# Dragonmarks >[!notes] >Runic magic is an early form of magic where dragons would inscribe runes with their own power, and that power could be bound to the forehead, chest or hand (ring) slots of humanoid disciples of the dragons. A rune-seal could transport the runes outside a body, while a rune-binder (rune) was necessary to bind a rune-seal to a person. > >Rune slots were only open to people of certain Charisma. > - 8 for body slot (Skill or spells to 0th) > - 12 for primary hand (Skill, Feat or spells to 2nd) > - 16 for secondary hand (Feat, Spells to 4th) > - 20 for head (spells to 6th) > A general summary of the dragonmark’s powers and influence starts each mark’s description. **House:** Each dragonmark appears among the members of one large extended family (or, in the case of the Mark of Shadow, two families). By no means does every member of a dragonmarked family possess a dragonmark, but it is extremely rare for a person who is not a recognized member of one of these families to develop a dragonmark (and such cases usually result from indiscretions on the part of a lesser scion of the family). Each house specializes in a trade or service for which its mark gives its members a competitive advantage, and it controls guilds that regulate commerce in its area of specialization. Each family is made up of a mix of marked and unmarked members, since dragonmarks manifest randomly even among those with the ability to possess them. The guilds employ both dragonmarked and unmarked people, who may be family members or unrelated retainers. The dragonmarked individuals perform their specialized magical functions for the house, and the unmarked handle the more mundane aspects of the trade. For example, both marked and unmarked members of the Windwrights Guild, controlled by House Lyrandar, work aboard ships; the marked heads of the family produce the wind to power the ships, while the unmarked masses fill the other crew roles aboard the vessels. **Marks:** Each dragonmark appears in three increasingly powerful aspects and grants a single spell-like ability to characters who have the mark. If more than one spell-like ability is mentioned for a specific mark, a character chooses one that he possesses permanently thereafter. (Anyone who carries a least dragonmark also gains a bonus to a certain kind of skill check; this benefit is in addition to the mark’s spell-like ability.) A dragonmarked character can use his mark’s spell-like ability a certain number of times per day. He uses the ability as a sorcerer with a caster level as indicated in the descriptions of the dragonmark feats earlier in this chapter. Each more powerful aspect of a dragonmark stacks with the less powerful aspects, so that a lesser mark retains the power of a least mark, and a greater mark retains the powers of its associated lesser and least marks. |Mark|House|Race|Influence| |---|---|---|---| |Detection|Medani|Half-elf|Warning Guild| |Finding|Tharashk|Half-orc, human|Finders Guild| |Handling|Vadalis|Human|Handlers Guild| |Healing|Jorasco|Halfling|Healers Guild| |Hospitality|Ghallanda|Halfling|Hostelers Guild| |Making|Cannith|Human|Tinkers Guild, Fabricators Guild| |Passage|Orien|Human|Couriers Guild, Transportation Guild| |Scribing|Sivis|Gnome|Notaries Guild, Speakers Guild| |Sentinel|Deneith|Human|Blademarks Guild, Defenders Guild| |Shadow|Phiarlan|Elf|Entertainers and Artisans Guild| ||Thuranni|Elf|Shadow Network| |Storm|Lyrandar|Half-elf|Windwrights Guild, Raincallers Guild| |Warding|Kundarak|Dwarf|Banking Guild, Warding Guild| ## Mark of Detection The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes. **House:** The half-elves of House Medani carry the Mark of Detection. One of the youngest of the dragonmarked houses, House Medani organized into a mercantile house as a result of the War of the Mark that ended fi fteen hundred years ago. Despite the fact that it has stood as an established mercantile house for fifteen centuries, some of the older houses still view House Medani as an upstart. Unconcerned with the opinions of its peers, House Medani controls the Warning Guild, which of fers services related to personal protection. House Medani originated in Breland and continues to concentrate its efforts in the central region of Khorvaire. Unmarked members of House Medani sell their services as scouts, sentries, and similar occupations. **Marks:** The aspects of the Mark of Detection grant the following benefits. - Least Mark of Detection: detect magic 2/day or detect poison 2/day; +2 bonus on Spot checks. - Lesser Mark of Detection: detect scrying 1/day or see invisibility 1/day. - Greater Mark of Detection: true seeing 1/day. ## Mark of Finding The Mark of Finding bestows powers related to locating creatures or objects, making those who carry it useful as investigators or bounty hunters. In addition, members of the Finders Guild serve an essential role in locating dragonshards and selling them to other guilds for attunement. **House:** House Tharashk is a family of halforcs and humans originally from the region around the Shadow Marches. It controls the Finders Guild, which includes free lance inquisitives, some law enforcement agents, explorersfor-hire, and dragonshard prospectors. The Finders Guild concentrates its efforts in western Khorvaire, where a lucrative dragonshard prospecting business flourishes, although its members are found in every major town and city. The unmarked members of House Tharashk assist their dragonmarked kin in every area; they of fer mundane investigative services and help on dragonshard prospecting expeditions. **Marks:** The aspects of the Mark of Finding grant the following benefits. - Least Mark of Finding: identify 1/day, know direction 2/day, or locate object 1/day; +2 bonus on Search checks. - Lesser Mark of Finding: helping hand 1/day or locate creature 1/day. - Greater Mark of Finding: find the path 1/day. ## Mark of Handling The Mark of Handling grants powers related to the care and control of animals. **House:** The humans of House Vadalis carry the Mark of Handling. Their Handlers Guild controls the business of breeding and selling livestock throughout Khorvaire. Though the elves of Valenar are gaining a reputation for breeding the finest horses in Khorvaire, their steeds are rare and expensive, while House Vadalis provides a strong, loyal, and affordable mount. Unmarked members of House Vadalis are animal handlers, breeders, auctioneers, stablekeepers, drivers, and teamsters. **Marks:** The aspects of the Mark of Handling grant the following benefits. - Least Mark of Handling: calm animals 1/day, charm animal 1/day, or speak with animals 1/day; +2 bonus on Handle Animal checks. - Lesser Mark of Handling: dominate animal 1/day or greater magic fang 1/day. - Greater Mark of Handling: animal growth 1/day or summon nature’s ally V 1/day. ## Mark of Healing The Mark of Healing grants curative magical powers. **House:** The halflings of House Jorasco carry the Mark of Healing and operate the Healers Guild, which controls both the mundane and magical healing trades. A sick or injured person in Khorvaire is far more likely to seek healing from the Healers Guild than from any temple, and in fact most temples do not of fer healing services for sale (though they still heal their own champions and faithful when necessary). Unmarked members of House Jorasco are expertly trained in the healing arts, as well as in fields such as alchemy and herbalism. **Marks:** The aspects of the Mark of Healing grant the following benefits. - Least Mark of Healing: cure light wounds 1/day or lesser restoration 1/day; +2 bonus on Heal checks. - Lesser Mark of Healing: cure serious wounds 1/day, neutralize poison 1/day, remove disease 1/day, or restoration 1/day. - Greater Mark of Healing: heal 1/day. ## Mark of Hospitality The Mark of Hospitality grants powers related to food and shelter. **House:** The halflings of House Ghallanda carry the Mark of Hospitality, which is extremely useful in the halflings’ native nomadic culture. In the cities of Khorvaire, House Ghallanda operates the Hostelers Guild, whose members include innkeepers, chefs, and restaurateurs. While the guild does not operate every inn and dining establishment in Khorvaire, it enforces standards and performs inspections to regulate those businesses. Unmarked members of House Ghallanda run some of the finest hotels and restaurants in Khorvaire. **Marks:** The aspects of the Mark of Hospitality grant the following benefits. - Least Mark of Hospitality: purify food and drink 2/day, prestidigitation 2/day, or unseen servant 1/day; +2 bonus on Diplomacy checks. - Lesser Mark of Hospitality: create food and water 1/day or Leomund’s secure shelter 1/day. - Greater Mark of Hospitality: heroes’ feast 1/day or Mordenkainen’s magnificent mansion 1/day. ## Mark of Making The Mark of Making grants the power to mend or fabricate material goods. **House:** The humans of House Cannith carry the Mark of Making. Members of their Tinkers Guild of ten travel as widely as more traditional tinkers, stopping in villages to repair goods as they go. House Cannith also runs the Fabricators Guild, whose members include those with lesser or greater marks who can fabricate new items rather than just repair old ones. Unmarked members of House Cannith are well-to-do artisans and, less of ten, mundane tinkers. **Marks:** The aspects of the Mark of Making grant the following benefits. - Least Mark of Making: make whole 1/day, mending 2/day, or repair light damage* 1/day; +2 bonus on Craft checks. - Lesser Mark of Making: minor creation 1/day or repair serious damage* 1/day. - Greater Mark of Making: fabricate 1/day or major creation 1/day. *New spell; see Chapter 5: Magic. ## Mark of Passage The Mark of Passage bestows magical powers related to transportation and teleportation. **House:** The humans of House Orien are the bearers of the Mark of Passage. They control a worldwide Couriers Guild that uses its powers to carry parcels, messages, and people over great distances instantaneously—for a high price. The house has holdings and operates across Khorvaire, though it traces its origins to Aundair. The house’s Transportation Guild oversees lightning rail and caravan routes throughout central Khorvaire. Unmarked members of House Orien work as mundane couriers, of ten within the boundaries of a single city or nation. **Marks:** The aspects of the Mark of Passage grant the following benefits. - Least Mark of Passage: expeditious retreat 1/day, mount 1/day, or dimension leap 1/day; +2 bonus on Survival checks. A character with the dimension leap spell-like ability can teleport up to a total of 10 feet per character level per use. The character can leap a shorter distance than his maximum, as long as the distance is in 10-foot increments. Using dimension leap is a standard action. - Lesser Mark of Passage: dimension door 1/day or phantom steed 1/day. - Greater Mark of Passage: overland flight 1/day or teleport 1/day. ## Mark of Scribing The Mark of Scribing grants powers related to writing and communication. Those who carry it specialize in the magic of the written word, serving as diplomats and translators or facilitating communication over long distances. **House:** The gnomes of House Sivis carry the Mark of Scribing. This house controls the Speakers Guild, which of fers the services of translators and mediators and can facilitate instantaneous long-range communication by means of sending. In addition, House Sivis controls the Notaries Guild, which uses arcane mark to certify legal documents and similar work. This guild also prepares secure documents intended for specific recipients using illusory script and performs transcription and copying services. House Sivis originated in Zilargo and has spread along with the gnomes throughout the Five Nations. The house does not usually operate in regions where gnomes are rare. The unmarked members of House Sivis serve as mediators, scribes, messengers, go-betweens, and sometimes diplomats. **Marks:** The aspects of the Mark of Scribing grant the following benefits. - Least Mark of Scribing: arcane mark 2/day, comprehend languages 1/day, or whispering wind 1/day; +2 bonus on Decipher Script checks. - Lesser Mark of Scribing: illusory script 1/day, secret page 1/day, or tongues 1/day. - Greater Mark of Scribing: sending 1/day (a description provided by a client makes you familiar with the recipient). ## Mark of Sentinel The Mark of Sentinel conveys powers that protect creatures from harm. **House:** The humans of House Deneith carry the Mark of Sentinel. They put their powers to use in the Defenders Guild, which of fers comprehensive bodyguard services to persons of position and wealth. The house also provides sentinel marshals that have jurisdiction across national boundaries. House Deneith originated in Karrnath, but the Defenders Guild operates across Khorvaire. The unmarked members of House Deneith work as bodyguards without the benefit of magical assistance. **Marks:** The aspects of the Mark of Sentinel grant the following benefits. - Least Mark of Sentinel: mage armor 1/day, protection from arrows 1/day, shield of faith 1/day, or shield other 1/day; +2 bonus on Sense Motive checks. - Lesser Mark of Sentinel: protection from energ y 1/day or lesser globe of invulnerability 1/day. - Greater Mark of Sentinel: globe of invulnerability 1/day. ## Mark of Shadow The Mark of Shadow grants divinatory powers of clairvoyance and scrying, as well as illusory powers of deception. Houses: One of the most surprising and devastating effects of the Last War was the schism of the family that carries the Mark of Shadow. House Phiarlan, an elf family of ancient lineage, carried the Mark of Shadow for millennia before the Last War and was known as an information clearinghouse. During the war, however, the mission of the house turned its members against each other, eventually resulting in the formation of a new house—House Thuranni. The two houses continue their ancient work of espionage, surveillance, and similar intelligence-gathering activities, while outwardly pursuing mercantile activities based on entertainment and artisan endeavors. House Phiarlan’s Entertainers and Artisans Guild is based in Breland, and its spies work for (or sell information to) Thrane, Aundair, and Breland. House Thuranni, based in the Lhazaar Principalities (but with an enclave in Breland), controls the Shadow Network. Its members perform their spying activities on behalf of the Lhazaar princelings, Karrnath, Droaam, Q’barra, and even the Order of the Emerald Claw. Unmarked members of both House Phiarlan and House Thuranni work as entertainers and artisans who gather information and serve as spies and rogues. **Marks:** The aspects of the Mark of Shadow grant the following benefits. - Least Mark of Shadow: darkness 1/day, disguise self 1/day, or minor image 1/day; +2 bonus on Gather Information checks. - Lesser Mark of Shadow: clairaudience/clairvoyance 1/day, shadow conjuration 1/day, or scrying 1/day. - Greater Mark of Shadow: mislead 1/day, prying eyes 1/day, or shadow walk 1/day. ## Mark of Storm The Mark of Storm grants the power to control weather, primarily through the manipulation of clouds, wind, and rain. A character with this mark can create a short, localized drizzle or a powerful rainstorm, a short breeze, or enough wind to propel a ship across the sea. **House:** The half-elves of House Lyrandar carry the Mark of Storm. Their Windwrights Guild dominates the business of shipping and transportation over both sea and sky. Their Raincallers Guild provides services to farmers across Khorvaire. Both guilds are found in every coastal nation of Khorvaire, and they proudly trace their ancestry to the elves of Aerenal and the humans of Thrane. Unmarked members of House Lyrandar are prosperous farmers, plantation owners, and sailors crewing the ships driven by their marked relatives. **Marks:** The aspects of the Mark of Storm grant the following benefits. - Least Mark of Storm: endure elements 1/day, fog cloud 1/day, or gust of wind 1/day; +2 bonus on Balance checks. - Lesser Mark of Storm: sleet storm 1/day, wind’s favor 1/day, or wind wall 1/day. With sleet storm, a character can create either warm rain or freezing sleet. A character using wind’s favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees. - Greater Mark of Storm: control winds 1/day or control weather 1/day. ## Mark of Warding The Mark of Warding protects places from unwanted intruders and items from theft. **House:** The dwarves of House Kundarak carry the Mark of Warding. They control the Warding Guild, which specializes in security for businesses and precious goods. House Kundarak originated in the Mror Holds and now has interests in many large towns and cities throughout Khorvaire. The unmarked members of House Kundarak work as security consultants, of ten specializing in trapmaking as well as running the House Kundarak bank. **Marks:** The aspects of the Mark of Warding grant the following benefits. - Least Mark of Warding: alarm 1/day, arcane lock 1/day, firetrap 1/day, or misdirection 1/day; +2 bonus on Search checks. - Lesser Mark of Warding: explosive runes 1/day, glyph of warding 1/day, or nondetection 1/day. - Greater Mark of Warding: Mordenkainen’s faithful hound 1/day, greater glyph of warding 1/day, or guards and wards 1/day.