Talismanic runes can be inscribed upon amulets, belts, crowns, helms and other ornamental pieces, though they are most commonly found on rings. Every character is assumed to already have the relevant item in his possession.
Gotrek Starbreaker was the first great Dwarf lord to have his crown adorned with this rune. Such a crown is a priceless artifact 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.
This rune may only be engraved on the crown of a Dwarf Lord. The Lord and the unit he leads are stubborn and completely immune to fear and terror.
Forged in the embers of a captured spell book, this rune hungers after magical' power, stealing it from the enemy.
Runesmiths/Runelords only. During the enemy's Magic phase, this rune allows the Dwarf player to remove one dice from the opponent's pile of Power dice and add it to his own Dispel dice pile.
This rune allows a Runesmith to channel away the winds of magic with greater ease, thwarting the magical attacks of their foes.
Runesmiths/Runelords only. +1 to all attempts to dispel.
This rune makes Runesmiths and Runelords almost invulnerable to magical attacks
Runesmiths/Runelords only - one use only. This rune works exactly like a Rune of Spellbreaking. Also, when the enemy spell is cancelled, roll a dice. On the roll of a 4+ the enemy spell is lost and can't be cast again for the rest of the game.
Created to protect the gates of Karaz-a-Karak. This rune has since been transferred onto other devices.
This rune confers a 4+ Ward save.
When a war horn with this rune is sounded its uncanny voice causes all foes to tremble.
One use only. The horn may be sounded once per battle, at the end of the Dwarf player's turn. All enemy units on the field which are not Immune to Psychology must take a Leadership test. If they fall, they are so dismayed that they may not declare a charge in their following turn's Movement phase. Units that move in the compulsory Movement phase are not affected.
A Dwarf possessing this rune will dream portents of the future the night before a battle, and be know each blow that the enemy will strike at him.
One use only. The model has a 2+ Ward save against the first wound suffered.
First inscribed on a ring worn by Magnund Hammerson, who then went on to acquire a fortune through gambling.
One use only. This rune allows its bearer to re-roll any single dice roll once during the game.
Once a Runesmith has mastered the Rune of Warding he will learn this more complex rune.
Runesmiths/Runelords only - one use only. This rune may only be used once per battle and will stop enemy magic instantly. The rune may be played to automatically dispel one enemy spell - there is no need to roll. This rune won't help against spells cast with Irresistible Force.
Apprentice Runesmiths are taught the techniques necessary to create this rune early in their studies.
This rune adds a dice to any attempt to dispel enemy spells cast against the character or the unit he is with.
Designed to aid Dwarfs working in the hot forges, this rune was soon adapted for use in battle.
The bearer of this rune is immune to fire and cannot be affected by fire attacks (including magical fire, the flames of a Skaven warpfire thrower, etc).