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Spellbook

Spellbook: bonus to ritual casting

  • 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.

RankLevelCost
121 gp
268 gp
31026 gp
41480 gp
518250 gp

Weapon

RankEffect
1On hit, inflicts bonus ongoing fire damage (Dex ends) equal to half the original damage.
2Weapon gains +1 reach as the flame lengthens.
3Critical 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).
4Weapon attacks chain up to 3 times.
5All hits cause a burst 3 of fire damage, not just crits.

Armor

RankEffect
1Gain Resist (fire) 50%.
2Half of damage taken is retributive ongoing fire damage (Dex ends).
3Immune to fire damage.
4All attackers within 30-ft are blasted with a fire bolt equal to damage they deal to you, same AC hit.
5Fire heals you.

Implement

RankEffect
1Advantage on fire damage rolls.
2Fire spells gain half damage as ongoing (Dex ends).
3Fire spells cost 1 less Energy.
4Maximize all ongoing damage rolls.
5Fire spells cost half Mana.

Rune of Frost

This rune glimmers with icy frost, channeling the chilling power of ice into whatever it adorns. Weapons wreathed in this rune leave trails of frost, armor radiates waves of protective cold, and implements focus cryomantic energy with precision.

RankLevelCost
121 gp
268 gp
31026 gp
41480 gp
518250 gp

Weapon

RankEffect
1On hit, inflicts Chilled, Con ends. Gain +1/rank to critical rating against Chilled foes.
2Gain +0.5 per rank to Critical Power against Chilled foes. Critical hits cause a burst 3 of cold damage equal to bonus crit damage, enemies only.
3Hits skip one category, from normal to Rooted, or from Chilled directly to Frozen.
4Critical burst damage also causes Chilled, Con ends.
5All hits cause Frozen, Con ends.

Armor

RankEffect
1Gain Resist (frost) 50%.
2Each encounter, begin with Absorb 50% (all), limit 25% of max HP.
3Immune to frost damage.
4Your Absorb increases to 100% (all), limit 50% of max HP, and regenerates 10% of max HP per round.
5Frost heals you.

Implement

RankEffect
1Advantage on frost damage rolls.
2Saves against frost effect such as Chilled suffer disadvantage.
3Frost damage rolls ignore half of resistance.
4Maximize frost damage rolls against Chilled, Rooted, or Frozen targets.
5Frost damage rolls ignore resistance and immunity.

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.

RankLevelCost
132 gp
2711 gp
31134 gp
415105 gp
519330 gp

Weapon

RankEffect
1Half of damage dealt becomes a static charge on the target; if they move within the next round, the charge detonates for that damage.
2Attacks build ionization on the target, causing vulnerability 50% to the next lightning damage they suffer.
3On 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.
4Attacks build ionization on the target, causing vulnerability 100% to the next lightning damage they suffer.
5Chain lightning damage is 100% of original weapon damage.

Armor

RankEffect
1Gain Resist (lightning) 50%.
2Half of damage you take is reflected as lightning damage to the attacker, plus stunned for 1 round (Constitution negates).
3Immune to lightning damage.
4All attackers within 30 feet are struck by lightning bolts dealing damage equal to what they dealt to you.
5Lightning heals you.

Implement

RankEffect
1Lightning spells add a static charge for half damage, triggered if the target moves within 1 round.
2Lightning spells ionize the target, causing vulnerability 50% to the next lightning damage they suffer.
3Lightning spells cost 1 less Mana.
4Ionization and static charge increase to 100%.
5Lightning 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.

RankLevelCost
132 gp
2711 gp
31134 gp
415105 gp
519330 gp

Weapon

RankEffect
1Attacks ignore 10% of target's damage resistance or hardness.
2Attacks ignore 25% of target's damage resistance or hardness.
3On critical hit, target is knocked prone (Strength negates).
4Attacks ignore 50% of target's damage resistance or hardness.
5On any hit, target is knocked prone (Strength negates).

Armor

RankEffect
1Grants 1 charge per encounter. Each charge can be spent as an immediate action to ablate 10% of incoming damage from a single attack.
2Grants 2 charges per encounter. Charges can be spent for ablation as above, or to grant advantage on a single saving throw.
3Grants 3 charges per encounter. Can spend 2 charges to become invulnerable to all damage for 1 round.
4Grants 4 charges per encounter. Can also spend 1 charge to negate a single mental effect, death effect, or hostile transmutation targeting you.
5Grants 5 charges per encounter. Can spend 2 charges to fully heal to maximum HP.

Implement

RankEffect
1Earth and stone spells gain +1 to hit.
2Conjured earth and stone has 25% more HP and hardness.
3Earth spells cost 1 less Mana.
4Conjured earth and stone has 50% more HP and hardness.
5Earth 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.

RankLevelCost
132 gp
2711 gp
31134 gp
415105 gp
519330 gp

Weapon

RankEffect
1On hit, heal yourself for 10% of damage dealt.
2On hit, heal yourself for 25% of damage dealt.
3On critical hit, heal yourself for 100% of damage dealt.
4On hit, heal yourself or an adjacent ally for 25% of damage dealt.
5On any hit, heal yourself and all adjacent allies for 25% of damage dealt.

Armor

RankEffect
1Each time you take damage, you gain Fast Healing 1 for a number of rounds equal to your proficiency bonus. Multiple instances stack.
2Fast Healing increases to 2 per round. Each Fast Healing tick grants a bonus saving throw against one poison or disease effect.
3Fast 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.
4Fast 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.
5Fast Healing increases to 20 per round. Each Fast Healing tick also causes a burst 2 of healing to all allies for 10 HP.

Implement

RankEffect
1Healing spells restore an additional 10% HP.
2Healing spells restore an additional 25% HP.
3Healing spells cost 1 less Mana.
4Healing spells can affect one additional target.
5Healing 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.

RankLevelCost
132 gp
2711 gp
31134 gp
415105 gp
519330 gp

Weapon

RankEffect
1Weapon gains +1 to Initiative and the Thrown property (if it didn't have it), returning to your hand after each attack.
2Weapon gains +2 to Initiative. Ranged attacks with this weapon ignore cover.
3Weapon gains +3 to Initiative. Once per round, you can make a bonus attack against a different target after hitting.
4Weapon gains +4 to Initiative. Attacks push the target 1 square per proficiency bonus.
5Weapon gains +5 to Initiative. After any attack, you may teleport to any square adjacent to the target.

Armor

RankEffect
1Grants +1 to movement speed and Initiative. Recharge 33%, as a move action, you can teleport your normal movement speed.
2Grants +2 to movement speed and Initiative. You gain one free Dodge per proficiency bonus each round without spending a reaction.
3Grants +3 to movement speed and Initiative. Your successful Dodge attempts can trigger your teleport ability if charged. Teleport recharge improves to 50%.
4Grants +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).
5Grants +5 to movement speed and Initiative. Your teleport ability becomes at-will (no longer requires recharge).

Implement

RankEffect
1Wind and air spells gain +1 to hit.
2You can cast spells while moving without penalty.
3Wind spells cost 1 less Mana.
4Spells with a range of touch can be cast at range 6.
5Wind 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.

RankLevelCost
132 gp
2711 gp
31134 gp
415105 gp
519330 gp

Weapon

RankEffect
1On 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.
2On 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.
3On hit, Spirit of Vengeance inflicts medium necrotic damage instead.
4On hit, you may summon both a Spirit of Curiosity and a Spirit of Vengeance simultaneously.
5On hit, you may summon a Spirit of Reflection—an 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

RankEffect
1When you take damage, summon a Spirit of Curiosity near your attacker, distracting them (as above). Lasts 3 rounds.
2When 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.
3When you take damage, Spirit of Healing heals for medium damage instead.
4When 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.
5When you take damage, you may summon any combination of spirits (Curiosity, Healing, Protection) simultaneously.

Implement

RankEffect
1Summoning and necromancy spells gain +1 to hit.
2Summoned creatures gain +2 to all defenses.
3Summoning spells cost 1 less Mana.
4Summoned creatures gain +4 to all defenses and deal +25% damage.
5Summoning 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.

RankLevelCost
155.5 gp
2919 gp
31360 gp
417190 gp
521580 gp

Weapon

RankEffect
1On hit, push the target 1 square per proficiency bonus. Attacks gain the ghost touch property (can hit incorporeal creatures).
2After being pushed, enemies are rooted in place (Strength save ends).
3When 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.
4The push effect becomes a burst 2 centered on the target, pushing all enemies in the area.
5Push distance is doubled. Force damage on root-break increases to heavy damage.

Armor

RankEffect
1Attackers are pushed 1 square per proficiency bonus after hitting you.
2After being pushed, attackers are rooted in place (Strength save ends).
3When attackers break free from root, they suffer medium force damage.
4The push effect becomes a burst 2 centered on you, pushing all enemies in the area.
5Push distance is doubled. Force damage on root-break increases to heavy damage.

Implement

RankEffect
1Force spells gain +1 to hit and the ghost touch property.
2Force spells push targets 1 square per proficiency bonus.
3Force spells cost 1 less Mana.
4Force spell push effects root targets (Strength save ends).
5Force 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.

RankLevelCost
1711 gp
21134 gp
315105 gp
419330 gp
5231000 gp

Weapon

RankEffect
1On 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.
2On 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.
3On hit, you may apply any color effect, but each can only be used once per encounter.
4On hit, cause a Color Spray area effect (burst 2), applying one chosen color to all enemies in the area.
5On hit, you can apply ALL primary color effects (Red, Yellow, Blue) simultaneously for 1 round.

Armor

RankEffect
1Once per round, invoke a Color Veil, granting resistance to one element based on color chosen. Cannot reuse the same color per encounter.
2You are surrounded by a chromatic shield that cycles colors, granting resist 25% to all elemental damage.
3You can manifest prismatic wall defenses, creating a 10-foot barrier of one color's effect as a reaction. Each color usable once per encounter.
4As 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.
5Your 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

RankEffect
1Spells can have their damage type changed to any elemental type (fire, cold, lightning, acid, poison).
2Elemental spells gain +1 to hit.
3Elemental spells cost 1 less Mana.
4Spells can affect targets with vulnerability to their chosen element as if the target had vulnerability 100%.
5Elemental 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.

RankLevelCost
155.5 gp
2919 gp
31360 gp
417190 gp
521580 gp

Weapon

RankEffect
1When the weapon inflicts damage, you are healed for half the damage dealt.
2On 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).
3When the weapon inflicts damage, you can heal an ally within range for half the damage dealt instead of yourself.
tbd

Armor

RankEffect

tbd

Implement

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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.

RankLevelCost
155.5 gp
2919 gp
31360 gp
417190 gp
521580 gp

Weapon

RankEffect
1On hit, target suffers ongoing necrotic damage equal to half the weapon damage (Constitution negates).
2On hit, target suffers weakened, clumsy, or frail (Constitution ends)
3On critical hit, subject must pass a Con save, DC = half the damage dealt, or be reduced to 0 HP.