We have kind of an ongoing discussion to find ideas to improve dwarfs alittle. (although we agree rarely

)
So I came up with an idea to give the dwarves a kind of magic and it all works through the anvil.
My idea: The anvil degrades the runesmith to be a caster who can either dispell like usual or try to bind the magic energy into a rune. (20cm command range)
The real difference is that dwarves cant cast spells on their own, but can only use the power of an enemy spell to support the dwarf units with runes. So the dwarf magic phase is in the enemies magic phase.
The Rune-spells should be supporting spells, like reroll armor save, immunity against terror, extra attacks, reroll missfires, rune of reloading (any missle unit can shot twice but the second time with -1 to hit) and so forth. You get the idea. It should be 2x4+, 1x5+ and 1x6+ "spell".
So if an imperial wizard chooses to cast the weird enchantement for example, the runesmith with anvil can try to dispell as usual on a 4+ or he can choose to bind it in a rune. (in that case its also a 4+ because weird ench. is a 4+, a fireball can only be bound on a 5+ )
If he makes the roll, he can choose to use a rune of same complexity. (one of the 4+ runes in the case of weird enchantment) The effects take place in the enemy magic phase and last till the end of the dwarf players phase. Runemagic cant be dispelled but the runesmiths roll to bind cannot be modified either.
If he fails to bind it, the spell goes through as usual and cannot be dispelled by a second runesmith.
So the idea behind it, is to discourage the enemies of the dwarfs to use magic, because without enemy magic there is no rune magic.
I would be interested in your thoughts about the matter!