Runesmiths uncover the secrets of creating runes and imbuing them with magical power. They typically adorn their weapons and armor with such marks, which flare with power when they cast a spell. Most runesmiths learn their techniques from the dwarfs, who it is said developed the tradition from the language of the gods.
Level 7 Runesmith
Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language or add a profession.
Magic You discover the Rune tradition or learn one Rune spell.
Sigils of Power You can use an action to inscribe a sigil on a suit of armor you wear or a weapon you hold. The sigil lasts for 1 minute or until you use this talent again.
Until the effect ends, whenever you cast a Rune attack spell, attacks with the weapon bearing the sigil deal 1d6 extra damage for 1 round. As well, when you cast a Rune utility spell, the armor bearing the rune grants you a +1d3 bonus to Defense that lasts for 1 round.
Level 10 Runesmith
Characteristics. Health +2
Magic You learn one spell.
Mighty Sigils When you use the Sigils of Power talent, the sigil lasts for 1 hour or until you use that talent again.