Monday, September 1, 2014

Compendium Arcanum, Volume 2: 1st-Level Spells

The second PDF in my multi-vairable spells series, Compendium Arcanum, Volume 2: 1st-Level Spells, is now available from d20pfsrd Publishing. It is available on d20pfsrd, Paizo, DriveThruRPG, and RPGNow.

Tuesday, August 26, 2014

Unearthed Errata: The Runeblade

by Tim Wallace and Tarnah Wright

When I began upon the path of converting bits of Arcana Evolved to Pathfinder, I was pretty sure that I wanted to convert the runeblade class from Monte Cook's Collected Book of Experimental Might, (which is an amalgam of the the mageblade and runethane classes from AE), rather than individual conversions of the classes it is drawn from. This is, in part, because I dislike converting spellcasting classes. Another reason is because the magus class already fills most, and maybe even all, of the holes they mageblade would in Pathfinder, so conversion of the mageblade seemed a bit redundant. (This does not mean that I won't come back and convert it as an archetype for the magus at some point.) Finally, I feel that the runeblade really does a good job of pulling the best parts of the two classes it is replacing.

Runeblade
Scorned by sorcerers and wizards, runeblades are looked down as cheating bastards within the magical society. But who wants to spend decades studying dusty tomes and memorizing spells when you can draw a symbol on your armor and achieve the same effect? Ever since runes were discovered to hold the same powers as the spells that mages cast at each other, there was a small group of fighters who saw the advantage of using this easy magic to boost their skills in combat. They were the first runeblades.
From adding elemental damage to their weapons to elemental resistance to their armor, conjuring monsters, communication spells and teleportation, and even healing, runeblade magic focuses on mostly combat with some support abilities.
Role: Runeblades are the synthesis of magic and combat. A high Intelligence is crucial for runeblades for it affects how many runes they can create in a day. Most of their runes are combat oriented, although there are a few that are useful in a team, they are not built to be a main support role.
Alignment: Any.
Hit Die: d10.

Class Skills
The runeblade’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.

Table: Runeblade
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+0
+2
Lesser rune, runes, runic weapon
2nd
+2
+0
+0
+3
Lesser rune
3rd
+3
+1
+1
+3
Lesser rune
4th
+4
+1
+1
+4
Lesser rune
5th
+5
+1
+1
+4
Lesser rune
6th
+6/+1
+2
+2
+5
Advanced rune
7th
+7/+2
+2
+2
+5
Advanced rune
8th
+8/+3
+2
+2
+6
Advanced rune
9th
+9/+4
+3
+3
+6
Advanced rune
10th
+10/+5
+3
+3
+7
Advanced rune, familiarity with magic
11th
+11/+6/+1
+3
+3
+7
Greater rune
12th
+12/+7/+2
+4
+4
+8
Greater rune
13th
+13/+8/+3
+4
+4
+8
Greater rune
14th
+14/+9/+4
+4
+4
+9
Greater rune
15th
+15/+10/+5
+5
+5
+9
Greater rune
16th
+16/+11/+6/+1
+5
+5
+10
Rune of power
17th
+17/+12/+7/+2
+5
+5
+10
Rune of power
18th
+18/+13/+8/+3
+6
+6
+11
Rune of power
19th
+19/+14/+9/+4
+6
+6
+11
Rune of power
20th
+20/+15/+10/+5
+6
+6
+12
Ultimate rune

Class Features
All of the following are class features of the runeblade.
Weapon and Armor Proficiency: A runeblade is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Runes: Runes resemble arcane symbols. They are usually meaningless to anyone without the Knowledge (arcana) skill. Runeblades apply runes by magically drawing a symbol on an object, a surface, or a creature. No rune can be used more than once per hour.
There are three kinds of runes: touch-trigger runes, applied runes, and enchanted object runes.
·         A touch-trigger rune is placed upon an object, a surface, or even a creature. Basically, a rune can cover a surface as small as 1 inch square and as large as 10 feet square; multiple runes can cover a much larger area. The first creature that touches the object, surface, or creature bearing the rune triggers the effect immediately. Touch-trigger runes last until triggered, dispelled, or erased by the runeblade. If circumstances result in a creature triggering more than one touch-trigger rune at once, only the most powerful one takes effect. The others are triggered but have no effect. A runeblade can choose to create a touch-trigger rune as a visible rune or as invisible.
·         Applied runes require the runeblade to apply the rune to immediately activate its effects—usually related to the object, surface, or creature the rune is placed upon. Applied runes last only as long as their effects.
·         Enchanted object runes require the runeblade to apply the rune to an object no larger than himself. These imbue the item bearing the rune with a magical ability. Enchanted object runes last for one day per runeblade level.
Triggering identical runes at the exact same time negates both runes. For example, while two different doors can bear a rune of conjuring, if one door has two runes of conjuring on it, neither rune functions unless they are placed so that there is no way someone could trigger both of them at once. Likewise, a runic weapon cannot have two lesser elemental runes on it.
Each rune is worth 1 point or more; a runeblade may have only a certain number of points worth of runes in effect at any given time. That number is called his total rune value. A runeblade’s total rune value is equal to his runeblade level + his Intelligence modifier (minimum 2).
Runes come in varying power levels, each with its own associated value: Lesser runes each have a value of 1, which counts against this total. Advanced runes each have a value of 2, greater runes a value of 3, and runes of power a value of 4.
Anyone looking upon a visible rune can determine what it does by making a Knowledge (arcana) check. The check’s Difficulty Class is 15 for lesser runes, 18 for advanced runes, 21 for greater runes, 25 for runes of power, and 30 to identify the ultimate rune and what it does.
Erase Rune (Sp): At 1st level, a runeblade can attempt to erase the runes he encounters. He can always erase his own runes without fail. If the rune was created by another runeblade, he can make a level check (d20 + the runeblade’s level + the runeblade’s Intelligence modifier; DC 10 + creator’s level) to erase it. An advanced rune adds +4 to this Difficulty Class, a greater rune adds +6, a rune of power adds +8, and the ultimate rune adds +10. Erasing a rune you created is a standard action; otherwise, it takes a full minute. A runeblade must know a rune’s location in order to erase it, locating invisible runes prior to attempting to erase them.
Sense Rune (Su): At 3rd level, a runeblade can make a level check (d20 + runeblade’s level + Intelligence modifier) to sense whether an invisible or otherwise hidden rune lies within 10 feet of him. The Difficulty Class for the check is 11 + the creator’s level. It takes a standard action to sense a rune. After a round of sensing, the runeblade can sense the direction of the closest unknown rune. A runeblade who spends another round sensing can determine the rune’s strength (lesser, advanced, etc.) This ability also works with runic spells, such as glyph of warding or symbol spell, in which case the runeblade learns the spell level in place of rune strength.
Invested Rune (Su): At 5th level, a runeblade can create an invested rune that doubles the duration, damage, or healing of a rune he already knows. Some runes, such as a rune of communication, gain no benefit from being invested. An invested rune costs double toward the runeblade’s total rune value.
Password (Su): At 10th level, a runeblade develops a special password for his runes. Now, he and anyone who knows the password can touch a touch-trigger rune without triggering it. This means, for example, that a runeblade could create a rune of affliction on his runic weapon and then pick it up safely, allowing him to strike a foe and also affect the foe with the rune of affliction. The runeblade may choose to have a different password for different runes or allow them all to use the same one. He can give the passwords to others; however the only weapon he can mark with password-protected runes is his own runic weapon. Also, the password does not render the runeblade or anyone else who knows the password immune to the effects of the rune once triggered. If the runeblade stands within the area of a rune of blasting triggered by someone else, he still suffers damage.
Inscribe Rune (Su): At 15th level, a runeblade can make one of his own runes permanent. Creating an inscribed rune requires one hundred times the normal amount of time. In addition, it calls for 1,000 gp worth of valuable inks or materials for a lesser rune, 4,000 gp for an advanced rune, 10,000 gp for a greater rune, 22,000 gp for a rune of power, and 50,000 gp for the ultimate rune. The rune can still be erased, but otherwise it never fades. Thus, a touch-trigger rune triggers every time someone touches it (no more than once per round), and an enchanted object rune never loses its enchantment. Applied runes cannot be inscribed. Inscribed runes still count toward the runeblade’s total rune value.
Lesser Runes (Sp): Each time the runeblade gains this ability (at 1st through 5th levels), he learns a new lesser rune from the list below. Each lesser rune he creates counts as 1 point toward his total rune value. Creating a lesser rune is a full-round action.
Rune of Affliction: This touch-trigger rune blasts the target for 1d6 points of acid, cold, electrical, or fire damage + 1 point per runeblade level. A Reflex saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) reduces the damage by half. The runeblade chooses the element when creating the rune.
Rune of Armor: Anyone affected by this applied rune gains a +4 armor bonus to Armor Class or a +1 enhancement bonus to the AC provided by existing armor. This effect lasts for one hour per runeblade level.
Rune of Conjuring: When touched, this touch-trigger rune summons a monster from the summon monster II list, chosen by the runeblade at the time of creation. The monster attacks the creature that triggered the rune for 1 round per runeblade level (or until destroyed). If the runeblade triggers the rune, he can command the summoned creature and it automatically obeys, even if it does not understand the character’s language. A runeblade using the invested rune ability can choose the monster from the summon monster III list instead of doubling the effect’s duration.
Lesser Elemental Rune: Applied to the runeblade’s runic weapon (see below), this enchanted object rune inflicts 1d6 points of additional acid, cold, electrical, or fire damage on a successful strike. It is usable once per level during the duration; the runeblade decides whether to use it at the beginning of his turn (although the rune is not used until he successfully strikes with the weapon). It functions only on the runeblade’s runic weapon and no others. The runeblade chooses the element when creating the rune.
Rune of Locking: This is an enchanted object rune. It seals a door, lid, or other portal like an arcane lock spell.
Rune of Protection: This enchanted object rune grants a +1 luck bonus to the runeblade’s armor or shield. This luck bonus works like an armor enhancement bonus, except that it stacks with enhancement bonuses and it functions only on the runeblade’s armor or shield. Like all enchanted object runes, it lasts one day per class level.
Rune of Rest: Anyone affected by this applied rune heals at double the rate she normally would. This effect lasts for twenty-four hours while the subject rests.
Rune of Sleep: This touch-trigger rune requires one who touches it to succeed at a Will save (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) or fall asleep for 1d4 rounds. The target must have Hit Dice equal to or fewer than the runeblade’s; otherwise he merely becomes dazed for 1d4 rounds. This is an enchantment (compulsion) effect as well as a sleep effect.
Rune of Warding: This touch-trigger rune has two different powers. If placed upon an object, it is a trap that forces the victim to drop the object and not touch it again for one day per class level, unless she succeeds at a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier). If the rune is placed upon a surface, the victim instead refuses to cross over or come within 10 feet of the surface for one day per class level, unless successful in the saving throw. This is an enchantment (compulsion) effect as well as a fear effect.
Runic Weapon (Su): At 1st level, a runeblade selects a bladed weapon that he is proficient with and inscribes it with personal runes to make it his runic weapon. A runeblade can have only one such weapon, and it must be a physical weapon (not the creation of a spell), although it can be enhanced with magic already. The weapon does not have to be masterwork to use it as a runic weapon, but if the runeblade ever wants to enhance it with weapon special abilities, such as keen or dancing, it must be masterwork. At 3rd level, the runic weapon ability provides enough of an enhancement bonus to give the weapon special abilities without first giving it at least a +1 enhancement bonus using the normal item creation rules.
As a runeblade increases in level, his runic weapon gains power. A runic weapon is independently conscious but features some personality traits reflecting its wielder. A runic weapon always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder's goals, but not always without argument or backlash.
A runeblade can create a new runic weapon, but this results in the destruction of the previous one, if it still exists.
Advanced Runes (Sp): Each time the runeblade gains this ability (at 6th through 10th levels), he learns a new advanced rune from the list below. Each advanced rune he creates counts as 2 points toward his total rune value. Unless otherwise noted, creating an advanced rune is a full-round action.
Hand Rune: With this enchanted object rune, the runeblade can summon an object from any distance as a standard action. The object teleports to the runeblade’s hands. The object must weigh no more than the runeblade can lift over his head. This is a teleportation effect.
Rune of Advanced Conjuring: When touched, this touch-trigger rune summons a monster from the summon monster IV list, chosen by the runeblade at the time of creation. The monster attacks the creature that triggered the rune for 1 round per runeblade level (or until destroyed). If the runeblade triggers the rune, he can command the summoned creature and it automatically obeys, even if it does not understand the character’s language. A runeblade using the invested rune ability can choose the monster from the summon monster V list instead of doubling the effect’s duration.
Rune of Augmentation: This applied rune grants a creature a +2 enhancement bonus on an ability score of the runeblade’s choosing. The bonus lasts for ten minutes per runeblade level.
Rune of Blasting: If touched, this touch-trigger rune explodes with elemental fury, inflicting 1d6 points of acid, cold, electrical, or fire damage per runeblade level (10d6 maximum) to all within 10 feet. A successful Reflex saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) reduces the damage by half. The runeblade chooses the element when creating the rune.
Rune of Charming: Anyone touching this touch-trigger rune must attempt a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier). If unsuccessful, the target reacts to the runeblade for one minute per class level as if the runeblade’s Charisma score had a +10 bonus. If the runeblade is not within sight of the target creature, there is no effect. This is an enchantment (charm) effect.
Rune of Communication: Two or more of these enchanted object runes must exist for any of them to function. Anyone holding an object bearing this rune can communicate telepathically with anyone else with one of these runes within 1 mile. The runes must all be created by the same runeblade in order for any of them to function.
Rune of Enrichment: This enchanted object rune grants a +1 luck bonus to the runeblade’s runic weapon. This luck bonus works like a weapon enhancement bonus, except that it stacks with enhancement bonuses and it functions only on the runeblade’s runic weapon.
Rune of Fear: Anyone touching this touch-trigger rune must succeed at a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) or drop what he is holding and flee for 1 round per runeblade level. He then acts as though affected by a rune of warding for one day per runeblade level. This is an enchantment (compulsion) effect as well as a mind-affecting fear effect. A runeblade must have rune of warding before choosing rune of fear.
Rune of Healing: Anyone touching this touch-trigger rune is filled with positive energy that heals 1d6 points of damage + 1 point per runeblade level. Undead that touch the rune suffer 1d6 points of damage. A single creature cannot be healed more than once per day by a rune of healing.
Rune of Shielding: This applied rune creates a magical shield surrounding the runeblade like a shimmering aura. This shield provides a +2 deflection bonus to AC and CMD per four class levels and does not require the runeblade to wield it as a shield (he keeps both hands free). A rune of shielding can be created once per day as an immediate action, lasts for 1 round per runeblade level, and only functions for the runeblade.
Rune of Slicing: This enchanted object rune grants a runeblade’s runic weapon the keen special weapon quality. It functions only on the runeblade’s runic weapon and no others.
Familiarity With Magic (Ex): At 10th level, the runeblade gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, he gains a +2 competence bonus to AC and CMD against spells with attack rolls.
Greater Runes (Sp): Each time the runeblade gains this ability (at 11th through 15th levels), he learns a new greater rune from the list below. Each greater rune he creates counts as 3 points toward his total rune value. It takes one minute to create a greater rune.
Rune of Confusion: This touch-trigger rune affects not only the person touching it but all within 10 feet of that person. Everyone in range must succeed at a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) or stand dazed for 1d10 rounds, unable to act except to defend themselves.
Rune of Dominion: This applied rune is placed upon a living humanoid creature. After it is placed, the creature must succeed at a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) or it is dominated (as per the dominate person spell) for one hour per runeblade level. This is an enchantment (compulsion) and mind-affecting effect. This rune is used to best effect on an unconscious, incapacitated, or duped target.
Rune of Durability: This enchanted object rune adds 10 to the hardness of the object that bears it. The rune can be made invisible.
Rune of Elemental Armor: This enchanted object rune can be placed on either the runeblade’s armor or his shield. The rune gives the armor or shield and its wearer 10 points of acid, cold, electrical, or fire resistance. The runeblade chooses the element when he creates the rune. This rune functions only on the runeblade’s armor or shield.
Rune of Elemental Weapon: This enchanted object rune can be placed on the runeblade’s runic weapon. The weapon inflicts an extra 1d6 points of acid, cold, electrical, or fire damage each time it strikes. The runeblade chooses the element when he creates the rune. This rune functions only on the runeblade’s runic weapon.
Rune of Ghosts: This enchanted object rune grants the runeblade’s runic weapon the ghost touch special weapon quality. It functions only on the runeblade’s runic weapon and no others.
Rune of Greater Conjuring: When touched, this touch-trigger rune summons a monster from the summon monster VI list, chosen by the runeblade at the time of creation. The monster attacks the creature that triggered the rune for 1 round per runeblade level (or until destroyed). If the runeblade triggers the rune, he can command the summoned creature and it automatically obeys, even if it does not understand the character’s language. A runeblade using the invested rune ability can choose the monster from the summon monster VII list instead of doubling the effect’s duration.
Rune of Resistance: The creature or object upon which this applied rune is placed gains damage reduction for one minute per runeblade level. At 11th level, the runeblade can choose to grant DR 15/magic, DR 10/cold iron, DR 10/silver, or DR 5/adamantine. At 16th level, the runeblade can choose to grant DR 15/cold iron, DR 15/silver, or DR 10/adamantine.
Rune of Understanding: This enchanted object rune allows all those hearing the words of the object’s wielder to understand them as if the words were spoken in their native tongue.
Runes of Power (Sp): Each time the runeblade gains this ability (at 16th through 19th levels), he learns a new rune of power from the list below. Each rune of power he creates counts as 4 points toward his total rune value. It takes one minute to create a rune of power.
Rune of Dancing: This enchanted object rune grants the runeblade’s runic weapon the dancing special weapon quality. It functions only on the runeblade’s runic weapon and no others.
Rune of Devastation: If touched, this touch-trigger rune explodes with elemental fury, inflicting 1d6 acid, cold, electrical, or fire damage per runeblade level (20d6 maximum) to all within 20 feet. A successful Reflex saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) reduces the damage by half. The runeblade chooses the element when creating the rune.
Rune of Energy: This enchanted object rune grants the runeblade’s runic weapon the brilliant energy special weapon quality. It functions only on the runeblade’s runic weapon and no others.
Rune of Repose: This applied rune, placed upon any living creature, lasts until triggered. When that creature is affected by something (a spell or attack) that normally would kill it, the rune has a chance of storing the creature’s soul safely. This effect keeps the body in a coma when it would have died, allowing it to “come back to life” (with no level loss) upon receiving magical healing. The chance of functioning is equal to double the runeblade’s level on a roll of percentile dice.
Rune of Transformation: This applied rune can be placed only upon a willing creature. The rune functions as the greater polymorph spell, except that its duration is reduced to 1 round per runeblade level.
Rune of Transport: When this applied rune is completed, the creature or object that bears it vanishes, teleporting instantly and safely to a location known to the runeblade (one that he has physically visited himself) within 10 miles per class level. Unwilling creatures can attempt a Will saving throw (DC 10 + 1/2 the runeblade’s level + the runeblade’s Intelligence modifier) to resist the transport. This is a teleportation effect.
Rune of True Conjuring: When touched, this touch-trigger rune summons a monster from the summon monster VIII list, chosen by the runeblade at the time of creation. The monster attacks the creature that triggered the rune for 1 round per runeblade level (or until destroyed). If the runeblade triggers the rune, he can command the summoned creature and it automatically obeys, even if it does not understand the character’s language. A runeblade using the invested rune ability can choose a monster from the summon monster IX list instead of doubling the effect’s duration.
Ultimate Rune (Sp): The ultimate rune does not count against a character’s total rune value. It takes ten minutes to create the ultimate rune. This touch-trigger rune, once triggered, can replicate the effects of any spell of 8th level or below, with the same duration, area, range, and so forth. It can also duplicate any spell with the word “rune,” “glyph,” “mark,” or “symbol” in the title. The runeblade can have only one ultimate rune in existence at a time. The ultimate rune cannot be invested, but it can be inscribed and given a password.

Runic Weapon Basics
A runic weapon is bonded to a particular runeblade, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the runic weapon. It starts at 10 and increases by 1 for every two levels of the runeblade (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the runeblade increases in level, so do the Wisdom and Charisma of the runic weapon. These abilities start at 6 and increase by 1 for every two levels of runeblade.
Ego: A runic weapon starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Runic Weapon Progression below. In cases where a wielder and the runic weapon come into conflict, like any intelligent item, a runic weapon can attempt to exert its dominance using the rules for intelligent items against characters. Due to its flexible and powerful nature, a runic weapon has a nonstandard ego progression.
Languages and Skills: A runic weapon starts with Common as a language. As the runic weapon increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A runic weapon is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its runeblade, even if the runeblade is not currently wielding the runic weapon.

Table: Runic Weapon Progression
Runeblade Class Level
Enhancement Bonus
Int
Wis/Cha
Ego
Special
1st–2nd
10
6
5
Empathy
3rd–4th
+1
11
7
6
Telepathy
5th–6th
+2
12
8
8
Runic weapon defense
7th–8th
+2
13
9
10
9th–10th
+3
14
10
12
Summon runic weapon
11th–12th
+3
15
11
14
Slice through wardings
13th–14th
+4
16
12
16
15th–16th
+4
17
13
18
Spell parry
17th–18th
+5
18
14
22
Slice through spells
19th–20th
+5
19
15
24

Runic Weapon Ability Descriptions: A runic weapon has special abilities (or imparts abilities to its wielder) depending on the wielder's runeblade level. The abilities are cumulative. A runic weapon normally refuses to use any of its abilities when wielded by anyone other than its runeblade, and acts as a masterwork weapon of its type.
Empathy (Su): The runic weapon gains a small modicum of sentience via the runes. It has a very basic empathic link with the runeblade, so the character always knows where the weapon is (distance and direction).
Telepathy (Su): While a runeblade is wielding or carrying his runic weapon, he can communicate telepathically with the blade in a language that the runeblade and the runic weapon share.
Runic Weapon Defense (Su): Starting at 5th level, the runic weapon—unless the runeblade mentally commands it not to—strikes at anyone other than the runeblade who picks it up or attempts to use it. The weapon strikes once per round until dropped, using the runeblade’s attack bonuses. Resolve the attack as if the runeblade were wielding the weapon.
Summon Runic Weapon (Su): Beginning at 9th level, the runeblade can summon his runic weapon to his hand as a standard action. The weapon can be up to 10 miles away per class level, although if it is in someone else’s possession or in a locked room, the runeblade must make a level check (d20 + the runeblade’s level + the runeblade’s Intelligence modifier; DC 25) to summon it. Starting at 14th level, this summons becomes a free action, usable once per round.
Slice Through Wardings (Su): Once per day per class level, starting at 11th level, the runeblade can make a single attack with his runic weapon that ignores all a foe’s magic-based protections (Armor Class bonuses, stoneskin, and so on). The runeblade cannot use this ability to ignore spells or effects that take effect when a foe is attacked, like fire shield. The character must declare his use of this ability before making the attack.
Spell Parry (Su): A 15th-level and higher runeblade gains the ability to parry spells (and spell-like effects) with his runic weapon in hand. Only spells targeting the runeblade alone can be parried—not area spells or spells targeted elsewhere. To parry, the runeblade must use an immediate action to make an attack roll opposed by the spellcaster’s caster level check. If the runeblade’s roll is higher, the spell fails to affect him at all. The runeblade can only parry spells he is aware of; spells from invisible casters or those using mental-action-only casting cannot be parried. A runeblade can parry no more than one spell in a round.
Slice Through Spells (Su): Once per day beginning at 17th level, the runeblade can strike a non-Instantaneous spell effect or creation (a summoned monster, a wall of fire, an illusion, an area of obscuring mist, and so on) with his runic weapon and dispel it as if he had cast dispel magic using his class level as the caster level. A runeblade cannot dispel effects on a creature (like charm person or alter self), only “stand-alone” effects. Even spells not normally subject to dispel magic can be affected.