Based off a Cleric, minus the whole domains thing.
Runemasters have 4 spells at 0-level, 32 spells at 1st-level, 41 spells at 2nd-level, 23 spells at 3rd-level, 15 spells at 4th-level, 10 spells at 5th-level, and 7 spells at 6th-level.

Hit die: d8

Runemasters use a special rune weapon that acts as follows:
-It can be any type of weapon the character can use.
-It must have 3 magical runes: a fire, a nature, and a shadow rune.
-Every turn you roll a 1d6. If it comes up as a 6, the rune changes. If there is no rune assigned to the weapon at the time, make it fire. The rune will change as follows: Fire > Nature > Shadow > Fire, etc.
-For visual sake, the weapon appears to dawn 3 unlit runes. When activated, the rune lights up emitting a strong glow that can light up to 3 yards if desired.
-As the current element (ex. Nature), all attacks cast or used by the wearer associated with that particular element will have a +3 hit chance and deal 20% more damage.

Stick: Glues an object weighing 5 pounds or less to another object. [“Stick”, SC 246]
Electric Jolt: Ranged touch attack that deals 1d3 electricity damage. [“Electric Jolt”, SC 261]
Sonic Snap: Subject takes 1 point of sonic damage and is deafened for 1 round. [“Sonic Snap”, SC 261]
Repair Minor Damage: Repairs 1 point of damage to any construct. [“Repair Minor Damage”, SC 261]

Cure Light Wounds: Cures 1d8 damage +1/level (max +5). [“Cure Light Wounds”, PH 189]
Binding Rune: Runes bind the feet of everyone in 40-ft.-radius. [“Entangle”, PH 189]
Produce Flame: 1d6 damage +1/level, touch or thrown. [“Produce Flame”, PH 189]
Speak with Spirits: You can communicate with ghosts and spirits. [“Speak with Animals”, PH 189]
Runic Weapon: Weapon gains +1 bonus. [“Magic Weapon”, PH 189]
Magnetic Barrier: For 1 min./level surround yourself in a barrier of runes that cause your enemies to miss 20% of the shots made against you. [“Magnetic Barrier”, PH 227]
Rune of Enlarge Person: Places a rune on the ground with a 5 foot diameter that when stood on doubles their height and times their weight by 8 for 1 min./level of the caster of this rune. [“Enlarge Person”, PH 226]
Rune of Illumination: Places a rune on the ground that follows the caster. It sheds bright light on 20 feet (radius) of the surrounding area. [“Light”, PH 248]
Read Magic: Read scrolls and spell books. [“Read Magic”, PH 191]
Runic Punch: Forces a rune imprint on the target (touch attack) dealing 1d6 damage. Also if you win against the target in a fortitude check, the target is damaged for 1 strength. Can cast 1 touch per level. [“Chill Touch”, PH 192]
Rune of Enfeeblement: Casts a rune on the target’s forehead that reduces their Strength by 1d6 +1 per two levels. [“Ray of Enfeeblement”, PH 192]
Shielding Runes: Surrounds the caster in runes that gives +4 to AC and blocks magic missiles. [“Shield”, PH 192]
Erase: Mundane or magical writings disappear. [“Erase”, PH 192]
Sure Strike: +20 on your next attack roll. [“True Strike”, PH 192]
Shocking Touch: Touch delivers 1d6/level electricity damage (max 5d6). [“Shocking Grasp”, PH 192]
Optical Disruption Rune: Surrounds yourself in a magical aura that appears to be fog. [“Obscuring Mist”, PH 192]


The 8 Scepters NickShellenberg