Rune of Swift Striking
The target gains +3 Initiative
The target gains +3 Initiative
The target friendly unit may perform a 6" Magical Move.
The target friendly unit may reroll failed to-hit rolls in Close Combat.
The target gains Stubborn and Immune to Psychology.
The target gains Hard Target and Distracting.
All to-wound rolls against the target receive a -1 modifier (multiple instances cast on the same unit do not stack).
Attacks made with a weapon engraved with this Rune gain Armour Piercing (6).
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Models on foot only. Attacks made with a Weapon engraved with this Rune gain Strength 10 when attacking targets with a Toughness of 5 or greater.
A weapon engraved with this Rune becomes a magical Great Weapon.
Attacks made with a weapon engraved with this Rune gain +1 Strength for each Rune of Might.
The wielder of a weapon engraved with this Rune gain Lightning Reflexes.
For each Rune of Quickening engraved on a weapon, the bearer strikes at +2 Initiative when using this weapon.
For each Rune of Fury engraved on a weapon, the bearer gains +1 Attack when wielding this weapon.
Attacks made with a weapon engraved with this Rune gain Flaming Attacks.
Successful to-wound rolls against the wearer of an armour engraved with this Rune must be rerolled.
The wearer gains +1 Toughness, up to a maximum of Toughness 6.
An armour engraved with this Rune allows the wearer to reroll failed Armour Saves.
The wearer gains +1 Wound.
The wearer gains Magic Resistance (1) or increases this effect by +1 per Rune, up to Magic Resistance (4). This does not increase the Magic Resistance inherited from another model in the unit.
The wearer gains Innate Defence (6+). One additional rune may be used to increase this effect to (5+).
The wearer gains Impact Hits (+1).
One Use Only. May be activated at the beginning of any Movement Phase. Friendly units within 6" gain Devastating Charge for the duration of the Player Turn.
The bearer gains Breath Weapon (Strength 4, Flaming Attacks, Magical Attacks).
One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the wearer gains Stubborn.
The bearer gains Fear.
One use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing this rune, friendly models cannot cast Bound Spells nor can any friendly models carry Arcane Runes.
A talisman engraved with a Rune of Shielding grants the bearer a Ward Save (6+) or increases the Ward Save on this model by +1 per rune. This Rune stacks only with itself and/or Shield Wall, up to a maximum of 4+ (this does not affect the interaction with Magic Resistance).
The bearer gains Scout and Ambush but may not be mounted on a War Throne.
The bearer gains Fireborn.
One use only. The bearer may choose to use this rune instead of making a Dispel Attempt. The spell is automatically dispelled.
The Dwarven Hold player gains a +1 modifier to Channel rolls and the opponent suffer a -1 modifier to Channel rolls.
At the end of a friendly Magic Phase, the bearer may save one unused Magic Dice and add it to the pool of Magic Dice in the next Magic Phase (immediately after rolling Magic Flux).
The bearer gains a +1 modifier to all dispel rolls and all casting rolls when casting Bound Spells (this overrides the normal restriction of not adding casting modifiers to Bound Spells).
One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is cast as normal but is afterward lost and cannot be cast again for the rest of the game. This rune cannot be combined with the Rune of Denial on the same item.
Units charging the bearer’s unit suffer a -D6" modifier to their Charge Range. Roll for each unit that charges the bearer's unit, before moving any unit. This can cause a failed charge. This has no effect on Pursuit or Overrun Moves.
All friendly units within 6" of the bearer gain a Ward Save (5+) against Shooting Attacks.
The bearer’s unit gains Vanguard.
The target instantly suffers D6 Strength 6 hits with Lightning Attacks. The target cannot use Flying movement for the duration of the spell.
The target instantly suffers 2D6 Strength 4 hits. Units who suffer at least one wound from this Runic Bound Spell suffer a -1 to-hit modifier in Close Combat and treat all terrain (includingOpen Terrain) as Dangerous Terrain (1).
Choose one spell with Duration: Lasts One Turn or Remains In Play affecting the target. The spell immediately comes to an end.