"No true Dwarf has truck with that kind of wild magic, oh no! In the olden days our ancestors realised the perils of dabbling with the forces of magic in its raw form, and they knew best. Runes they made, powerful runes to capture the magic, not let it float about all willy-nilly where it could do no end of harm. Everything had runes on in them days, not like now where they're something rare and special. Even had me a rune-lamp once, and a rune-cloak, but now there isn't the Runesmith who can make 'em."
- —Durgrim Redmane, Hammerer[4a]

A runesmith inscribing runes upon a weapon
Rune magic is a unique form of magic-manipulation used almost exclusively by Dwarf runesmiths. While it is a well-known fact that Dwarfs are resistant to magic, few denizens of the Old World understand Grungni's folk are fundamentally incapable of using magic as wizards do. While Elves and Men can perceive and use the Winds of Magic, Dwarfs cannot. They cannot develop any witchsight, they cannot learn to channel magic, and they cannot cast spells in the traditional way. However, this does not mean Dwarfs are bereft of magic like the Halflings. Rather, Dwarf magic takes on a completely different form known simply as rune magic.[2a]
For thousands of years, an ancient guild of Dwarf craftsmen known as the runesmiths has jealously guarded the secrets of this form of magic. Mastery of the runes has made the Dwarfs the pre-eminent creators of magical items in the Old World. Many famous Human weapons, like the Runefangs or Sigmar's warhammer Ghal Maraz, were crafted by runesmiths. It is no wonder then that the runesmiths do not share the power of the runes, and only guild members are allowed to practice the art.
Rune magic takes a fundamentally different approach to the use of magic than the art of wizardry. While Imperial magisters use the Winds of Magic like fuel, runesmiths are more careful. They believe wizardry is inherently unsafe, and Tzeentch's Curse proves them right over and over again. They do not ignite the fuel of the Winds of Magic. Instead, they trap it inside a rune to bind it and hold it. When so confined, the magic can be used safely. Runesmiths treat magic like any other Dwarf craft. Mastery takes patience, hard work, and dedication.[2a]
The Skaven refer to rune magic as "scratch-magic".[1a]
History[]
"Melt the bryn-gold in a crucible of dragonâs scales, pouring it into the rune's shape in a single motion while invoking the name of Hroki the ancestor. Quench the blade in an unopened keg of the best ale. Drink the ale."
- —Translated from the notes of Kalvir the Red-nosed[3]
The race of Dwarfs is not magical and has never developed spellcasters the way the other mortal races have. This, the Dwarfs affirm, is not by accident or lack of ability, but rather the benefit of good common sense. They believe the first Dwarfs, the Ancestor Gods, saw magic for what it was: a fickle power at best, and at worst, wholly corrupting. The Ancestor God Thungni discovered the runes after dwelling for a considerable time in a place called Ankor Byrn.[2a]
It is believed that during this time, the Old Ones gathered together the wisest and bravest individuals of each intelligent mortal species within the world and brought them to the island of Albion, where there they taught the lesser races the practice of magic and other skills. It is from this time that they've demonstrated the secret of forging runes to the Dwarfs and to the Elves they taught the mastery of spellcasting.[17a]
Upon returning to his people, he taught his knowledge to his father, Grungni, and a few of his descendants. Together, they developed the art to capture magic with his hammercraft, binding its wayward energies into good, solid rock and metal, taming its powers for his own use. Since that time, those known as runesmiths have learned the art of striking magic runes. All Dwarf language is written in runes, inscriptions specifically designed to be carved in stone or metal, but magic runes, as struck by a runesmith, are far more potent. They bind the Winds of Magic to an item the way a nail affixes two pieces of timber together, creating items of incredible power.[2a]
The earliest of runesmiths were the most potent at capturing mighty enchantments with their work, for they learned their hammercraft from the Ancestor Gods or the ensuing masters that emerged from those initial teachings. As they do not write down lore and would rather die than pass along secrets to an unworthy successor, each time a Runelord falls in battle, irreplaceable knowledge is lost. Living runesmiths reckon that fewer than half of the magic runes created are still in use today, as the skills to replicate them are no longer known.[2a]
Runesmiths constantly search for lost runes. Any Dwarf-made artefact of antiquity is examined, not only to marvel at its expert craftwork, but also to seek for hidden signs. In some cases, runes fade over thousands of years as their magic gradually leaks away, although this does not happen with master-forged items. Many runes are visible only to another runesmith, who can re-activate their power.[2a]
But replicating secrets from the golden age of runesmith crafting is difficult, for it is not enough to copy the rune -- the proper ritual must be observed in full. To strike a rune of power a runesmith must know what chanted verses will imbue the forge fires with sufficient heat, how many times to hammer the molten metals, as well as correct tempering agents.[2a]
For instance, the Master Rune of Swiftness must be slaked in quicksilver and to apply the Master Rune of Gromril requires purest metals and months of non-stop hammering in exact rhythm -- missing a single strike can diffuse its power. A runesmith who knows all a ritual save a single element can still spend the rest of their considerable lifespan experimenting hopelessly seeking to complete it. Given time, the best runesmiths intuitively feel stone and steel, and can eventually work out the correct course of action, be it tempering the red-hot metal in Troll's blood, or a series of sonorous chants between clanging hammer blows.[2a]
Rules of the Runes[]
"Seek the mountain's heart. Take it on third moon's last day. Stoke the furnace at midnight. When the ore glows red, hammer it before dawn. Seven times bend the white hot metal upon itself. Seven times sing the forging song. Quench in dragon's blood. Slake red hot in Karak Ungol's quicksilver. Do this in Haki the ancestor's name. Temper in Varn's water. Hone the blade upon a dragon's horn. On winter's third moon, carve the slaying rune. Anoint with blood of Troll, slain on Grungni's day. Bind the hilt with dragon's hide, with hornside inside. Haft the hilt with Azgal's gold, bind with Azul-metal. Mark the Orc's fang pommel with Grimnir's sign. Make the naming rite with ale upon Valaya's altar. The slaying of a Troll by night will make the rune to glow for a thousand years."
- —A Rune Rite of Forging[4c]
- Rule of Three - No single magical item can have more than three runes. It is virtually impossible to forge items whose materials are able to bear the strain of carrying so much magical power.
- Rule of Form - Weapon runes can only be inscribed on weapons, armour runes can only be inscribed on armour, banner runes can only be inscribed on standards, engineering runes can only be inscribed on war machines, and talismanic runes can only be inscribed on talismans.
- Rule of Pride - No more than one item may carry the same combination of runes. This restriction also applies to the use of single runes. Creating runic items takes a great deal of effort, and runesmiths don't like repeating themselves. Nor do they copy other runesmiths' work, except during their apprenticeship.
- No master rune may be used on more than one item carried by an entire Dwarf army, and no more than one master rune can be inscribed on an item. Master runes are so powerful that they cannot be combined together on the same item or used together on the same battlefield. For this reason, runesmiths describe these runes as "Jealous Runes".
Notable Runes[]
Weapon Runes[]
- Giantbane Master Rune - Makes it easier to hit Giants and worsens major wounds inflicted on them.[9a]
- Master Rune of Alaric the Mad - No one knows what happened to Alaric the Mad after he forged the famous Runefang swords for the elector counts of the Empire, though some say he wrought rune weapons for the khan-queens of Kislev.[4d][5b][6b][10b]
- Master Rune of Breaking - First used during the War of Vengeance, this rune was inscribed upon King Gorrin's axe, which destroyed the High Elf general Elthior's enchanted blade. It has become a popularly used rune ever since; runesmiths in particular take delight in the sound of the inferior works of the other mortal races breaking like icicles beneath a hammerblow.[4d][5b][6b][10b]
- Master Rune of Chaosbane - A weapon inscribed with this rune improves the wielder's ability to dispatch the minions of Chaos. It also gives off a reddish sheen when a minion of Chaos is near the wielder. This is a lost rune.[11d]
- Master Rune of Dragon Slaying - With this rune, many great wyrms of the ages and foul creatures of Chaos have been slain.[6b][10b]
- Master Rune of Flight - This rune has been used to surprise the Dwarfs' foes since the mortal world was young. However, the original inscription describing the power of this rune did not specify that the warhammer inscribed with it returns to the wielder's hand after being thrown, and many Dwarfs found themselves knocked unconscious as their own weapons returned to them.[4d][5b][6b][10b]
- Master Rune of Kragg the Grim - This rune was commonplace in the past but its secrets had been lost to the centuries. However, Dwarf adventurers in Karak Azgal discovered several axes bearing the rune and carried one to Karaz-a-Karak where it came into the possession of the master runesmith Kragg the Grim. By dint of long study, Kragg came to understand the secrets of the rune and how to inscribe it. The jealous old Runelord might have kept the secret to himself but, knowing that other runesmiths were probably studying it, elected to share the knowledge and thereby gained the credit for deciphering the secret.[5b]
- Master Rune of Skalf Blackhammer - Runesmith Skalf forged many warhammers of great might, and some maintain the warhammer of Sigmar, Ghal Maraz itself, was his work. Many of his hammers were later held by Dwarf lords as heirlooms of their kingship.[4d][5b][6b][10b]
- Master Rune of Smiting - This rune was previously only known on the Axe of Dargo wielded by the kings of Karak Kadrin. Prior to marching out to face Vardek Crom, King Ungrim Ironfist gifted the Rundrokikron, an ancient tome of rune lore, etched on wafer sheets of gromril and kept in the treasure troves of Karak Kadrin, to Thorgrim Grudgebearer, the High King of the Dwarfs and King of Karaz-a-Karak. Within it was the secret of striking this master rune.[5b][6b][10b]
- Master Rune of Snorri Spangelhelm - Runesmith to the high king during the time of Kallon Vikramsson, Snorri Spangelhelm wrought the exquisite war panoply of the high kings for several generations. Such is the awesomeness of his work that it still brings tears to a runesmith's eyes. He fought in many battles and was renowned for his magnificent gromril armour as well as this unique weapon rune.[4d][6b] In Warhammer Armies: Dwarfs 7th Edition, this rune was the ordinary rune Rune of Snorri Spangelhelm instead of a master rune.[5b]
- Master Rune of Swiftness - This rune was first struck by Thurgrom the Hermit, the last runesmith to work in the High Elf cities of the Old World and study Elven crafts.[4d][5b][6b][10b]
- Master Rune of Warping - A weapon bearing this master rune turns invisible except for the illumination of its non-magical runes when used in combat. Non-magical armour provides no protection against such a weapon as the warping power of this master rune wounds the victim without touching the armour. The master rune has one other power: if the bearer of a weapon with this rune uses it against a non-Chaos Dwarf, their skill and strenth are diminished. This is a lost rune.[11d]
- Smednir's Master Rune of Head-Wrecking - Significantly worsens major wounds to the head.[12a]
- Curse Rune - Anyone apart from the bearer touched by the rune item has their abilities reduced.[11a][15c]
- Grudge Rune - Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy.[10b] Unlike in The Old World: Forces of Fantasy where Grudge Runes are effective against enemies in general, in Warhammer Armies: Dwarfs, a Grudge Rune was only effective against a specific enemy. If that enemy's misdeeds were great, a Dwarf could have this rune struck upon his weapon. Only when his foe was slain would the rune grow dim.[4d][5b][6b]
- Rune of Banishment - First crafted in the days of the Ancestor Gods, the touch of this rune is anathema to the creatures of Chaos.[10b]
- Rune of Cleaving - This rune was first made for mining tools, to allow them to break through the hardest rock with ease.[4d][5b][6b][10b]
- Rune of Cutting - Penetrates through armour.[8b]
- Rune of Daemon Slaying - A potent rune from the days of the Ancestor Gods.[6b]
- Rune of Daunting - Causes the wielder to become frightening.[8b]
- Rune of Dismay - The uncanny glow of this rune is an awe-inspiring sight, apt to fill foes with dread.[6b]
- Rune of Enchantment - Renders the weapon magical.[11b]
- Rune of Goblin Bane - Deals additional damage against Greenskins and makes the wielder frightening against them.[12a]
- Rune of Fire - A skilled runesmith is able to inscribe this rune on the metal while it is still white hot from the forge. The Rune of Fire forever binds the forge's heat.[4d][5b][6b][10b]
- Rune of Fury - Bright and angry glow the Runes of Fury, the emblems of the anger all Dwarfs feel towards the enemies of their ancestors. The Dwarf wielding a weapon marked with them concentrates upon an unavenged grudge, causing him to became enraged at the wrongs his race has endured.[4d][5b][6b][10b]
- Rune of Might - Though short in stature, a Dwarf wielding a weapon bearing this rune is a powerful opponent, who can fell even a Giant in a flurry of blows.[4d][5b][6b][10b]
- Rune of Parrying - A weapon with this rune moves like quicksilver to block incoming attacks, making its wielder extremely hard to hit.[6b][10b]
- Rune of Retribution - Worsens major wounds.[8b]
- Rune of Speed - This rune enhances its bearer's awareness and quickness so that he moves more fluidly, catching unaware and faster opponents by surprise.[4d][5b][6b][10b]
- Rune of Striking - A weapon with this rune moves to strike the foe's most vulnerable area with an uncanny precision.[4d][5b][6b][10b]
- Rune of Transformation - Allows a weapon to transform into a different, smaller weapon.[15c]
- Rune of Unbinding - The Rune of Unbinding was crafted to slay the Chaos Gods. It makes magic recede in the nearby environment, glows golden-red and projects a protective shield of the same colour around the bearer, and gorges on magic wreathing the daemons it wounds.[16a][16b]
- Unknown Rune - An undeciphered rune present on Gotrek's Axe that inflicts damage on large targets.[9e]
Armour Runes[]
- Master Rune of Adamant - First forged on a shield as a gift for the flamboyant Dwarf prince Gudii Twoboots, the shield was subsequently stolen by a lone bandit who stalked the Ungdrin preying on small parties of travellers. This rune makes its wearer harder than granite and more impervious to damage than steel.[4e][5c][6c][10c]
- Master Rune of Gromril - The favoured metal of any runesmith is gromril, and in its purest form, it holds runes better than any substance in the Known World. A small amount of pure gromril is the most important element used when inscribing this rune, and if the metal sample is even slightly flawed, the rune will not work.[4e][5c][6c][10c]
- Master Rune of Skaldour - During the Golden Age of Karaz Ankor, Runelord Skaldour Dragonhelm developed his master rune to provide the high kings protection from Dragons and Chaos beasts. The secrets of his rune died with him, so any armour bearing this rune is highly valued.[9a][11d]
- Master Rune of Steel - Once this rune has been forged, it binds metals together, making them more resilient. Armour with this rune never rusts through weathering or age.[4e][5c]
- Rune of Force - Increases the damage the wearer inflicts when charging based on how heavily armoured they are.[8c]
- Rune of Fortitude - Runes of Fortitude turn flesh to iron and turn aside the enemy's blades with ease. It is rumoured that armour bearing this rune eventually becomes sentient, although this is usually denied by runesmiths.[4e][5c][6c][10c]
- Rune of Impact - First designed to enhance drilling apparatus, when struck onto armour, this rune adds thunderous momentum to a Dwarf's charge.[6c]
- Rune of Iron - Worked into suits of armour, the potent Rune of Iron increases the durability of the wearer.[10c] In Warhammer Armies: Dwarfs, the Rune of Iron functioned differently and could be applied multiple times. When iron was saturated with magic, it was known as "lodestone". This rune focused on the magnetic properties of lodestone to create magical armour. Runesmiths learned to incorporate the Rune of Iron in multiples, increasing its powers like folded steel.[4e][5c][6c]
- Rune of Preservation - The Rune of Preservation was first struck to counter the decapitating blows of Elven swordmasters. The Rune of Preservation adds extra protection to those parts of the armour that cannot be made any thicker.[5c][6c][10c] In Warhammer Armies: Dwarfs, the Rune of Preservation had a different history. When Prince Valkan Firehand was decapitated by a Wight Blade at the Battle of Hunger Wood, many runesmiths and armourers were alarmed at an apparent weakness in Dwarf armour. A runesmith created this rune to offer greater protection from such evils in the future, using rune magic to add extra protection to those parts of the armour that could not be made any thicker.[5c][6c]
- Rune of Resistance - First used on the armour of the thane of Karak Azgal by Gorgi Strongbeard, this rune was thought to have been lost amongst the ruined stronghold. Fortunately, the runesmith survived to replicate it.[4e][5c]
- Rune of Shielding - This rune was first struck during the War of Vengeance, when entire regiments of Dwarfs would march to battle bearing shields struck with it as a protection against the superior missile fire of the High Elves.[4e][5c][6c][10c]
- Rune of Stone - Dwarf tradition tells that their race was created from the Father of Mountains -- the first rock of the Known World. So, the Rune of Stone, a simple but brittle rune, is the first magic rune taught to apprentice runesmiths.[4e][5c][6c][10c]
Talismanic Runes[]
- Master Rune of Balance - Forged in the glowing embers of a burning spell book, this rune hungers after the Winds of Magic, stealing magical power from the enemy.[4g][5d][6e][10d]
- Master Rune of Calm - When the power of this rune is unleashed, the Winds of Magic are stilled, leaving enemy wizards unable to cast even the most simple of spells.[10d]
- Master Rune of Challenge - A foe that hears this rune (either from a book or a horn) is suddenly aware of the challenge issued by the Dwarf sounding it as well as the indomitable will that powers it. The only options that remain are fight or flight.[5d]
- Master Rune of Dismay - When a warhorn with this rune is sounded, its uncanny voice causes all foes to tremble.[4g][5d]
- Master Rune of Industry - Allows the bearer to get more things done in their day-to-day life.[8d]
- Master Rune of Kingship - Gotrek Starbreaker was the first great Dwarf lord to have his crown adorned with this rune. Such a crown is a priceless artefact and the loss of one is dearly mourned as it absorbs the wisdom of its former master and passes this on to the next crown bearer.[4g][5d]
- Master Rune of Spellbinding - This rune allows a runesmith to channel away the Winds of Magic with greater ease, thwarting the magical attacks of their foes.[4g][5d]
- Master Rune of Spite - Created to help guard stronghold gates (the first being those of Karaz-a-Karak), this rune has since cunningly been used on many other devices.[4g][5d][6e][10d]
- Rune of Brotherhood - This rune allows a Dwarf to quickly assimilate skills possessed by his closest comrades.[5e]
- Rune of Clear Sight - Allows the bearer to see through non-magical vapours. A second rune provides sight through magical vapours. A third provides sight through total darkness.[8d]
- Rune of Communication - Inscribed on two objects, one the seeker and the other the target, it allows the bearer of the seeker to find the target object.[11a][15a]
- Rune of Far Sight - Allows the bearer to see far away.[8d]
- Rune of Fate - A Dwarf possessing this rune will dream portents of the future the night before a battle, and he will know each blow that the enemy will strike at him.[4g][5d]
- Rune of Leaping - Lets the bearer bounce and leap high.[13a]
- Rune of Luck - First inscribed on a ring by the runesmith Magnus Hammerson, who then acquired a fortune in gold through gambling.[4g][5e][6e][10d]
- Rune of Opening - Unlocks a non-magical lock or a lock locked with the Rune of Locking.[9c][11a][15b]
- Rune of Passage - This rune causes even the most treacherous of terrain to part and become level underfoot. Rocks, vegetation, snow, and mud become easily passable.[6e][10d] In Warhammer Armies: Dwarfs, this rune was the master rune known as the Master Rune of Passage instead of an ordinary rune.[6e]
- Rune of Restoration - Improves the bearer's ability to heal from rest.[8d]
- Rune of Silence - Enables the wearer and those near them to move silently.[11d]
- Rune of Spellbreaking - It is said that Grungni and Valaya worked together as one to form this powerful rune. Once a runesmith has mastered the Rune of Warding, he will learn this more complex rune.[4g][5d][6e][10d]
- Rune of the Furnace - First designed to aid Dwarfs working hot forges, this rune was soon adapted for use in battle.[4g][5e][6e][10d]
- Rune of Truth - Glows brightly if pressed into contact with an item that has been faked, forged, counterfeited, or deliberately degraded in value. A second identifies magical illusions and duplications. A third reveals the method of deception to the bearer.[8d]
- Rune of Warding - Runes of Warding are potent but fragile, and their magic easily expended all too soon. Apprentice runesmiths are taught the techniques necessary to create this rune early in their studies. Striking three Runes of Warding correctly is a difficult task, even for experienced runesmiths.[4g][5e][6e][10d]
- Rune of Warmth - Grants protection against cold.[11c]
- Spelleater Rune - This rune makes runesmiths and runelords almost invulnerable to magical attacks.[4g][5d]
Banner Runes[]
- Master Rune of Expel Chaos - Removes the corrupting influence of Chaos from the land.[9b]
- Master Rune of Fear - Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants. Dwarfs are a strong enough opponent in their own right, but a unit of giant Dwarfs is enough to scare even the strongest enemy![4e][5c][10e]
- Master Rune of Grimnir - Interferes with enemy missile attacks.[8f]
- Master Rune of Groth One-Eye - Groth One-Eye, famous for never backing down in an argument, first struck this rune in the time of Kurgan Ironbeard, when the Greenskins were driven from the Badlands and the Dwarfs prospered.[4f][6d]
- Master Rune of Grungni - This rune stirs up the Winds of Magic, using their swirling arcane force to protect its bearer, as well as shield nearby Dwarfs against enemy missile fire.[6d][10e] In Warhammer Armies: Dwarfs 7th Edition, the rune granted protection by drawing in the power of the Winds of Magic and binding it into the armour of the Dwarfs it protected.[5c]
- Master Rune of Hesitation - The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.[10e]
- Master Rune of Stromni Redbeard - Stromni Redbeard made this rune in the days of Bael, Lord of Karak Azul. It was carved onto the battle standard of Durgin, son of Grindol, son of Grimnir.[4e][5c][6d][10e]
- Master Rune of Taunting - This rune focuses the Dwarfs' ability to chant and gesticulate in such an offensive manner that they enrage the enemy beyond all self-control.[4e]
- Master Rune of Valaya - This ancient rune was invented by Valaya herself, the Ancestor Goddess of the Dwarfs and founder of Karaz-a-Karak.[4e][5c][6d]
- Master Rune of Vigour - During the War of Vengeance, Runelord Norgrim of Karak Azgal developed this rune. This is a lost rune.[11d]
- Ancestor Rune - In adversity, Dwarfs look to the runes of the Ancestors and remember the duty that is now their own to bear.[5d][6d]
- Rune of Alarm - If a large enough creature enters the rune's area of effect, it blares out a large noise. A second rune may instead bellow a pre-recorded message. A third may instead transmit a pre-recorded telepathic message to the crafter or their closest living descendent.[8e]
- Rune of Battle - During the Golden Age of the Karaz Ankor, even the lesser strongholds and fortified mines each had a banner with this humble rune struck on it. Many of these banners are now lost, but those that still remain in Dwarf hands are held aloft with pride.[4f][5d][6d][10e]
- Rune of Confusion - Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.[10e]
- Rune of Courage - A banner with this inspirational rune resonates with duty and loyalty, bolstering the already considerable courage of all Dwarfs near it.[4f][5d][6d][10e]
- Rune of Determination - Even in the most hopeless struggle, it is not within the heart of a Dwarf to concede defeat. This rune magnifies that spirit when it is most severely tested.[5d]
- Rune of Discovery - Glows brightly if a specified material appears within its range.[8e]
- Rune of Enemy Detection - When a creature matching a specified description enters within the rune's range, it glows a violent crimson.[8e]
- Rune of Guarding - It is no easy task to carry a hold's banner into battle, for every enemy warrior dreams of the glory of capturing it. This rune defends the bearer of the standard.[5d]
- Rune of Kadrin - It is said that any who have undergone the pilgrimage to the shrine of Grimnir at Karak Kadrin will forever be blessed with good fortune. This rune glows red at the centre of the shrine and has been forged onto banners to bless them with good fortune too.[4f]
- Rune of Locking - Any locks within the runic itemâs range are immune to being picked or forced except by magic or the corresponding key. A second rune protects against magical effects. A third is proof against the corresponding key, instead only being able to be opened by the crafter or their closest living descendent at will.[8e]
- Rune of Retribution - Ignites creatures that violate the sanctity of dead bodies within range.[8e]
- Rune of Sanctuary - This rune magnifies the natural anti-magic aura that already resides inside each Dwarf.[4f][5d][6d]
- Rune of Slowness - This rune creates an almost physical barrier by drawing upon the intractable nature of the Dwarfs surrounding it.[4f][5c][6d]
- Rune of Stoicism - This rune reminds every Dwarf that, though their numbers are diminished, each one of them carries the legacy of his Ancestors, and thus is never alone.[5d][6d]
- Rune of Verminkill - Harms rodents and rat-based creatures.[8f]
- Strollaz's Rune - This rune boosts the already tireless nature of the Dwarfs, allowing troops bearing it to march for days and nights on end. Many times Dwarfs have used this relentless ability to force march into position far more quickly than any foe deemed possible. So powerful is the magic that the trick is often stopping them marching.[5c][6d][10e]
Engineering Runes[]
- Master Rune of Defence - Developed as a defensive measure during the War of Vengeance against the firepower of the High Elves, this rune has saved the lives of many crews.[4f][5e]
- Master Rune of Disguise - This rune magically distorts the shape of the war machine, rendering it almost invisible.[10f] In Warhammer Armies: Dwarfs, the rune magically distorted the immediate area around the war machine, rendering it almost invisible from any distance.[4f][5e][6f]
- Master Rune of Immolation - Devised to keep the Dwarfs' prized war machines from falling into enemy hands, this rune is only only rarely invoked, and only in desperate circumstances.[4f][5e][6f][10f]
- Master Rune of Skewering - During the War of Vengeance, the Elves paid dearly for their mages' help in crafting this rune. There's no mention of this assistance in Dwarf records.[4f][5e][10f]
- Flakkson's Rune of Seeking - This rune was first invented to shoot down Dragon riders with bolt throwers during the War of Vengeance. It makes bolt throwers deadly against flyers by magically directing bolts to their target.[4g][5e][6f]
- Rune of Accuracy - The Winds of Magic aid missiles when fired from a war machine bearing the Rune of Accuracy.[6f] In Warhammer Armies: Dwarfs 6th and 7th Editions, this rune was inscribed on missiles. When such a missile was launched, the rune glowed, invoking the Winds of Magic to blow it in the right direction.[4f][5e]
- Rune of Burning - Shots fired by a war machine with this rune burst into flames when they strike the target.[4g][5e][6f][10f]
- Rune of Forging - This rune ensures the war machine is free from imperfections and therefore deadly accurate. In order to inscribe it, an engineer must strike the machine with a hammer and a runesmith must recite a special litany with each blow, which can take weeks to complete.[4f][5e][6f][10f]
- Rune of Fortune - The Rune of Fortune was discovered by Magnus Hammerson, who broke runesmith tradition by selling it to the Engineers Guild.[4f][5e]
- Rune of Penetrating - These runes infuse their war machines with extra piercing ability.[6f] In Warhammer Armies: Dwarfs 6th and 7th Editions, this rune was inscribed on a war machine's ammunition to make it more hard-hitting.[4g][5e]
- Rune of Reloading - When a war machine has proven its reliability and worth, it may be empowered with this rune. War machines inscribed with this rune are almost sentient in their willingness to allow repairs.[4f][5e][10f]
- Stalwart Rune - A war machine with this rune makes its crew unbearably proud -- they will fight with great boldness to defend their beloved engine of war. Many Dwarfs believe that a machine with this rune on it will last forever.[4g][5e][6f][10f]
- Valiant Rune - Dwarf crews are famed for always defending their machines to the bitter end when attacked.[4g][5e]
Special Runes[]
- Master Rune of Fiery Defence - Grants the bearer the ability to create and shape a barrier of fire that moves with the bearer up to three times a day. This is a lost rune.[11d]
- Master Rune of Misfortune - Master Runesmith Duronk the Crafty developed this rune to protect the items he crafted for specific individuals or clans. The rune is widely recognised among Dwarf smiths, who should also be able to tell who the rightful owner of the item is.[15f]
- Master Rune of Vitality - The only known example of this master rune is on a tankard possessed by Josef Bugman, inscribed by an unknown runelord in the distant past. Many runesmiths who have seen the rune do not believe it's necessary for a drink to be in Bugman's Tankard in order for the rune's power to be activated; it's simply Josef's choice to have some of his delectable ale accompany him whenever he engages in combat. There is some debate over how much of the effect can be attributed to the rune, and how much to Bugman's ale.[11d]
- Rune of Blasting - This rune is used by Dwarfs in their mining operations.[15a]
- Rune of Explosions[14a]
- Rune of Healing - Heals the bearer each time they are struck.[15d]
- Rune of Light - Runes of Light are inscribed on quartzes to illuminate the Dwarfs' mountain halls. They only radiate a dim light, but this is fine for Dwarfs.[9e]
- Rune of Plenty - Produces more of a substance or item contained in a container.[15e]
- Rune of Preservation - Preserves the perishable contents of a container almost indefinitely.[11b]
- Rune of Signalling - Creates a burst of light.[11c]
- Rune of Water - Fills a vessel with water.[11c]
Doom Runes[]
Some runelords bring an Anvil of Doom to battle, accompanied by Anvil Guards who have sworn binding oaths of protection. There they wield one of the Dwarfs' greatest weapons, doom runes, hammering them on the Anvils of Doom to unleash their magical power with immediate and explosive force.[6a][8a]
- Rune of Haste and Urgency - As the runes are struck, time slows around the marching Dwarf throng.[10a]
- Rune of Hearth and Home - This rune was originally the gift of Valaya to the Dwarfs. With each blow of the hammer, a low bass note resonates across the battlefield, Dawi hearts fill with a mighty desire to defend their hold, clan, and ancestors.[5a][6a][10a] In Warhammer Armies: Dwarfs 7th Edition, this rune was called the Rune of Hearth and Hold.[5a]
- Rune of Oath and Honour - When the runes are struck, Grungni's blessing is placed upon the works of the Dwarfs. The Dwarfs, whose resolution and endurance are legend anyway, are driven to make an extra supernatural effort to ensure that they do their duty.[5a]
- Rune of Oath and Steel - The blessing of Grungni hardens Dwarf mail, each suit of armour remembering the hammer blows that forged it.[6a][10a]
- Rune of Sorcery - Created by Kurgaz, this rune is what enables the Anvils of Doom to collect the energy of the Winds of Magic for the forging of runes.
- Rune of Wrath and Ruin - When the Anvil of Doom is struck and the name of Grimnir is invoked, the power of this rune causes the sky to darken and the very earth to crack beneath the feet of the enemy, venting forth fire and sulphur.[5a][6a][10a]
- Rune of Air - If successfully struck, this rune causes a dark cloud to gather over the battlefield and a storm of lightning cascades down upon an enemy unit.[4b]
- Rune of Earth - The clang of hammer on rune reverberates across the battlefield, causing the ground to tremble before exploding under the enemy in a hail of rocky shards.[4b]
- Rune of Water - When struck properly, the Anvil's magic pulses out into the ground, drawing water from underground lakes and rivers and causing it to swell up onto the battlefield to create a mire.[4b]
Ancestor Runes[]
The forgers of the Ancestor Runes were as proud of their craft as any runesmith before or since, much given to artful embellishment of their works. Although individual Ancestor Runes might differ in appearance from hold to hold, the power they call down varies not one jot, as decreed by strict rules of traditional rune work. Karaz-a-Karak's Ancestor Runes of Grimnir are inset with filigreed Dragon shapes, whilst those of Barak Varr are inlaid with silver sea beasts. Yet when struck, both respond with identical fury.[7a]
- Ancestor Rune of Grimnir - It is said that when Grimnir's rune is struck, the Ancestor God himself seeks vengeance on the foe, smiting them with molten rock torn from the belly of the earth.[7a]
- Ancestor Rune of Valaya - When released from the rune, Valaya's blessing instils the Dwarfs with determination, lending new strength to the severely wounded and fresh resolve to wavering hearts.[7a]
Related Invasion Cards[]
Sources[]
- 1: Rise of the Horned Rat (Novel) by Guy Hayley
- 1a: Ch. 27
- 2: Warhammer Fantasy Roleplay 2nd Edition: Realms of Sorcery (RPG)
- 2a: pp. 209-210
- 3: Warhammer Fantasy Roleplay 3rd Edition: The Three Laws of Rune Magic (FFG web supplement)
- 4: Warhammer Armies: Dwarfs (6th Edition)
- 5: Warhammer Armies: Dwarfs (7th Edition)
- 6: Warhammer Armies: Dwarfs (8th Edition)
- 7: Warhammer: Storm of Magic (8th Edition)
- 7a: pg. 51
- 8: Warhammer Fantasy Roleplay 4th Edition: Dwarf Player's Guide (RPG)
- 9: Warhammer Fantasy Roleplay 4th Edition: Lords of Stone and Steel (RPG)
- 10: The Old World: Forces of Fantasy
- 11: Warhammer Fantasy Roleplay 1st Edition: Dwarfs - Stone and Steel (RPG)
- 12: Warhammer Fantasy Roleplay 4th Edition: Empire in Ruins (RPG)
- 12a: pg. 160
- 13: Warhammer Fantasy Roleplay 4th Edition: The Adventure Book (RPG)
- 13a: pg. 34
- 14: Warhammer Fantasy Roleplay 4th Edition: Adventures Afoot in the Reikland (RPG)
- 14a: pg. 8
- 15: Warhammer Fantasy Roleplay 1st Edition: Realms of Sorcery (RPG)
- 16: Slayer (Novel) by David Guymer
- 17: Shadows Over Albion: Dark Shadows Summer Campaign (6th Edition)
- 17a: Ch. 6