
Armor with this rune protects its wearer against the elements.Master: Your maximum Health increases by +15.Journeyman: Your maximum Health increases by +10.Novice: Your maximum Health increases by +5.This rune fills you with vigor an stamina.Master: As Novice, but the GM increases the total by 30%.Journeyman: As Novice, but the GM increases the total by 20%.
Novice: Once per session, after an encounter with a monetary treasure that the GM gives your party, you may petition to the GM to increase this currency total by 10%. This rune seems to bring wealth to the wearer. Master: You receive a +3 bonus on Constitution tests. Journeyman: You receive a +2 bonus on Constitution tests. Novice: You receive a +1 bonus on Constitution tests. Master: As Novice, but the bonus against these effects is +3. Journeyman: As Novice, but the bonus against these effects is +2. Novice: Against effects or powers that would change your Speed or dictate which actions you may take (such as the Stunning Attack Rogue power, the Winter’s Grasp spell, the Petrify spell, etc), you gain a +1 bonus on tests to resist them. Armor with a Rune of Control seems to move as the wearer desires, pulling them forward when they otherwise couldn’t move. Master: You receive a +3 bonus on Dexterity tests. Journeyman: You receive a +2 bonus on Dexterity tests. Novice: You receive a +1 bonus on Dexterity tests.
This rune fills you with greater coordination. Some may be found in tomes, some may be revealed by Veilfire, and others may be molded by masters of the rune-crafting trade.Īsk your GM if these 15 new runes are available in your campaign! Armor Runes Rune of Alacrity The following are not exactly new runes, but runes from all Dragon Age titles that can be adapted to your Dragon Age games! They are made in the same manner as the runes in the Core Rulebook, but their schematics may require adventures or gold to find. While the Core Rulebook includes the most common Armor and Weapon Runes, there are more yet to be found!