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==Wait, Rune Magic?== A new sub-system of magic included to go with the Rune Scribe. In essence, Runes are treated as magical items - Master Runes are fully-enchanted copies of a rune inscribed on some substance or other, allowing anybody to pick it up and attune to it. Once attuned, a Rune provides access to a number of powers, which are divided between Simple Properties (anyone can use these) and Complex Properties (you need the Rune Lore class feature to use them). Master Runes, like any other magical item, can only be attuned to one person at a time, so not just anyone can use them. Only four Runes have been created so far. They're repeated below, because we're nice like that. Ild: The Rune of Fire gives you skills relating to burninating shit. It has the Simple Properties of Ignite (immediately set fire to any flammable object), Fire Tamer (can extinguish any fire within 10ft, or boost it by expending spell-slots; +20 feet of extinguishing per spell level expended) and Fire's Friend (resistance to Cold). Its Complex Properties are Combustion (touch a critter and expend a spell slot to do 1D10 + 1D10/spell slot level Fire damage), Flame Brand (enchant a weapon or ammunition to do fire damage instead of physical for 24 hours), and Flame Stoker (when dealing Fire damage, roll the damage dice twice and use the higher result). Stein: The Rune of Stone gives you skills relating to the strength of the earth. It has the Simple Properties of Indomitable Stand (create a rune on the ground that stops creatures getting within 10 feet of you and gives you Advantage on resisting attempts to be moved), Stone Soul (you can't be petrified) and Stone's Secrets (touch a stone/earth floor or wall to learn the location & size of anything touching that surface within 30 feet). Its Complex Properties are Crushing Brand (imbue a bludgeoning damage weapon with the ability to ignore bludgeoning resistance/immunity for 24 hours), Earthen Step (Meld Into Stone 1/short rest) and Overwhelming Bolt (touch a creature and expend a spell slot; they must pass a Strength check of 12 + expended spell level or take 2D8 + 1d8/spell level bludgeoning damage and be knocked prone; success halves damage and negates the knocked prone effect). Vind: The Rune of Air gives you skills relating to mastery of air. It has the Simple Properties of Comforting Wind (cannot suffocate, cannot drown, Advantage on saving throws vs poisonous gas, inhaled poison, etc), Wind Step (fly 20 feet as an action) and Wind's Grasp (spend a reaction whilst falling to take no falling damage). Its Complex Properties are Howling Brand (enchant a ranged weapon to double its range and ignore range disadvantage for 24 hours), Shrieking Bolt (blast a target within sight, forcing a Strength check of 12 + expended spell level or take 2D8 + 1d8/spell level bludgeoning damage and be pushed 10 feet per expended spell level; success halves damage and negates the push effect) and Wind Walker (Levitate 1/short rest). Kalt: The Rune of Frost gives you skills relating to freezing shit. It has the Simple Properties of Frigid Touch (freeze 10ft radius of water by touching it), Frost Friend (resistance to Fire) and Icy Mantle (create a mantle of ice that absorbs all damage from the next bludgeoning/slashing/piercing attack, then shatters). Its Complex Properties are Freezing Bolt (touch a target whilst expending a spell slot and force them to take a Constitution check of 12 + expended spell level or take 2D8 + 1d8/spell level Cold damage and have speed reduced to 0 until end of next turn; success halves damage and negates the slow effect), Ice Brand (enchant a weapon or ammunition to do Cold damage instead of physical for 24 hours) and Winter's Howl (Sleet Storm 1/short rest). [[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Classes]]
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