Talismanic runes can be inscribed upon amulets, belts, crowns, helms and other ornamental pieces, although they are most often found on rings. Every character is assumed to have the relevant item in their possession.
Runesmiths/Runelords only. During the enemy's Magic phase, this rune allows the owning player to roll a D6; on a roll of 4+, he can remove one power dice from his opponents pool and add it to his own dispel pool.
Every time a model with the Master Rune of Spite suffers an unsaved Wound in close combat, the model that inflicted it suffers a Strength 5 hit.
Runesmiths/Runelords only. One use only. When a spell has been cast, a Runesmith or Runelord can use this rune to dispel it automatically, without the need to roll dispel dice. This rune cannot stop a spell cast with irresistible force, and cannot be used to dispel Remains in Play spells other than at the moment they are cast.
A second Rune of Spellbreaking maintains the previous effect and, after the spell is dispelled, roll a D6; on a 4+, the enemy spell is lost to the Wizard casting it and cannot be cast by him for the rest of the game. A third Rune of Spellbreaking has no further effect.
One use only. A model with the Rune of Luck can re-roll a single To Hit roll, To Wound roll, armour save, ward save or characteristics test during the game. Multiples of this rune have no further effect.
A model with a Rune of Warding has a 6+ ward save.
A model with two Runes of Warding has a 5+ ward save.
A model with three Runes of Warding has a 4+ ward save.
A model with the Master Rune of Passage, and any unit he joins, automatically pass any Dangerous Terrain tests.
A model with the Rune of the Furnace has a 2+ ward save against all Wounds with the Flaming Attacks special rule.