Rune Blasting Dwarf


Homebrew and House Rules

Grand Lodge

One of my players is a Forgemaster and wanted some more spells that had a rune/glyph theme.

He wanted to use Glyph of Warding to inscribe crossbow bolts to do damage but I didnt see it as how the spell works. Instead I offered up this new spell as a replacement.

Elemental Glyph
School abjuration; Level cleric3;

CASTING
Casting Time 1 round
Components V, S

EFFECT
Range touch
Target Melee Weapon or Single Ammunition touched
Duration 1 minute/ level or until discharged (D)
Saving Throw None; Spell Resistance yes;

Elemental Glyph inscribes a weapon or ammunition with a Glyph that discharges damage on impact. Elemental Glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the target hit. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Spell resistance applies against this effect.

Is this suitable for a level 3 cleric spell, and does anyone know of any more rune/glyph based cleric spells.


I dont have a lit of experience with custom spells, but most glyph and symbol spells are usually spells set on a specific spot that trigger when soneone crosses or comes near them. This seems more like something an Arcane Archer or Spellslinger would do

Grand Lodge

The spell does not seem to out there. The damage is fine for a 3rd level spell, though I'm not so sure about the lack of a save. Also, the fact that you get to choose the damage type, and sonic is in the list, is pretty potent. I suppose it is offset some by the fact that it requires a regular attack roll. One big flaw is the school of magic. This is a purely offensive spell that does elemental damage. I would say that safely shifts it from abjuration to evocation.

As to flavor, that is a tough call. Rune-like spells tend to be more defensive in nature, used as traps and wards. If you are looking for inspiration to create rune magic I would suggest reading the Twilight Giant trilogy. It is a forgotten realms series, and one of the main characters is a rune caster.

Grand Lodge

Thanks for the advice.

I looked at both Searing Light and Glyph of Warding for damage and effects I will change it from Abjuration to Evocation.

Searing Light had the added effect of dealing more damage to undead and I thought that letting the caster choose what damage to use at casting, along with a 1 round cast time, would balance out. Its more for using in preperation before fights.

I may add to it that the glyph becomes dormant if the weapon leaves your possession. To stop everyone in the party having a glyphed weapon at the start of battle.

Also thinking about designating the elemental damage type at the time of preparing, like the Protection From.... spells.

Grand Lodge

This is what I have ended up with.

Elemental Glyph of Acid/Cold/Electricity/Fire
School evocation; Level cleric 3;

CASTING
Casting Time: 1 standard action
Components: V, S

EFFECT
Range: touch
Target: Weapon or Single Ammunition touched
Duration: 1 hour/ level or until discharged (D)
Saving Throw: reflex save for half; Spell Resistance: yes;

Elemental Glyph inscribes a weapon or single ammunition with a Glyph that explodes on impact. Elemental Glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the first target hit. This damage is acid, cold, electricity, or fire (caster's choice, made made when the spell is prepared). A caster may only have one Elemental Glyph active at any one time. Spell resistance applies against this effect.

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