I really love your ideas Zimron. I wanted to do something like that myself, but you did such a great job I will follow your rules instead.
There is a few things I consider important to keep in mind :
-first one is that since we need our opponent to allow house rules like this, its important to make them balanced or slightly underpowered. I d rather have my opponent consent every time and playing okay rules that doesn't weight on the game too much than having to deal with the delicate situation where house rules made me win.
-to help giving this a genuine look, it must look as much professional as possible. Thats why I like the "missing page" idea so much. Please make a good looking printable page like you did once the rules are refined enough to be "official"
About the rules themselves :
I love the concept and the passive attribute. I'm not too sure on the casting values, this need some testing. I think the goal to achieve is being able to cast 1-2 spells tops per magic phase against a regular level4 caster. I tried to emulate a magic phase by throwing dices multiple times, and so far it seems to be that way. I find it difficult and strategic (as it should be) to cast the spells I want against a caster with +4 for dispels.
I enjoy the idea to have something for mobility like we used to with the old anvil, and I also love the idea to reroll parry saves or having a parry save with 2 handed weapons... but I'm not sure about mixing both in the same spell. It seems counter intuitive to me. If i want to have a better parry, its usually because I'm expecting a charge, or if I'm already in close combat... either way I cant or don't want to move (except maybe for backing a few inches), wasting the first part of the spell.
Another thing I don't like too much is the rune of calming, level power 19 and two tokens for a +1 dispel ? I ll need to throw 6 dices for that... I don't see myself casting this ever, its too costly for too little gain.
The rune of roaring grudges, its fine but maybe the master rune effect is a bit disappointing considering how creative are the other mater rune effects. I don't have a better idea at the moment though.
Here are my suggestions :
-Rune of Wrath and Ruin Ancient
Change power change to stay 2D6 Strength 4 instead of strength 5, but add a cripple movement effect if it manages to wound at least once : the model have half his movement speed (rounded up) for the next move phase, or lose flying. Might want to lower the casting value a bit.
Reason : It adds some flavour and some utility and mimics the old anvil, but less powerful since its not automatic, and can fail, especially against hard to wound monsters. I prefer utility to raw power, and I think its more acceptable for an opponent than seeing his unit get wiped.
-Rune of Hearth and Home
Stay like that but add that if the unit was already engaged, it counts has having one extra rank than it already have if its an infantry unit.
Reason : Adding versatility and making the first part of the spell useful when already engaged.
-Rune of Hammer and Iron
I might suggest changing the ancient power to "reroll to wounds" instead.
Reason : Its significantly less powerful, but it will have some use during our turn if the unit charged or not, plus it doesn't overlap with any of our abilities. I'm not too sure about this one, as I like both ideas.
One possible solution would be to add the "count has having charged" to the rune of Hearth instead of the extra rank if the unit is already engaged.
-Rune of Calming
Change the -1 power dice pool to +2 spell casting values to the spell known by the wizard targeted.
Change the Ancient power to have a much lower casting value and 1 token cost, and let Valaya's blessing give every dwarf unit 24" from the anvil having one more magic resist for one turn.
Reason : Its annoying (and dwarfy) and not too powerful in my opinion, and more fun than just removing a dice. Having more magic resist synergies well with our rune smiths and banners
Either way I think something has to be done about the Ancient power and especially the casting value.
That's it for now, what do you think ? 
I ll keep looking for ideas and rune some simulations. Please keep this project alive !
Just one last note : having spells on the runelord and runesmiths without the anvil is okay for some optional rules for fun, but I support the idea spells should be anvil only as for the core rules of the "missing page".
PS : english is not my first language, please accept my apologies for the spelling mistakes
Edited by GrumbleBeard, 04 October 2014 - 05:14 PM.