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# Arcane Runes These ancient runes were once thought lost to time and to the eras that came before, but thanks to a singular dwarf, Beinor, they are slowly being catalogued throughout the ancient ruins that exist in the Underdark and across the surface world. These runes, when carved into valuable gems, have the ability to carry arcane abilities that allow one to control the wind, provide resistances to deadly poisons or create a protective ice barrier between you and your opponents. These runes are to be taken with caution and you can only have one active rune at a time. #### Dangers of Runes Runes and their effects on the body over extended periods of time and uses is not fully understood. They are an ancient form of magic, and some say it is best that the knowledge of such has been mostly lost. To add a rune to your body, Beinor, or someone well versed in rune magic like a Rune Mage, must have the appropriate gem. The gem must be at least the cost shown for the rune, though more expensive gems are acceptable but they do not provide any additional benefits. The Rune Mage must then expend a spell slot of an appropriate level and fuse it into your skin. This is a painful procedure that rarely has any lasting ill side effects. To remove a rune from you body, either to put in a new way or for other reasons, a Rune Mage must rip it from your body in a careful procedure. If you, or someone else, tries to remove the Rune Gem, it may end up tearing away part of your essence or body with it, or it may explode inside your body. The removal of a Rune Gem is a very painful procedure, and the Rune Gem is destroyed in the process dealing 4d10 psychic damage upon it's removal. The gem itself is turned to ash after the removal is completed. If you attempt to put in a new Rune Gem while you still have a Rune Gem in your body, both are Rune Gems are destroyed in the process. #### Cost of Runes All costs for the material component of the runes is based off of the **Sane Magical Prices**, though these may not reflect the prices in all worlds. #### Implanting Runes When a rune is implanted, the Rune Mage must expend a spell level appropriate to the Rune and the material component will then be implanted into the target's body. These runes can be placed anywhere, though many Rune Mages swear that you get the best effect if placed directly on the spine. If they are unable to expend a spell level of an appropriate level or they don't have the correct material, than the material and spell slot are lost. All gems required must be a singular piece and can not be used from multiple chunks of gems. The use of a _mending_ spell may be used to combine smaller gems into a large gem per the DM's discretion. \columnbreak ## Ability Runes ### Concentration **Cost (5,000 gp Diamond)**, *Spell Level (3rd),
**Prerequisite:** Must be able to cast a spell* You have advantage on Constitution saving throws to maintain concentration on spells. ## Attack Runes ### Combustion **Cost (1,500 gp Garnet)**, *Spell Level (2nd),
**Prerequisite:** Must be able to cast a spell* As an action, you can expend a spell slot and touch an object or creature and set it on fire. If you target an object, it immediately bursts into flames. While it burns, the magical fire lasts for 1 minute and if the object is flammable, may continue burning if conditions are right. If you target a creature, roll an Athletics (Strength) check contested by their Athletic or Acrobatics check. On a success, they are on fire and take 1d10 fire damage. You can then increase this damage by expending a spell slot and they take an additional 1d10 fire damage per level of an expended spell slot. ### Freezing Bolt. **Cost (1,500 gp Sapphire)**, *Spell Level (2nd),
**Prerequisite:** Must be able to cast a spell* As an action, you can expend a spell slot and touch an object or creature and freeze it. If you target an object, you can freeze 5 sqft of material for up to 1 minute. If you target a creature, the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. ### Shrieking Bolt **Cost (1,500 gp Diamond)**, *Spell Level (2nd),
**Prerequisite:** Must be able to cast a spell* As an action, you can expend a spell slot and touch an object or creature and shove it back 10 feet per level of the expended spell slot. If you target an object, you can push an object that weighs up to 500lbs back so long as it is not secured down. If you target a creature, the creature must make a Strength saving throw (DC 12 + the spell slot’s level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you. \pagebreakNum ### Wind Blast **Cost (1,500 gp Aventurine)**, *Spell Level (2nd),
**Prerequisite:** Must be able to cast a spell* As an action, you can expend a spell slot and touch a creature and knock it over. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone. ## Buff Runes ### Flame Stoker **Cost (2,500 gp Garnet)**, *Spell Level (2nd)* Your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. You may use this property once per round. ### Icy Mantle **Cost (2,000 gp Sapphire)**, *Spell Level (2nd)* As an action, you pull on the power of water on yourself or another creature. Water forms and instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. You regain this ability after a short or long rest. ## Control Runes ### Frigid Touch **Cost (600 gp Sapphire)**, *Spell Level (1st)* As an action, you pull the power of cold onto the surface of any volume of water. The water freezes in a 10-foot radius around that spot. ### Safe Wind **Cost (5,000 gp Tanzanite)**, *Spell Level (2nd)* You cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. ### Stone Soul **Cost (5,000 gp Spinel)**, *Spell Level (2nd)* You cannot be petrified. ### Wind’s Grasp **Cost (2,000 gp Tanzanite)**, *Spell Level (1st)* As a reaction when you fall, you can draw on this power to take no damage from a fall. \columnbreak ### Winter’s Howl **Cost (6,000 gp Sapphire)**, *Spell Level (2nd)* You can cast _Sleet Storm_ as an action. You regain this ability after a short or long rest. ## Resistance Runes ### Acid **Cost (3,000 gp Peridot)**, *Spell Level (2nd)* You have resistance to Acid damage. ### Bludgeoning **Cost (3,500 gp Cordierite)**, *Spell Level (3rd)* You have resistance to non-magical Bludgeoning damage. ### Cold **Cost (3,000 gp Sapphire)**, *Spell Level (2nd)* You have resistance to Cold damage. ### Fire **Cost (3,000 gp Garnet)**, *Spell Level (2nd)* You have resistance to Fire damage. ### Force **Cost (3,000 gp Diamond)**, *Spell Level (2nd)* You have resistance to Force damage. ### Lightning **Cost (3,000 gp Lapus Lazuli)**, *Spell Level (2nd)* You have resistance to Lightning damage. ### Necrotic **Cost (3,000 gp Opal)**, *Spell Level (2nd)* You have resistance to Necrotic damage. ### Piercing **Cost (3,500 gp Quartz)**, *Spell Level (3rd)* You have resistance to non-magical Piercing damage. ### Poison **Cost (3,000 gp Jade)**, *Spell Level (2nd)* You have resistance to Poison damage. ### Psychic **Cost (3,000 gp Amethyst)**, *Spell Level (2nd)* You have resistance to Psychic damage. ### Radiant **Cost (3,000 gp Sunstone)**, *Spell Level (2nd)* You have resistance to Radiant damage. ### Slashing **Cost (3,500 gp Pearl)**, *Spell Level (3rd)* You have resistance to non-magical Slashing damage. \pagebreakNum ### Thunder **Cost (3,000 gp Fluorite)**, *Spell Level (2nd)* You have resistance to Thunder damage. ## Utility Spells ### Earthen Step **Cost (6,000 gp Malachite)**, *Spell Level (3rd)* You can cast _Meld into Stone_ as a bonus action. You regain this ability after a short or long rest. ### Stone’s Secrets **Cost (2,000 gp Spinel)**, *Spell Level (2nd)* As an action, you can draw on the power of earth and touch a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 60 feet of you, though only for the moment when the property is used. ### Wind Step **Cost (2,500 gp Tanzanite)**, *Spell Level (3rd)* As an action, you call forth the power of the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall and take damage if you fall 10 feet or more. ### Wind Walker **Cost (2,000 gp Tanzanite)**, *Spell Level (2nd)* You can cast _Levitate_ as a bonus action. You regain this ability after a short or long rest. ## Weapon Buff Runes ### Flame Brand **Cost (8,000 gp Garnet)**, *Spell Level (3rd),
**Prerequisite:** Must be able to cast a spell* Over the course of a short rest, you can prepare a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, rounded down. These effects last for 24 hours or until you use this property again. \columnbreak ### Crushing Brand **Cost (12,000 gp Diamond)**, *Spell Level (3rd),
**Prerequisite:** Must be able to cast a spell* Over the course of a short rest, you can prepare a weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature large or smaller. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, rounded down. These effects last for 24 hours or until you use this property again. ### Ice Brand **Cost (8,000 gp Sapphire)**, *Spell Level (3rd),
**Prerequisite:** Must be able to cast a spell* Over the course of a short rest, you can prepare a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, rounded down. These effects last for 24 hours or until you use this property again. ### Wind Brand **Cost (8,000 gp Tanzanite)**, *Spell Level (3rd),
**Prerequisite:** Must be able to cast a spell* Over the course of a short rest, you can prepare a ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon’s attacks do not suffer disadvantage due to range. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three, rounded down. These effects last for 24 hours or until you use this property again.