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BACKGROUND
This version of the Inscriber comes from the WOW RPG book More Magic and Mayhem, of which I have a copy. For those looking to use the Diabolist from the Palladium RPG, the Inscriber is a good way to go, even though most of the class's abilities is incredibly proprietary to the WoW world.
RULES
An Inscriber uses the magic of the written word. They use the patterns found in the world to use natural magic in arcane ways. The inscriber works with runes, sigils, and glyphs to create magic. An Inscriber has the following class features:
1st level -- Inscribe Runes: An inscriber has the ability to create and empower runes. Unlike the runemaster, he does not learn whole patterns; instead, an inscriber may prepare individual runes as though they were arcane spells. He keeps runes in his spellbook, just like other arcane spells.
Like other arcanists, the inscriber gains one free spell of his specialty per level; the inscriber chooses these spells from the runes he knows.
At the beginning of every day, when the inscriber prepares his spells, he may attune himself to a rune pattern from which he has prepared at least one rune.
4th Level—Lesser Runic Mysteries: The inscriber can cast any 0, 1st or 2nd-level wizard/sorcerer spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell.
8th Level—Runic Mysteries: The arcanist can cast any 3rd, 4th or 5th-level wizard/sorcerer spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell.
12th Level—Runic Attunement: The inscriber gains Runic Attunement as a bonus feat.
16th Level—Greater Runic Mysteries: The inscriber can cast any 6th, 7th or 8th-level wizard spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell.
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Arcane Spells as Runes
Inscribers learn, through the exploration of the runic mysteries, to cast certain arcanist spells as runes. This change has the following effects on such spells:
• The spell must be empowered into a rune, as runes are. The inscriber does this by creating spontaneous, scribed or permanent runes (see Chapter 2: Enchantments, Runes and Brews, “The Runic Art,” for details).
• The spell’s components change. Runes do not have verbal components, and have somatic components only if the original spell had them. All runes have the material/focus component, even if the spell does not — however, if the original spell possesses a material or focus component, casting that spell as a rune changes the nature of that material or focus to the runes themselves (as with other runes). The only exception is with material components (but not focuses) with a gold piece cost; such components must still be supplied.
• The spell’s range remains the same, unless the inscriber casts it as a spontaneous rune, in which case the range is touch.
• See Chapter 2: Enchantments, Runes and Brews, “The Runic Art,” Destroying Runes for details on destroying runes.
The following arcanist spells become marks: 0-level: detect magic, read magic, resistance; 1st-level: charm person, comprehend languages, disguise self, mana shield, protection from evil, shadow meld; 2nd-level: detect thoughts, invisibility, mirror image, reduce person*, resist energy, see invisibility, touch of idiocy; 3rd-level: clairaudience/clairvoyance, dispel magic (targeted), gaseous form, hold person, nondetection, suggestion, tongues; 4th-level: charm monster, confusion, dimension door, dimensional anchor, geas (lesser), invisibility (greater), locate creature, resilient sphere, stoneskin; 5th-level: break enchantment, dismissal, dominate person, hold monster, sending, telepathic bond; 6th-level: dispel magic (greater) (targeted), geas/quest, true seeing; 7th-level: insanity, scrying (greater), spell turning; 8th-level: sending, discern location, protection from spells.
The following arcanist spells become glyphs: 1st-level: identify; 3rd-level: nondetection; 5th-level: passwall; 6th-level: legend lore.
The following arcanist spells become sigils: 0-level: ghost sound, silent image; 1st-level: alarm; 3rd-level: dispel magic (area), major image; 4th-level: detect scrying, globe of invulnerability (lesser), phantasmal killer, reduce person (mass)*, solid fog; 5th-level: persistent image, wall of force; 6th-level: antimagic fi eld, dispel magic (greater) (area), suggestion (mass); 7th-level: banishment, hold person (mass), invisibility (mass), plane shift; 8th-level: telekinetic sphere.
• Arcanist spells not on the above lists cannot be cast as runes. Spells from other path lists cannot be turned into runes, either. The GM must determine what spells (if any) from the arcanist list that are not in the World of Warcraft RPG core rulebook may be turned into runes.
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OGL Section 15
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment
Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Lands of Confl ict Copyright 2004, Blizzard Entertainment
Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.

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Inscriber part 2:
Rules for Runes
Note: I do believe that the introduction to the Runic Art in More Magic and Mayhem is not OGC. So I am posting the rules on runes from the chapter "Enchantments, Runes, and Brews" from the book.
Empowering a rune means fl ooding it with arcane power, and the process is nearly identical to casting a spell. Runes are inert before their creator empowers them. Thus, rune magic is a two-part process: fi rst the caster creates the rune, and then, immediately or some time later, he empowers it. All characters with this ability are called rune-casters (just as all characters able to cast spells are spellcasters). Note that the character empowering a rune does not have to be the same character who created the rune, but she does have to be aware of the rune’s existence and know the rune pattern.
Armor’s arcane spell failure chance applies to rune empower attempts. While empowering a rune is akin to casting a spell, the two actions are very different. Where the normal arcane caster channels arcane power and shapes it through the use of gesture, word and material components, the rune caster simply shunts the energy into the pattern formed by the rune, serving as the channel between the energy and the rune.
This process defines the difference between rune casting and arcane spellcasting. Runecasting uses patterns that already exist in the world. Energy flows willingly into the patterns — these are the patterns that the energy itself created, duplicated on a smaller scale.
There are three kinds of runes: marks, glyphs and sigils. A mark is inscribed upon a creature, and each mark targets a single creature. A glyph is cast upon an object, and each glyph targets a single object. A sigil is placed upon an object or creature in order to create an effect in an area, with that object or creature at the center. Each sigil has an area that it affects.
Because the power of rune magic is dependent upon the pattern of the rune itself, the one thing that all rune effects have in common is the necessity for the rune to physically exist in order for the magic to take effect. Every rune can be used in one of three ways: as a spontaneous rune, as a scribed rune, and as a permanent rune.
Spontaneous runes are created when the rune-caster doesn’t have the time to properly scribe a rune on a surface (in combat, for instance). All rune-casters keep small pieces of wood or stone upon which they scribe the runes they know.
These small plaques cost almost nothing to create, and most rune-casters create them in their spare time, storing them with their material components. When casting a rune, the rune-caster touches one of these runestones or runesticks to the target and channels the power through the rune. The rune fades from the runestone and appears on the target, appearing to be burned onto non-living objects or etched in glowing lines onto the fl esh of creatures. While the quickest form of rune-making possible, spontaneous runes are also the most fragile (see “Destroying Runes,” below). Casting a spontaneous rune, unlike other runes, is only a one-step process: Placing the rune on the target and empowering it occur at the same time.
It is difficult to place a mark on an unwilling creature or his possessions. When using a spontaneous rune to do so, the rune-caster must make a melee touch attack that does not provoke an attack of opportunity from the target. Empowering a spontaneous rune changes the range of the rune to touch.
Scribed runes represent the preferred method of creating runes. Using a set of special paints, the rune caster can create a lasting rune. Because the rune exists upon the subject, none of the spell’s energy need be wasted in creating the rune, as is done with spontaneous runes. Creating a scribed rune takes 10 minutes + 1 minute per level of the rune.
The benefit of a scribed rune is that it is more difficult to destroy and dispel than a spontaneous rune, and the range is usually longer. Placing a scribed rune upon the body of a creature requires that the creature be willing or helpless, while placing such a rune upon an object requires that the rune-caster handles the object. Empowering a scribed rune is performed at normal the rune’s normal range (specifyed in the rune descriptions, below).
Scribed runes last for 1 day per caster level, or until empowered. After the rune’s empowerment ends (i.e., its duration expires), the rune fades away.
Permanent runes are runes that, once created, are nearly impossible to destroy, for their magic is such that even with the passage of time, the rune remains. Living flesh must be tattooed with the marks (though some orc runemasters are said to practice a form of ritual branding).
Most nonliving material is etched with a ritual stylus or set of special chisels. All of these require the use of materials that cost (level of the rune squared) x 10 gp, and require a Spellcraft check (DC 10 + the level of the rune). The rune-caster must also place a small part of his own spirit into the rune, investing it with 10 XP per level of the rune. This process takes 1 hour per level of the rune.
The benefit of a permanent rune is that it is more diffcult to destroy than a spontaneous rune. Thus, when the magic empowering the rune fades (i.e., its duration expires), the rune still exists on the target; the rune caster can empower it again. Placing a permanent rune upon the body of a creature requires that the creature be willing or helpless, while placing such a rune upon an object requires that the rune-caster handles the object. Empowering a permanent rune is performed at normal the rune’s normal range (specified in the rune descriptions, below).
Perhaps the primary downfall of rune-casting lies in the fact that it is unsubtle. Objects, places and people marked with runes are obvious, for the runes are sprawling, complex patterns that appear to be inked, etched, tattooed or seared into the surface of the thing they affect. A rune may be concealed beneath something (such as clothing for runes upon creatures, or behind a
tapestry for a rune etched into a wall), but if the rune is currently generating a magical effect, it gives itself away, for it glows with arcane energy. There are a variety of methods for detecting runes, as follows.
• Spot: When runes generate magical effects, they glow. The color depends upon the caster and the rune, but is often gold or silver. These runes are obviously magic and active. If the rune is concealed, a Spot check (DC 20 – the level of the rune) allows a creature to notice the glow or
see the effects of the rune in the air around the target. An empowered rune sometimes creates a strange rippling effect, like heat off of stone in the middle of a desert. Creatures must be within 15 feet of the rune in order to attempt this Spot check.
• Detect Magic: A detect magic spell reveals the presence of an empowered rune, though it does not reveal what specific effect is in place. It does grant a glimpse at the pattern of energy it forms, however, so that those who use detect magic may gain an idea of a rune’s pattern with
a Spellcraft check (DC 15 + the level of the rune).
Because the scribed pattern of the rune provides the pattern for the power to fl ow, destroying a rune can destroy the magic it creates. However, it is the nature of such patterns to be self-preserving — they are hard to destroy because the patterns are natural, and energy is
easily pulled into them. As a result, the runes themselves are diffi cult to destroy.
A rune has an Armor Class equal to the AC of the item or creature upon which it is placed, with a +2 size bonus. A rune has a hardness of 5, and a number of hit points equal to its level. A rune catches attacks in arcane streams of power, so attacking a rune deals no damage to the object or person upon which it is placed, unless the attack deals enough damage to destroy the rune (in which case the rune’s bearer takes the excess damage).
Spontaneous runes are easily destroyed in the fashion of other magic, through the use of dispel magic and similar spells. Additionally, destroying the rune itself (by reducing it to 0 hit points) dispels the effect.
Scribed and permanent runes are more difficult to destroy. The inks used to create them provide no great resistance until they are empowered, but once the rune is empowered, the inks regenerate for as long as the empowerment lasts. These runes gain the fast healing 1 ability when empowered. When they reach 0 hit points, they are destroyed and their effects dispelled.
Additionally, in order to use a dispel magic or a similar ability on a scribed or permanent rune, the rune must be damaged to below half its hit points. A dispelling effect that is two or more levels higher than the rune (such as greater dispel magic cast against a 4th-level rune) can
dispel it without this restriction. If the rune’s magic is dispelled in such a fashion, the rune is destroyed.
Counterspelling works normally on spontaneous runes. Scribed and permanent runes are harder to counter. A spellcaster (or rune-caster) can try to counter such a rune when it is empowered, but the rune’s caster level is considered to be 4 levels higher for these purposes. If the counter attempt succeeds, the rune itself still exists, just as if the empowerment attempt never occurred (and so the rune can be empowered later).
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OGL SECTION 15
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment

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Inscriber, Part iii
Rune Patterns
Ancient lore groups runes into rune patterns. In reality, each pattern is the two-dimensional depiction of an intricate network of ley lines located somewhere in the world. These patterns are incredibly complex, made up as they are of many lines and curves. Runes are the written representation of the paths that the ley lines follow around and through geographical features in magically powerful sites.
A character learns new runes the same way other characters learn new spells: by paying another rune caster. However, rune-casters who seek out runic sites (see below) may meditate on the fl ows of power to gain new understanding. The rune-caster may spend 5 XP and one day per level of the rune (3 XP and half a day for 0-level runes) in order to learn a new rune through this method.
Runic Sites
When a rune-caster is present at the site upon which a rune pattern is based, he is considered to be one level higher for the purpose of determining the effects of runes from the native pattern.
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RUNE PATTERNS
Pattern Name Site: This is the runic site from which the pattern is drawn. Remember that when a rune-caster is present at this site, he is considered to be one level higher for the purpose of determining the effects of runes within the pattern.
Attunement: This is the benefit a character gains when he attunes himself to the rune pattern. (See Chapter 1: Spell Slingers and Gear Grinders, for more information on this process.)
Pattern Name Runes
This section lists the runes that are part of the pattern.
Site: The awareness pattern would be found on the highest peak in the Inner Sea.
Attunement: If you use a rune from this pattern on
yourself, multiply the duration by 10.
Awareness Pattern Runes
0 Mark of Lesser Vision: Subject gains low-light vision.
1 Mark of Lesser Awareness: Subject gains a +10 insight bonus on next attack roll.
2 Mark of Awareness: Subject gains a +4 insight bonus to AC.
3 Mark of Vision: Subject gains dark vision and can see invisible objects.
4 Mark of Greater Awareness: Subject is alerted to magical eavesdropping.
5 Mark of Evasion: Subject gains improved evasion.
6 Mark of True Vision: Subject sees all things as they really are.
7 Mark of Sensing: Subject gains blindsight and scent.
8 Mark of Greater Sensing: Subject gains blindsight, scent and tremorsense.
9 Mark of Ultimate Awareness: Subject gains sixth-sense warnings of impending danger.
Site: The beast pattern is found in the Mwangi Expanse near lake Ocata.
Attunement: You may make a full attack when you charge a foe.
Beast Pattern Runes
0 Mark of the Cat: Subject gains a +5 bonus on next Agility-based skill check.
1 Mark of the Tiger: Natural weapon deals more damage.
2 Mark of the Beast: Subject gains +4 to Strength, Agility or Stamina.
3 Mark of the Badger: Subject fl ies into a rage.
4 Mark of the Lizard: Subject gains fast healing 3.
5 Mark of the Worgen: Target gains +4 to Strength, Agility and Stamina.
6 Mark of the Tortoise: Subject gains +5 natural armor and damage reduction 10/adamantine.
7 Mark of the Serpent: One natural weapon is endowed with venom sacs (1d10 Sta/1d10 Sta).
8 Mark of the Basilisk: Subject can make gaze attacks that turn creatures to stone.
9 Mark of the Dragon: Subject gains a breath weapon that deals 15d6 damage.
Site= The Flame Pattern is found in a volcano in the Cheliax border. The volcano acts as a portal to the Plane of Elemental Fire.
Attunement: You gain fi re resistance 10.
Flame Pattern Runes
0 Glyph of Warmth: Heats a metal object.
1 Glyph of Greater Warmth: Bearer becomes immune to cold weather effects.
2 Glyph of Searing: Item bursts into flame, dealing +1d6 fi re damage.
3 Mark of Flame: Subject gains fi re resistance 10.
4 Sigil of the Inferno: All fi re effects in the area are augmented.
5 Mark of Greater Flame: Target gains fire resistance 20.
6 Glyph of Greater Searing: Item bursts into flame, dealing +3d6 fi re damage.
7 Sigil of the Great Inferno: All fire effects in the area are greatly augmented.
8 Mark of the Ultimate Flame: Target gains immunity to fire.
9 Sigil of the Ultimate Inferno: All fire effects in the area are greatly augmented.