Alarm
Target Object: Door, portal, or container
Duration: 2 hours/caster level
Effect: Any creature that opens the portal or container this rune is scribed upon without speaking the password (determined by the Runic Trickster as he inscribes it) triggers an audible alarm, and anyone within 60 feet of the object can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
Disguise Self
Target Object: A mask, or a set of clothing.
Duration: 10 minutes per caster level
Effect: You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Endure Elements
Target Object: Blanket, cloak, or a garment that covers the torso and legs
Duration: 24 hours
Effect: You can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). Your equipment is likewise protected.
An Endure Elements rune doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Hold Portal
Target Object: Door or portal
Duration: 1 minute per caster level
Effect: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.
Hypnotism
Target Object: Hand mirror, or similarly-sized flat, clean, reflective object
Duration: 2d4 rounds
Effect: You are able to mimic the
Hypnotismspell, but you can only affect one creature. Roll 2d4; if you roll equal or higher than the target creature's hit dice, the effect succeeds.
Identify
MTarget Object: Goggles
Duration: instantaneous
Effect: You ascertain the magical properties of one object, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact.
Special: This rune must be written using ink with a crushed pearl (worth at least 100gp) mixed into it.
Mage Armor
Target Object: Armor or clothing
Duration: 30 minutes/ caster level
Effect: Your armor or clothing's armor bonus becomes +4 (or stays the same if it was already higher), and protects you against incorporeal attack. This effect entails no armor check penalty, arcane spell failure chance, or speed reduction.
Magic Aura
Target Object: Anything you can write on
Duration: one day per caster level
Effect: You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.
Protection From Chaos/Evil/Good/Law
Duration: 1 minute/caster level
Effect(s):
a) You gain +2 AC and +2 resistance bonus to saves against creatures of the specified alignment.
b) Attempts to mentally control you are suppressed for the duration of this rune's effect, regardless of the controller's alignment.
c) Creatures of the specified alignment cannot use natural weapons against you. This part of the rune's effect fades if you attack a creature of the specified alignment.
Shield
Target Object: Any shield
Duration: 1 minute/caster level
Effect: Your shield's AC bonus becomes +4 (or stays the same, if it was higher). In addition, your shield now protects you against incorporeal attacks and magic missiles. You do not incur any additional armor check penalties or arcane spell failure chance, and you do not require any additional shield proficiency.
Shocking Grasp
Target Object: Gloves, weapon or projectile
Duration: 1 round, see effect
Effect: If you a successful attack before the end of your next round, your attack deals 1d6 electric damage per caster level. If the target is wearing or made of metal, deal the electric damage if you would have succeeded on a touch attack but did not hit with the target's full AC.
Sleep
Target Object: Weapon or projectile
Duration: 1 round, see effect
Effect: If you a successful attack before the end of your next round, the first creature you hit after activating this effect is put to sleep if it has 4 HD or less.
True Strike
Target Object: Goggles
Duration: Instantaneous; see effect
Effect: If you make an attack before the end of your next turn, you gain a +20 insight bonus on the first attack. You are not affected by the miss chance imposed by concealment.