry and the exit, the projecting runesmith may suppress or resume the effects of this rune as a swift action.

Giant Step

Type: Projection
School: Transmutation
Power Level: Lesser, Greater
Range: 60 feet
Area: 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: Lesser 1 round/level (D), Greater 1 round/2 levels

The worst place to be when giants are about is underfoot.

EFFECT
Lesser - Creatures within the area of the projection increase in size by one size category. This does not stack with other effects that increase size.
Greater - When projecting this rune, choose allies or foes. The chosen creatures within the area of the projection increase in size by one size category. This does not stack with other effects that increase size.

Hall of the Oath [mind-affecting]

Type: Projection
School: Enchantment (compulsion)
Power Level: Lesser
Range: 60 feet
Area: 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: 10 minutes/level (D)

In some great halls, the very architecture demands that the truth be spoken.

EFFECT
Lesser - Creatures within the area of the projection cannot speak any deliberate and intentional lies. Each potentially affected creature is allowed a Will save to avoid the effects when the projection is cast or when the creature first enters the projected area. Affected creatures are aware of this enchantment; therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures that leave the area are free to speak as they choose.

Infirmary's Signpost

Type: Projection
School: Conjuration
Power Level: Least, Lesser, Greater, Grandmaster
Range: 60 feet
Area: Least one 5ft. square, Lesser/Greater/Grandmaster 5ft. radius circle
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Lesser 2 inscription points, Greater/Grandmaster 3 inscription points
Activation Duration: Least 5 rounds, Lesser/Greater/Grandmaster 1 round/level

Wars are won by strength of arms, strength of supply lines, and ingenuity of sawbones. If one becomes shaky, the entire enterprise may collapse.

EFFECT
Least/Lesser - Creatures within the area of effect of infirmary's signpost have fast healing 1.
Greater - As Least, but fast healing 2.
Grandmaster - As Least, but fast healing 3.

Legion of Stuff

Type: Projection
School: Transmutation
Power Level: Least, Lesser, Greater, Grandmaster
Range: 60 feet
Area: 30ft. radius circle
Action to Activate: 1 standard action
Activation Cost: Least/Lesser 1 inscription point, Greater 2 inscription points, Grandmaster 3 inscription points
Activation Duration: Least 5 rounds (D), Lesser/Greater/Grandmaster 1 round/level (D)

Contenders as they are over the title of "supreme grand arcanist over the realm of stuff", an individual runesmith is at his most dangerous when there's a good deal of random… stuff in the vicinity.

EFFECT
Least - Choose a single Small or smaller object made of non-magical material. For the duration of this projection, it springs to life as an animated object under the projector's control. This animated object immediately attacks whomever or whatever the projector initially designates, and can change the designated target or targets as a move action. Should an animated object leave the area of this projection, it immediately becomes inanimate once more, and does not reanimate should it return to the area of the projection. Objects carried or worn by a creature cannot be animated.
Lesser - As Least, but choose four Small or smaller objects made of non-magical material.
Greater - As Least, but choose eleven Small or smaller objects made of nonmagical material.
Grandmaster - As Least, but choose seventeen Small or smaller objects made of non-magical material. Animated objects produced by this projection are treated as though they were one size category larger for the purpose of constructs obtaining bonus hit points based on their size.

SPECIAL
A Medium object can be animated in place of two Small objects, a Large object in place of four Small, a Huge in place of eight Small, and a Gargantuan in place of 16 Small.

Library's Doormat

Type: Projection
School: Abjuration
Power Level: Lesser
Range: 60 feet
Area: 20ft. radius circle
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: 1 minute/level (D)

Quiet in the library.

EFFECT
Lesser - The area of this projection is a zone of magical silence, as the silence spell.

Lilliput Steps

Type: Projection
School: Transmutation
Power Level: Lesser, Greater
Range: 60 feet
Area: 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: 1 inscription point Activation Duration: Lesser 1 round/level (D), Greater 1 round/2 levels

Those miniscule in scale, the collective effort of Lilliputian creatures makes a distinctive mark on the world.

EFFECT
Lesser - Creatures within the area of the projection decrease in size by one size category.
Greater - When projecting this rune, choose allies or foes. The chosen creatures within the area of the projection decrease in size by one size category.

Luminous Mark

Type: Projection
School: Evocation
Power Level: Lesser
Range: 60 feet
Area: 10ft. radius sphere
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: 1 minute/level (D)

A crafty foe with the means to become invisible spells the end for many an adventuring party.

EFFECT
Lesser - A creature that enters the area of effect of luminous mark sheds light as though it were a torch for the remainder of the projection's duration. When an invisible creature lights up in this manner, its silhouette becomes plainly visible. A successful Will save negates.

Mark of the Apprentice

Type: Projection
School: Universal
Power Level: Least
Range: 60 feet
Area: 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: 8 hours

When a mage learns his first spell, he tends to cast it on EVERYTHING, just to see what will happen.

EFFECT
Least - While this projection is active, the projecting runesmith gains the ability to cast prestidigitation at will as a spell-like ability with a caster level equal to his runesmith level and Intelligence as his key ability modifier; however, the target of his prestidigitation must be at least partially within the radius of this projection. Projecting additional instances of this projection does not end previous projections.

Mason's Mark

Type: Projection
School: Conjuration
Power Level: Greater
Range: 60 feet
Area: 60ft. radius circled centered on the projector
Action to Activate: 1 full-round action
Activation Cost: 4 inscription points
Activation Duration: 24 hours

Unlike miners, masons are perfectly happy with magic doing the brunt of the work. There's always fine details to consume the workers' time.

EFFECT
Greater - In order to activate mason's mark, the entire outer edge of the area to be affected must be unoccupied terrain, and the only creature occupying the central 15-foot square of the area must be the projector himself. Around the outer edge of the area, a massive stone wall, some 5 feet thick and 15 feet tall, erupts right out of the ground. There is no gate; it is simply a contiguous wall. In addition, a small stone blockhouse, a 15-foot by 15-foot structure positioned in the center of the area, grows up around the projector. This blockhouse is 10 feet tall with a stone tile floor, no windows, and a 7-foot by 5-foot opening as a doorway. Its walls are two feet thick. Inside the one-room building, eight straw tick bunks line the walls, and two stone tables with eight stone chairs take up the space not meant for sleeping. Underneath the bunks are eight stone footlockers, one for each bunk. When the duration of this projection ends, all objects produced by it disappear, leaving behind all creatures and objects brought inside.

A spellcaster of caster level 11th or higher may expend 7,500 gp worth of diamond dust as part of casting the permanency spell. This renders the effects of this projection permanent.

Medusa's Statuary

Type: Projection
School: Transmutation
Power Level: Lesser, Greater, Grandmaster
Range: Lesser 20 feet, Greater/Grandmaster 30 feet
Area: Lesser 20ft. cone, Greater/Grandmaster 30ft. cone
Action to Activate: 1 standard action
Activation Cost: Lesser/Greater 1 inscription point, Grandmaster 2 inscription points
Duration: 1 round/level

With but a look, a medusa can make a statue that a master craftsman fails to match after months of toil.

EFFECT
Lesser - Creatures caught in the projection take a penalty to Dexterity equal to 1d3 + 1 per three runesmith levels of the projector. The subject's Dexterity score cannot drop below 1. A successful Fortitude save negates this penalty. This penalty does not stack with itself. Apply the highest penalty instead.
Greater - As Lesser, but the penalty to Dexterity is equal to 1d6 +1 per three runesmith levels.
Grandmaster - As Lesser, but the penalty to Dexterity is equal to 1d6 +1 per two runesmith levels. In addition, affected creatures with a Dexterity score of 1 who are reduced to 0 hit points or fewer, but not killed, are turned to stone permanently as the flesh to stone spell. There is no saving throw.

Miner's Mark

Type: Projection
School: Transmutation
Power Level: Greater
Range: 120 feet
Area: 5ft. radius circle upon a solid surface
Action to Activate: 1 standard action
Activation Cost: 2 inscription points
Activation Duration: 1 hour/level (D)

For centuries, research into making this rune's effects permanent have been squelched by a consortium of miner's guilds. Stopping this rune is just about all kobolds and dwarves can agree upon.

EFFECT
Greater - The miner's mark creates a passage of up to 20 feet deep through any material with a hardness of 8 or lower. If the wall's thickness is more than 20 feet, then a single activation of miner's mark makes a niche or short tunnel. Several activations can produce a continual passage to breach very thick walls. When miner's mark ends, creatures within the passage are ejected out the nearest exit. If someone dispels the miner's mark, or if the projector dismisses it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

Phalanx

Type: Projection
School: Abjuration
Power Level: Least, Lesser, Greater, Grandmaster
Range: 30 feet
Target: All allies in a 30ft. radius burst centered on the projector
Action to Activate: 1 immediate action
Activation Cost: Least/Lesser 1 inscription point, Greater/Grandmaster 2 inscription points
Activation Duration: see text

When running is not an option, or when cowardice is the subject of ridicule, the best course of action is to dig in and defy the odds.

EFFECT
Least - Each ally affected by phalanx gains a +1 shield bonus to AC until the beginning of its next turn. If an ally carries a physical shield, then its enhancement bonus increases by +1 until the beginning of its next turn instead. A shield's enhancement bonus can increase beyond +5 in this manner.
Lesser - As Least, but each ally gains a +2 shield bonus to AC or has the enhancement bonus of its shield increase by +2 instead.
Greater - As Least, but each ally gains a +3 shield bonus to AC or has the enhancement bonus of its shield increase by +3 instead.
Grandmaster - As Least, but each ally gains a +3 shield bonus to AC or has the enhancement bonus of its shield increase by +3 instead. In addition, for the duration of this rune, the ally's shield bonus to AC counts toward its touch AC.

Physician's Waypoint

Type: Projection
School: Divination
Power Level: Lesser
Range: 30 feet
Area: 30ft. radius circle centered on the projector
Action to Activate: 1 full-round action
Activation Cost: 1 inscription point
Activation Duration: 8 hours

"Open wide. Good. Raise your left arm. Good. What pictures do you see on the far wall? Good, good. Turn your head and cough."

EFFECT
Lesser - As a move action, the projecting runesmith focuses on a single visible creature within the area of this projection, gaining vital details on that creature as the status spell. He retains this information until the creature leaves the area of the projection, and gains realtime updates as they happen. The projector can only retain vital information on a number of creatures equal to his runesmith level, and can forget the details of a creature as a free action to free up space to collect the vital details of another. Despite the fact that it comes into being centered on the projector, this projection does not move as the projector does.

Quarantine

Type: Projection
School: Necromancy
Power Level: Greater, Grandmaster
Range: 60 feet
Area: 10ft. radius sphere
Action to Activate: 1 standard action
Activation Cost: Greater 2 inscription points, Grandmaster 3 inscription points
Activation Duration: 1 minute/level or until discharged (D)

Death and disease have a way of spreading themselves despite the best efforts of men to keep them in one place.

EFFECT
Greater - When inscribing this rune, choose a single disease that can be spread through the use of the contagion spell. The next two creatures to enter the area of effect of quarantine are infected with the chosen disease with a Fortitude save to negate.
Grandmaster - As Greater, but choose a single disease that can be spread through the use of the greater contagion spell instead.

Sentinel's Badge

Type: Projection
School: Abjuration
Power Level: Least, Lesser, Greater, Grandmaster
Range: 60 feet
Area: 20ft. radius circle
Action to Activate: Least 1 standard action, Lesser/Greater/Grandmaster 10 minutes
Activation Cost: Least 1 inscription point, Lesser/Greater 2 inscription points, Grandmaster 3 inscription points
Activation Duration: 8 hours or until triggered (D)

The sentinel's been bored for days, so the first guy to open that door's REALLY going to get it.

EFFECT
Least - This projection wards an area as the alarm spell.
Lesser - As Least. In addition, choose a single Least projection rune that affects a circular area (as opposed to a projection rune that affects a square or a projection that produces a cone). If and when the alarm portion of sentinel's badge triggers, the entire area warded by sentinel's badge also becomes affected by the chosen projection. The inscription point cost of the chosen Least projection is only paid if the alarm portion of sentinel's badge triggers, and does not occur if insufficient inscription points remain. The chosen projection uses its native duration.
Greater - As Lesser, except that the projector chooses a single Lesser projection rune instead.
Grandmaster - As Lesser, except that the projector chooses a single Greater projection rune instead. In addition, if the projector is within the area of the projection when the alarm portion of sentinel's badge triggers, he becomes enveloped in a shield that halves all damage he takes until the beginning of the second round of combat.

Sigil of the Horseman's Bane

Type: Projection
School: Conjuration
Power Level: Least, Greater
Range: 60 feet
Area: all solid surfaces in a 10ft-radius burst
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Greater 2 inscription points Activation Duration: Least 1 minute/level, Greater 1 round/level

In order for ranks of infantry to defeat massed cavalry, the infantry must form up in a defensive phalanx with pikes and shields to break the charge, poleaxes to eliminate the stray horse or rider, and ranged weaponry in the center of the formation to whittle away at the enemy formation. Ideally, the infantry will also be at the top of a hill, and caltrops will be deployed en masse.

EFFECT
Least - Caltrops cover all solid surfaces in the area of effect, and attach themselves to walls and even ceilings. Treat these as standard caltrops, with the following exceptions. First, caltrops produced by the sigil of the horseman's bane cannot be picked up, for they are affixed to their surface of origin. Second, this rune's caltrops have an attack bonus equal to one-quarter the projecting runesmith's runesmith level, rounded down, minimum +0.
Greater - As Least, but whenever a creature takes damage from a caltrop, even if that damage is prevented by damage reduction, it explodes, dealing additional fire damage equal to the runesmith level of the projector to all creatures in a 5ft. radius. The creature to step on the caltrop is entitled to no saving throw, but all other creatures may make a Reflex save to negate. An individual creature may only cause a single explosion in this manner per round.

Sigil of the Leaky Construct

Type: Projection
School: Conjuration
Power Level: Least
Range: 60 feet
Area: 10ft. radius burst
Action to Activate: 1 standard action
Activation Cost: 1 inscription point
Activation Duration: 1 round/level

Constructs only make less of a mess than organic pets if they are maintained properly.

EFFECT
Least - The sigil of the leaky construct produces an area of slippery goo that functions as the grease spell.

Sigil of Segregation

Type: Projection
School: Abjuration
Power Level: Lesser, Grandmaster
Range: 30 feet
Area: 10ft. radius circle
Action to Activate: 1 full-round action
Activation Cost: Lesser 1 inscription point, Grandmaster 3 inscription points
Activation Duration: Lesser 1 hour/level (D), Grandmaster 1 day/level (D)

One of the oldest runes in existence is that of binding. Whether meant to keep a summoned demon in check or to ensure nothing untoward goes on the local graveyard, keeping the right thing out of the wrong place stops headaches and saves lives.

EFFECT
Lesser/Grandmaster - When inscribing this rune, choose good outsiders, evil outsiders, lawful outsiders, elementals, chaotic outsiders, undead, or aberrations. Creatures of the chosen type cannot enter or leave the area of the projection, though they may still perform ranged attacks through the boundary. A creature of the chosen type is considered to be under the effects of the dimensional anchor spell for the purpose of moving into or out of the projection by magical means. Once per day, a creature of the chosen type may attempt to overcome this ward. Make a runesmith level check (1d20 + projector's runesmith level) against the spell resistance of the creature in question. On a successful check, the creature fails to cross the boundary. Creatures without spell resistance may not attempt to overcome the ward.

Sign of the Elements

Type: Projection
School: Evocation (acid, cold, electricity, or fire)
Power Level: Least, Lesser, Greater, Grandmaster
Range: 60 feet
Area: 10ft. radius circle
Action to Activate: 1 standard action
Activation Cost: Least 1 inscription point, Lesser 2 inscription points, Greater/Grandmaster 3 inscription points
Activation Duration: 1 hour/level or until discharged (D)

One of the simplest shapes for magic to take is that of a raw element.

EFFECT
Least - When activating this rune, choose acid, cold, electricity, or fire. The next creature to step into the area warded by the sign of the elements takes 1d6 points of damage of the chosen type per runesmith level the projector possesses (maximum 5d6) with a Reflex save for half. A runesmith cannot activate this rune if he already has an instance of it active.
Lesser - As Least, but the maximum damage dealt by the rune is 10d6.
Greater - As Least, but the maximum damage dealt by the rune is 15d6.
Grandmaster - As Least, but the maximum damage dealt by the rune is 20d6.

Smoothing Sigil

Type: Projection
School: Conjuration
Power Level: Lesser
Range: 60 feet
Area: 60ft. cone
Action to Activate: 1 move action
Activation Cost: 1 inscription point
Activation Duration: 1 minute/level (D)

Farmlands that were once wild are typically bordered by stone fences. These stones, hauled from the interior of the property to its outermost edge, directly represents the first key improvement to a homestead. In order for man to exploit the land, he must first remove the detritus.

EFFECT
Lesser - A thick coating of a gray, generic material smooths over otherwise bothersome terrain. All difficult terrain within the area of effect of the smoothing sigil is no longer considered to be difficult terrain, but only if that terrain was considered difficult because of objects littering the area.

Stamp of the Hero

Type: Projection
School: Transmutation
Power Level: Lesser, Greater, Grandmaster
Range: 60 feet
Area: Lesser 5ft. radius circle, Greater/Grandmaster 10ft. radius circle
Action to Activate: Lesser/Greater 1 standard action, Grandmaster 1 swift action
Activation Cost: Lesser 1 inscription point, Greater 2 inscription points, Grandmaster 1 inscription point
Activation Duration: Lesser 2 rounds, Greater 1 round/level, Grandmaster 2 rounds

With the proper motivation, anyone can be a hero.

EFFECT
Lesser - The stamp of the hero grants all creatures within its area of effect the benefits of the haste spell.
Greater/Grandmaster - As Lesser, but only allies gain the benefits of the haste spell.

Stamp of the Laggard

Type: Projection
School: Transmutation
Power Level: Least, Lesser, Greater, Grandmaster
Range: 50 feet
Area: Least 10ft. radius circle, Lesser 5ft. radius circle, Greater/Grandmaster 10ft. radius circle
Action to Activate: Least/Lesser/Greater 1 standard action, Grandmaster 1 swift action
Activation Cost: Least 1 inscription point, Lesser/Greater 2 inscription points, Grandmaster 1 inscription point
Activation Duration: Least 1 round, Lesser 1 round/level, Greater 1 round/level, Grandmaster 2 rounds

Just as anyone can be a hero, anyone can also be a useless slob.

EFFECT
Least - The stamp of the laggard staggers all creatures that end their turn within its area of effect for 1 round. A Will save negates.
Lesser - The stamp of the laggard staggers all creatures that enter its area of effect with a Will save to negate. This stagger effect lasts for as long as the creature remains in the projection's radius, plus 1 round.
Greater - As Lesser, but only foes are staggered by the projection.
Grandmaster - As Greater, but staggered foes that end their turn within the area of effect of the stamp of the laggard are dazed until the beginning of their next turn. There is no saving throw against this dazing effect.

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