Int version shores up the Spellcraft check, has other benefits
Wis version shores up the Concentration check, etc
Runeforging
Runes can be emblazoned onto weapons, armor, or even spellcasting implements, enhancing their properties.
Each rune has a rank; higher ranked runes are more intricate and powerful, but also more difficult to create. Runes of a given rank have all the abilities of lower ranked runes of the same type.
Rune of Fire
This rune blazes with elemental flame, channeling the destructive power of fire into whatever it adorns. Weapons wreathed in this rune leave trails of burning embers, armor radiates waves of protective heat, and implements focus pyromantic energy with devastating precision.
Rank
Level
Cost
1
2
1 gp
2
6
8 gp
3
10
26 gp
4
14
80 gp
5
18
250 gp
Weapon
Rank
Effect
1
On hit, inflicts bonus ongoing fire damage (Dex ends) equal to half the original damage.
2
Weapon gains +1 reach as the flame lengthens.
3
Critical hits cause a burst 3 of fire damage equal to bonus crit damage, enemies only. You can sweep the weapon in an arc, creating a cone 3 inflicting half normal weapon damage as fire damage plus same ongoing (Dex ends).
4
Weapon attacks chain up to 3 times.
5
All hits cause a burst 3 of fire damage, not just crits.
Armor
Rank
Effect
1
Gain Resist (fire) 50%.
2
Half of damage taken is retributive ongoing fire damage (Dex ends).
3
Immune to fire damage.
4
All attackers within 30-ft are blasted with a fire bolt equal to damage they deal to you, same AC hit.
5
Fire heals you.
Implement
Rank
Effect
1
Advantage on fire damage rolls.
2
Fire spells gain half damage as ongoing (Dex ends).
3
Fire spells cost 1 less Energy.
4
Maximize all ongoing damage rolls.
5
Fire spells cost half Mana.
Rune of Lightning
This rune crackles with electrical energy, arcing with static discharge at the slightest touch. Weapons inscribed with this rune build ionizing charges on their targets, armor creates a field of retributive voltage, and implements amplify electromantic spells into devastating chain reactions.
Rank
Level
Cost
1
3
2 gp
2
7
11 gp
3
11
34 gp
4
15
105 gp
5
19
330 gp
Weapon
Rank
Effect
1
Half of damage dealt becomes a static charge on the target; if they move within the next round, the charge detonates for that damage.
2
Attacks build ionization on the target, causing vulnerability 50% to the next lightning damage they suffer.
3
On hit, half the weapon damage becomes a lightning bolt that chains to up to 3 additional targets within 30 feet. The number of jumps and distance are multiplied by critical power.
4
Attacks build ionization on the target, causing vulnerability 100% to the next lightning damage they suffer.
5
Chain lightning damage is 100% of original weapon damage.
Armor
Rank
Effect
1
Gain Resist (lightning) 50%.
2
Half of damage you take is reflected as lightning damage to the attacker, plus stunned for 1 round (Constitution negates).
3
Immune to lightning damage.
4
All attackers within 30 feet are struck by lightning bolts dealing damage equal to what they dealt to you.
5
Lightning heals you.
Implement
Rank
Effect
1
Lightning spells add a static charge for half damage, triggered if the target moves within 1 round.
2
Lightning spells ionize the target, causing vulnerability 50% to the next lightning damage they suffer.
3
Lightning spells cost 1 less Mana.
4
Ionization and static charge increase to 100%.
5
Lightning spells cost half Mana.
Rune of Earth
This rune embodies the unyielding endurance of stone, granting ablative protection against all harm. Items bearing this rune feel heavier and more substantial, thrumming with the deep stability of bedrock. The rune manifests as interlocking geometric patterns that seem to shift and reinforce themselves when struck.
Rank
Level
Cost
1
3
2 gp
2
7
11 gp
3
11
34 gp
4
15
105 gp
5
19
330 gp
Weapon
Rank
Effect
1
Attacks ignore 10% of target's damage resistance or hardness.
2
Attacks ignore 25% of target's damage resistance or hardness.
3
On critical hit, target is knocked prone (Strength negates).
4
Attacks ignore 50% of target's damage resistance or hardness.
5
On any hit, target is knocked prone (Strength negates).
Armor
Rank
Effect
1
Grants 1 charge per encounter. Each charge can be spent as an immediate action to ablate 10% of incoming damage from a single attack.
2
Grants 2 charges per encounter. Charges can be spent for ablation as above, or to grant advantage on a single saving throw.
3
Grants 3 charges per encounter. Can spend 2 charges to become invulnerable to all damage for 1 round.
4
Grants 4 charges per encounter. Can also spend 1 charge to negate a single mental effect, death effect, or hostile transmutation targeting you.
5
Grants 5 charges per encounter. Can spend 2 charges to fully heal to maximum HP.
Implement
Rank
Effect
1
Earth and stone spells gain +1 to hit.
2
Conjured earth and stone has 25% more HP and hardness.
3
Earth spells cost 1 less Mana.
4
Conjured earth and stone has 50% more HP and hardness.
5
Earth spells cost half Mana.
Rune of Life
This rune pulses with vital energy, beating like a second heart within whatever it adorns. The inscription glows with warm golden light when its bearer takes damage, channeling regenerative power through their body. Higher ranks of this rune create sympathetic healing auras that benefit nearby allies.
Rank
Level
Cost
1
3
2 gp
2
7
11 gp
3
11
34 gp
4
15
105 gp
5
19
330 gp
Weapon
Rank
Effect
1
On hit, heal yourself for 10% of damage dealt.
2
On hit, heal yourself for 25% of damage dealt.
3
On critical hit, heal yourself for 100% of damage dealt.
4
On hit, heal yourself or an adjacent ally for 25% of damage dealt.
5
On any hit, heal yourself and all adjacent allies for 25% of damage dealt.
Armor
Rank
Effect
1
Each time you take damage, you gain Fast Healing 1 for a number of rounds equal to your proficiency bonus. Multiple instances stack.
2
Fast Healing increases to 2 per round. Each Fast Healing tick grants a bonus saving throw against one poison or disease effect.
3
Fast Healing increases to 5 per round. Each time you take damage and gain a new Fast Healing stack, you also cause a burst 2 of healing (allies only) equal to half the damage you received.
4
Fast Healing increases to 10 per round. You also gain Regeneration equal to 10% of your Fast Healing value, which heals you even with no active stacks.
5
Fast Healing increases to 20 per round. Each Fast Healing tick also causes a burst 2 of healing to all allies for 10 HP.
Implement
Rank
Effect
1
Healing spells restore an additional 10% HP.
2
Healing spells restore an additional 25% HP.
3
Healing spells cost 1 less Mana.
4
Healing spells can affect one additional target.
5
Healing spells cost half Mana.
Rune of Wind
This rune contains captured air elemental essence, making items feel almost weightless. The inscription seems to shimmer and flow like heat haze, and faint breezes stir around its bearer. At higher ranks, the rune grants the ability to teleport short distances in bursts of wind.
Rank
Level
Cost
1
3
2 gp
2
7
11 gp
3
11
34 gp
4
15
105 gp
5
19
330 gp
Weapon
Rank
Effect
1
Weapon gains +1 to Initiative and the Thrown property (if it didn't have it), returning to your hand after each attack.
2
Weapon gains +2 to Initiative. Ranged attacks with this weapon ignore cover.
3
Weapon gains +3 to Initiative. Once per round, you can make a bonus attack against a different target after hitting.
4
Weapon gains +4 to Initiative. Attacks push the target 1 square per proficiency bonus.
5
Weapon gains +5 to Initiative. After any attack, you may teleport to any square adjacent to the target.
Armor
Rank
Effect
1
Grants +1 to movement speed and Initiative. Recharge 33%, as a move action, you can teleport your normal movement speed.
2
Grants +2 to movement speed and Initiative. You gain one free Dodge per proficiency bonus each round without spending a reaction.
3
Grants +3 to movement speed and Initiative. Your successful Dodge attempts can trigger your teleport ability if charged. Teleport recharge improves to 50%.
4
Grants +4 to movement speed and Initiative. On successful Dodge attempts, you create a burst 1 wind blast, pushing all enemies 2 squares (Strength save for half).
5
Grants +5 to movement speed and Initiative. Your teleport ability becomes at-will (no longer requires recharge).
Implement
Rank
Effect
1
Wind and air spells gain +1 to hit.
2
You can cast spells while moving without penalty.
3
Wind spells cost 1 less Mana.
4
Spells with a range of touch can be cast at range 6.
5
Wind spells cost half Mana.
Rune of Spirits
This rune is haunted by helpful spirits that manifest to aid its bearer in times of need. The inscription appears to shift and move when observed from the corner of the eye, and faint whispers can sometimes be heard near the item. Different ranks unlock different types of spirits.
Rank
Level
Cost
1
3
2 gp
2
7
11 gp
3
11
34 gp
4
15
105 gp
5
19
330 gp
Weapon
Rank
Effect
1
On hit, summon a Spirit of Curiosity near the target. The spirit distracts them, imposing disadvantage on ability checks (Wisdom negates each round). Lasts 3 rounds.
2
On hit, you may instead summon a Spirit of Vengeance. It inflicts light necrotic damage to the target at the start of each of their turns. Lasts 3 rounds.
3
On hit, Spirit of Vengeance inflicts medium necrotic damage instead.
4
On hit, you may summon both a Spirit of Curiosity and a Spirit of Vengeance simultaneously.
5
On hit, you may summon a Spirit of Reflectionβan incorporeal copy of yourself that can take all the same actions you can. You share a Mana pool. Its physical damage is converted to necrotic at half damage. Lasts 3 rounds.
Armor
Rank
Effect
1
When you take damage, summon a Spirit of Curiosity near your attacker, distracting them (as above). Lasts 3 rounds.
2
When you take damage, you may instead summon a Spirit of Healing over a chosen ally. It heals them for light damage at the start of each of their turns. Lasts 3 rounds.
3
When you take damage, Spirit of Healing heals for medium damage instead.
4
When you take damage, you may instead summon a Spirit of Protection, creating a shimmering barrier over all allies within a circle 5. The barrier grants absorb 50% against all damage, with a total absorption pool equal to a heavy damage roll. Lasts 3 rounds or until depleted.
5
When you take damage, you may summon any combination of spirits (Curiosity, Healing, Protection) simultaneously.
Implement
Rank
Effect
1
Summoning and necromancy spells gain +1 to hit.
2
Summoned creatures gain +2 to all defenses.
3
Summoning spells cost 1 less Mana.
4
Summoned creatures gain +4 to all defenses and deal +25% damage.
5
Summoning spells cost half Mana.
Rune of Force
This rune vibrates with contained telekinetic energy, humming faintly at frequencies that set teeth on edge. Items bearing this rune seem to push back against those who touch them uninvited. The inscription glows violet when activated, and strikes from runed weapons land with supernatural impact.
Rank
Level
Cost
1
5
5.5 gp
2
9
19 gp
3
13
60 gp
4
17
190 gp
5
21
580 gp
Weapon
Rank
Effect
1
On hit, push the target 1 square per proficiency bonus. Attacks gain the ghost touch property (can hit incorporeal creatures).
2
After being pushed, enemies are rooted in place (Strength save ends).
3
When enemies break free from the root effect, they suffer medium force damage. You can choose to automatically break an enemy's root with your push, triggering the damage.
4
The push effect becomes a burst 2 centered on the target, pushing all enemies in the area.
5
Push distance is doubled. Force damage on root-break increases to heavy damage.
Armor
Rank
Effect
1
Attackers are pushed 1 square per proficiency bonus after hitting you.
2
After being pushed, attackers are rooted in place (Strength save ends).
3
When attackers break free from root, they suffer medium force damage.
4
The push effect becomes a burst 2 centered on you, pushing all enemies in the area.
5
Push distance is doubled. Force damage on root-break increases to heavy damage.
Implement
Rank
Effect
1
Force spells gain +1 to hit and the ghost touch property.
2
Force spells push targets 1 square per proficiency bonus.
3
Force spells cost 1 less Mana.
4
Force spell push effects root targets (Strength save ends).
5
Force spells cost half Mana.
Rune of Prismatic Light
This rune refracts magical energy into its component colors, each manifesting different elemental effects. The inscription shimmers with rainbow iridescence, and items bearing it cast prismatic reflections even in dim light. At higher ranks, the rune can manifest multiple colors simultaneously.
Rank
Level
Cost
1
7
11 gp
2
11
34 gp
3
15
105 gp
4
19
330 gp
5
23
1000 gp
Weapon
Rank
Effect
1
On hit, cause a Color Spray effect, choosing one color: Red (fire damage), Orange (ongoing fire), Yellow (blinded 1 round), Green (poisoned), Blue (slowed), or Violet (stunned 1 round). Each color can only be used once per encounter.
2
On hit, you can invoke any primary color effect (Red, Yellow, or Blue), applying its full effect for 1 round. Cannot reuse the same color per encounter.
3
On hit, you may apply any color effect, but each can only be used once per encounter.
4
On hit, cause a Color Spray area effect (burst 2), applying one chosen color to all enemies in the area.
5
On hit, you can apply ALL primary color effects (Red, Yellow, Blue) simultaneously for 1 round.
Armor
Rank
Effect
1
Once per round, invoke a Color Veil, granting resistance to one element based on color chosen. Cannot reuse the same color per encounter.
2
You are surrounded by a chromatic shield that cycles colors, granting resist 25% to all elemental damage.
3
You can manifest prismatic wall defenses, creating a 10-foot barrier of one color's effect as a reaction. Each color usable once per encounter.
4
As a reaction, you can create a prismatic sphere around yourself for 1 round, granting immunity to all elemental damage and reflecting spells back at their casters.
5
Your chromatic shield is fully active at all times, granting resist 50% to all elemental damage and reflecting 25% of elemental damage back to attackers.
Implement
Rank
Effect
1
Spells can have their damage type changed to any elemental type (fire, cold, lightning, acid, poison).
2
Elemental spells gain +1 to hit.
3
Elemental spells cost 1 less Mana.
4
Spells can affect targets with vulnerability to their chosen element as if the target had vulnerability 100%.
5
Elemental spells cost half Mana.
Rune of Blood
This rune is inscribed with ancient symbols of vitality and sacrifice, pulsing with a deep crimson glow. Items bearing this rune seem to throb with life energy, and those who wield them feel a heightened connection to their own blood. The rune grants powers that manipulate life force, both bolstering allies and weakening foes.
Rank
Level
Cost
1
5
5.5 gp
2
9
19 gp
3
13
60 gp
4
17
190 gp
5
21
580 gp
Weapon
Rank
Effect
1
When the weapon inflicts damage, you are healed for half the damage dealt.
2
On hit, you can choose to sacrifice some of your own HP (maximum 1 less than the amount that would bring you to 0) to deal additional damage equal to the HP sacrificed (this damage is multiplied on a crit).
3
When the weapon inflicts damage, you can heal an ally within range for half the damage dealt instead of yourself.
tbd
Armor
Rank
Effect
tbd
Implement
tbd
Rune of Death
This rune is etched with morbid symbols that evoke the inevitability of death. Items bearing this rune seem to draw shadows around them, and those who wield them feel a chilling presence. The rune grants powers that manipulate death energy, inflicting debilitating effects on foes and protecting the wielder from fatal harm.
Rank
Level
Cost
1
5
5.5 gp
2
9
19 gp
3
13
60 gp
4
17
190 gp
5
21
580 gp
Weapon
Rank
Effect
1
On hit, target suffers ongoing necrotic damage equal to half the weapon damage (Constitution negates).