Advanced runes are a more complicated set of runes scribed by Runecrafters, often containing several symbol or synchronizing with the symbols used to form other runes.

Glyphs


Dismissal Glyph

Advanced Glyph
Level/School: 4th/Abjuration
Casting Time: 5 minutes
Target: A fixed surface, object, or weapon
Saving Throw: See text
Spell Resistance: Yes
This rune attempts to force an extraplanar creature back to its proper plane whenever it is triggered. Once this rune has been triggered, it becomes dormant and cannot be triggered again for 1 minute. When you scribe this rune, you can place it on a fixed surface, an object, or a weapon
  • If placed on a fixed surface, it is triggered by an extraplanar creature of Tiny or larger size that enters the warded area (a 5-ft.-radius emanation centered on the rune) and fails a special Will save (DC = 14 - creature's HD + your caster level). Creatures carrying one of your keystone insignia runes do not trigger this version of this rune.
  • If placed on an object, it is triggered by an extraplanar creature of Tiny or larger size that touches the object and fails a special Will save (DC = 14 - creature's HD + your caster level). Creatures carrying one of your keystone insignia runes do not trigger this version of this rune.
  • If placed on a weapon, it is triggered whenever a creature is damaged by the weapon and fails a special Will save (DC = 10 + damage dealt - creature's HD + your caster level). As a free action, the creature wielding the weapon can choose to not allow the rune to trigger.

Explosion Glyph

Advanced Glyph
Level/School: 5th/Evocation [Force]
Casting Time: 10 minutes
Target: A fixed surface or object
Saving Throw: See text
Spell Resistance: Yes
This rune releases a powerful explosion each time it is triggered by a creature of Tiny or larger size, dealing 5d6 points of Force damage to the intruder and to all within 5 feet of it. A damaged creature is also knocked prone unless it succeeds on a Reflex save (DC 10 + damage dealt). Once this rune has been triggered, it becomes dormant and cannot be triggered again for 1 minute.
When you scribe this rune, you decide whether it triggers when a creature enters the warded area (a 20-ft.-radius emanation centered on the rune, which must be placed on a fixed surface) or when it is touched (such as if it is placed on a weapon, bag, latch, book page, etc...). Creatures carrying one of your keystone insignia runes do not trigger either version of this rune.

Spelleater Glyph

Advanced Glyph
Level/School: 4th/Abjuration
Casting Time: 1 hour
Target: An object
Saving Throw: None
Spell Resistance: No
You can activate this rune to consume the magic used to power a spell as it is being cast. While you are holding the object bearing this rune, you can use an Immediate Action to attempt to counterspell a spell being cast by a spellcaster within Close range (25 ft. + 5 ft./2 caster levels). Like using the Dispel Magic spell, you must make a dispel check (1d20 + your caster level, maximum +20) to counter the other spellcaster's spell. The DC for this dispel check is 11 + the spell's caster level.
Once you use this rune, it becomes dormant and cannot be triggered again for some time. If you failed your dispel check, it is dormant for 1 minute. If you succeeded on your dispel check, it is dormant for a number of minutes equal to the spell level of the countered spell.
A creature carrying one of your keystone insignia runes can activate this rune, but uses only half your caster level (round down) for the dispel check.

Insignias


Insignia of Eminent Wards

Advanced Insignia
Level/School: 4th/Universal
Casting Time: 1 hour
Target: An object bearing one of your basic ward runes
Saving Throw: None
Spell Resistance: No
This rune can only be placed onto an object already possessing one of your basic or advanced ward runes, synchronizing with that rune and amplifying its effect. This rune radiates the effect of the ward it is attached to onto allies within 30 feet of the creature carrying the object bearing this rune, instead of just the creature itself.
The range of this effect is increased to 60 feet if your caster level is 15th or higher.

Insignia of Infused Glyphs

Advanced Insignia
Level/School: 4th/Evocation [see text]
Casting Time: 1 hour
Target: You
Saving Throw: None
Spell Resistance: Yes
This rune can only be placed on your own body and improves all glyphs you have created, adding energy damage to their activations. When you scribe this rune, choose one of the five energy types: acid, cold, electricity, fire, or sonic. Whenever one of your glyphs is triggered by an enemy (such as by entering an area, interacting with an object, or being struck by a weapon), this rune deals 1d8 points of energy damage to it, of the chosen energy type, per four caster levels (maximum 5d8).
This rune has the subtype of whatever type of energy it produces.

Insignia of Shielding Sigils

Advanced Insignia
Level/School: 4th/Abjuration
Casting Time: 1 hour
Target: You
Saving Throw: None
Spell Resistance: No
This rune can only be placed on your own body, and lets you strengthen the creatures that carry your sigils. As a standard action, you can form a defensive matrix around all creatures that are carrying one or more of your sigils (either on their person or on an item they are carrying or wielding) to grant them temporary hitpoints equal to 1d6 plus 1 per sigil the target is carrying. These temporary hitpoints last for up to 1 hour.
If a creature benefiting from these temporary hitpoints loses possession of one of your sigils (whether the rune is dismissed, destroyed, or the object it is on is simply dropped or given away), the temporary hitpoints granted by this rune are immediately reduced by 1 point.
Once you use this rune, it becomes dormant and cannot be triggered again for 1 minute.

Teleportation Insignia

Advanced Insignia
Level/School: 5th/Conjuration [Teleportation]
Casting Time: 1 hour
Target: A fixed surface or object
Saving Throw: None
Spell Resistance: No
This rune only functions if there is at least one other copy of this rune, scribed by you, within Long range (400 ft. + 40 ft./caster level). A creature carrying one of your keystone insignia runes can touch this rune to activate it in the following ways:
  • As a swift action, determine if there is at least one other copy of this rune within range (indicated by the rune momentarily glowing), and what direction all copies are in (indicated by a momentary tug on your attention in each vague direction).
  • As a standard action, teleport to any other one of these runes, scribed by you, within range. Once this rune is activated in this way, it becomes dormant and cannot be triggered again for this use for 1 round.

Visionstone Insignia

Advanced Insignia
Level/School: 4th/Divination
Casting Time: 1 hour
Target: An object bearing your lodestone insignia
Saving Throw: None
Spell Resistance: No
This rune can only be placed onto an object already possessing one of your lodestone insignias, synchronizing with that rune and giving a new related ability. You can look onto one of the other runes you have scribed, which may be at any distance. While holding the object bearing this rune, you can concentrate as a full-round action while clearly visualizing the rune you seek, allowing you to see and hear the target rune's immediate surroundings (approximately 10 feet in all directions) for as long as you concentrate (up to 1 round per caster level), similar to the Scrying spell.

Sigils


Animation Sigil

Advanced Sigil
Level/School: 4th/See text
Casting Time: 1 minute
Target: A corpse or object; see text
Saving Throw: None
Spell Resistance: No
This rune allows you to turn a corpse into an undead skeleton or zombie that follows your spoken commands, similar to the Animate Dead spell, except that you can only animate a single corpse with a single rune. This rune is a Necromancy effect when used in this way.
If your caster level is 15th or higher, you can instead use this rune to imbue inanimate objects or plants with mobility, similar to the Animate Objects or Animate Plants spells, except that you can only animate a single object or plant with a single rune. This rune is a Transmutation effect when used in this way.

Enslavement Sigil

Advanced Sigil
Level/School: 5th/Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 5 minutes
Target: One creature; see text
Saving Throw: Will negates
Spell Resistance: Yes
You can scribe this rune onto an animal and control it as the Dominate Animal spell.
If your caster level is 11th level or higher, you can instead scribe this rune onto a humanoid and control it as the Dominate Person spell.
If your caster level is 17th level or higher, you can instead scribe this rune onto any creature and control it as the Dominate Monster spell.
No matter which version of this rune that you use, it dissipates entirely off of the body of the creature it is scribed onto once the creature successfully saves against it.

Flight Sigil

Advanced Sigil
Level/School: 4th/Transmutation
Casting Time: 1 minute
Target: A creature
Saving Throw: None
Spell Resistance: No
While scribed onto a creature, this rune grants it a fly speed of 30 feet with good maneuverability. Should this rune be dismissed or destroyed while the creature is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. This does not occur if this rune is negated by an antimagic field.

Invisibility Sigil

Advanced Sigil
Level/School: 4th/Illusion (Glamer)
Casting Time: 1 minute
Target: See text
Saving Throw: None
Spell Resistance: No
This rune turns the target invisible. When this rune is scribed on a creature, that creature can use a standard action to turn itself invisible, as the Invisibility spell, for 1 round per caster level. Once this rune is activated, it becomes dormant and cannot be triggered again for 1 minute.
If your caster level is 10th or higher, you can scribe this rune on an object, which remains invisible until the rune is dismissed or destroyed.
No matter which version of this rune that you use, you can always see through invisibility created by runes you scribed, though you can always distinguish between invisible creatures and visible ones.

Nondetection Sigil

Advanced Sigil
Level/School: 4th/Abjuration
Casting Time: 5 minutes
Target: An object
Saving Throw: None
Spell Resistance: No
This rune makes the object it is scribed onto difficult to detect with divination spells. Whenever a divination is attempted against the object bearing this rune (by anyone other than you), the caster must succeed on a caster level check (1d20 + caster level) against a DC of 11 + your caster level, similar to the Nondetection spell.
If the object bearing this rune is carried by a creature, that creature and its gear are also protected from divination spells. If you carry the object bearing this rune, the DC is increased to 15 + your caster level.

Seawalker Sigil

Advanced Sigil
Level/School: 4th/Transmutation
Casting Time: 5 minutes
Target: A creature or sailing vessel
Saving Throw: None
Spell Resistance: No
If this rune is scribed onto a sailing vessel, it increases the ship's seaworthiness and shiphandling modifiers by +1 each. The bonus increases to +2 at 15th level or higher.
If this rune is scribed onto a creature, it instead allows the creature to breathe water freely (but does not make the creature unable to breathe air) and grants it a +2 bonus on all Swim checks. The bonus is increased by +1 for every 2 caster levels after 7th — +3 at 9th level, +4 at 11th level, +5 at 13th level, +6 at 15th level, +7 at 17th level, and a maximum of +8 at 19th level or higher.


Wards


Rapidity Ward

Advanced Ward
Level/School: 4th/Abjuration
Casting Time: 1 hour
Target: An object
Saving Throw: None
Spell Resistance: No
This rune emanates invigorating energy, increasing all the modes of movement (including land movement, burrow, climb, fly, and swim) of the creature carrying the item bearing this rune by 10 feet. This increase affects the creature's jumping distance as normal for increased speed. The bonus increases to +20 at 15th level.