Rune Magic

## Synopsis

The magic of rune carving is a unique phenomenon in the world of magic. Mechanically, runes are a fairly simple magic. The art of true spellcasting is comapratively more complex. Arcane spellcasters shape the Weave to harness and manipulate Primordial Chaos. Divine casters draw magic through the Divine Gate, as allowed to them by their patron deities.

Rune magic, on the other hand, combines both of these methodologies - a technique that makes it unique among other magics. The runes themselves are a combination of arcane sigils and divine symbols, married together in a way not seen anywhere else in magic. Using this combination of holy symbology and arcane sigils, runes create an arcane connection between an object and the magic of the gods, circumventing the Divine Gate and allowing for small, controlled effects created from the magic of the Outer Planes.

Though the distinction between rune magic and divine magic is somewhat esoteric, it is significant. While divine magic draws magic power *through* the Divine Gate, rune magic *circumvents* the Divine Gate, using arcane methodology to bypass it.

Importantly, while most divine magic requires the will of the gods, rune magic does not. Unlike the divine magic of clerics or paladins, which is dependent on their faith and the bond they share with the deity they serve; rune magic does not require a bond with a particular deity, and can be utilized by anyone who learns its practice, irrespective of their faith (or lack thereof).

## History

The history of rune magic is largely lost, and shrouded in mystery. It is known to have been invented during the Age of Arcana, and was used as a comparatively simple, accessible way for the common folk to utilize basic magic for self-defense and industrious purposes.

In truth, rune magic was invented by an elven sage named Avara Wasanthi. Unlike the vast majority of great magic users of her era, she did not believe in the inherent conflict between divine and arcane magic, and advocated for collaboration between the divine and arcane - which was reflected in the development of runes, which married divine and arcane magic together in a way never before seen. Seen as heretical by her devout peers, she was assassinated during the Gods' War.

After the Gods’ War, rune magic disappeared, and was only rediscovered in the past century by a mage, Mordus Moonbeard, who went on to found the Rune Carvers Circle at the college of Mimrinoth.

## Runes

Each of the runes contains holy symbols of a particular deity, with its effects corresponding to the nature of the deity it represents. Though only a few runes have been discovered by the Circle of Rune Carvers at the College of Mimrinoth, all of the following runes exist, and can be found within Avara Wasanthi's Tome:

### Rune of Bahamut

This rune's magic bestows a resilience reminiscent of the Platinum Dragon. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Moradin

This rune's magic channels the masterful craftsmanship of the All-Hammer. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrainedby the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Kord

This rune's magic evokes the Storm Lord's fearsome presence. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Avandra

This rune's magic emulates the deceptiveness of the Change Bringer. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Sehanine

This rune's magic channels the insightfulness of the Moon Weaver. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Ioun

Using this rune, you can glimpse into the hidden knowledge of the Knowing Mentor. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Aedra

This rune's magic channels the balance of the Arbiter of Equilibrium. While wearing or carrying an object inscribed with this rune, when a friendly creature within 10 feet of you takes damage, you can choose to take the damage in their place, provided that your current hit points are higher than theirs. Damage you take from this feature cannot be resisted or reduced in any way.

In addition, you can invoke the rune as an action to channel the dual forces of life and death to heal your allies and wound your foes. One creature of your choice within 60 feet of you gains temporary hit points equal to your fighter level + your Intelligence modifier. Another creature of your choice within 60 feet of you must make a Constitution saving throw, taking the same amount of force damage on a failure, or half as much damage on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Corellon

This rune's magic channels the charm and beauty of the Arch Heart. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) checks, and saving throws against being charmed.

In addition, you can invoke the rune as a bonus action to assume otherworldly beauty for 1 minute. Until the state ends, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Erathis

This rune's magic invokes the leadership and order of the Law Bearer. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks.

In addition, you can invoke the rune as an action to issue a resonating command of authority. Each creature you choose within 60 feet must make a Wisdom saving throw. A creature that fails this saving throw falls prone as they kneel toward you, and cannot take reactions until the end of their next turn. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Melora

This rune's magic attunes you to the Wild Mother's connection to nature. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Nature) and Wisdom (Survival) checks.

In addition, you can invoke the rune as an action, causing the earth around you to burgeon with plant life for 1 minute. Until the state ends, grasping vines and plants surround you in a 20 foot radius, moving with you and entangling your enemies. The area is difficult terrain, but you can choose to allow a creature to move through it normally (no action required). Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Pelor

This rune's magic radiates the light of the Dawn Father. While wearing or carrying an object inscribed with this rune, you have resistance to radiant damage, and you can cast the *light* cantrip on the object inscribed with the rune at will, requiring no components.

In addition, when you hit a creature with a weapon attack, you can invoke the rune to emit a burst of radiance. The target must succeed on a Constitution saving throw. On a failure, the target takes 3d8 radiant damage, and is blinded for 1 minute. On a success, the creature takes half as much damage, and is not blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Sarenrae

This rune's magic suffuses you with the healing energy of the Everlight. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Medicine) checks and death saving throws.

In addition, you can invoke the rune's healing magic for 1 minute. While the rune is invoked, you can use an action to use your *Second Wind* feature without expending it, even if it has already been expended. When you use your *Second Wind* feature in this way, you can cause a creature that you touch to regain the hit points instead of regaining them yourself. If you use the rune to heal another creature in this way, the rune's effect ends. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of the Raven Queen

This rune's magic emanates the darkness and dread of the Mother of Fate. While wearing or carrying an object inscribed with this rune, you have advantage on death saving throws, and you have resistance to necrotic damage.

In addition, you can invoke the rune as a bonus action. When you do, you disappear, releasing up to three ravens from your space under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice). If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form.

If multiple ravens are reduced to 0 hit points by an effect that damaged all of them simultaneously (such as a spell with an area of effect), you choose which of their spaces to reappear in, and the excess damage that carries over to your normal form is equal to the highest damage total taken by any single raven, not the combined damage taken by all ravens.

### Rune of the Star Road

Using this rune, you can access the extraplanar pathways of the Star Road. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls and your movement speed increases by 5 feet.

In addition, you can invoke the rune as a bonus action to enter a plane-shifting state for 1 minute or until you're incapacitated. Until the state ends, when you take the attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Asmodeus

This rune's magic emanates the insidious charm and temptation of the Lord of Lies. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Deception) and Charisma (Intimidation) checks.

In addition, you can invoke the rune as an action to cast either the *glibness* or *mind blank* spell on yourself. When you cast either spell in this way, it does not require any components. Once you invoke the rune, you can't do so again until you finish a long rest.