Rune Domain

In strange and eldritch runes you find potent magic. Blast Rune: As a standard action, you can create a blast rune in a desired location. Any creature entering a 5-foot area around the rune takes 1d6 points of damage + 1 point for every two levels you possess in the class that gave you access to this domain. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune lasts a number of rounds equal to your level in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Warding Rune: At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or they will not be able to attack for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. The rune lasts a number of rounds equal to your level in the class that gave you access to this domain. You can use this ability once per day at 8th level and one additional time per day for every four levels in the class that gave you access to this domain beyond 8th. Domain Spells: Protection from Alignment, Protection from Arrows, Protection from Arrows, Communal, Protection from Energy, Communal, Spell Resistance, Dispel Magic, Greater, Power Word Blind, Power Word Stun, Power Word Kill.

Rune Domain — Kingmaker