-----Rune Components------
-----Trigger Components-----
Multiple copies of the same trigger can be added to a rune. If a rune has two or
more different triggers, the trigger is the first selected trigger or the next
selected trigger, and so on, whichever trigger happens first. Certain triggers can
be combined to create a more specific trigger conditions. A Rune must have a
Trigger Component as part of it, but larger runes only need one Trigger at a
minimum.
Destruction: This rune activates when the object it is inscribed upon is destroyed.
Passive: This rune is always active, and instead consumes one use at dawn each day.
If combined with other triggers, the rune becomes active or inactive when the
trigger is met and consumes one use upon activation.
Time: This rune activates after a certain amount of time (a minimum of 1 round). If
combined with other triggers, the rune begins activating or stops activating at the
chosen interval when the other trigger is met and activates immediately.
Thrown: This rune activates when, as an action, it is thrown up to +20 feet.
Touch: This rune activates when, as an action, a target touches this rune or when
an object with this trigger hits a target.
Vicinity: This rune activates the first time a target comes within +10 feet of this
rune during a round.
Voice: This rune activates when, as an action, the chosen word is spoken.
Link: This rune activates when another designated rune activates.
Material: This rune activates when a designated material touches it. This material
can be as specific as "the blood of an heir of the cracc nation," or as general as
"metal".
--------Targeting Components-------
All target components are combined to make the rune as specific as possible. (IE:
Having a Near and Creature [Elven] mneans it will target the nearest Elf rather
then the nearest target.)
Creature: This rune targets only creatures of a specific type within range. (Such
as celestials, humanoids, or undead.)
Each: This rune targets each applicable target within range. (Only compatible with
another target component.)
Nearest: This rune targets the closest creature within range.
Self: This rune targets the object or surface it is inscribed on. (Only compatible
with self effects.)
Structure: This rune targets the nearest structure.
User: This rune targets the creature that activated it.
----------Harmful Components------------------
Rune of Acid: A target within +5 feet of the rune must succeed on a Dexterity
saving throw, taking +1d6 acid damage on a failed saving throw and another +1d6 at
the start of its each of its turns for +1 turns, or half as much and no additional
damage on a successful one. The additional damage taken decreases by 1d6 each turn.
Rune of Force: A target within +5 feet of the rune must succeed on a Strength
saving throw, taking +1d6 force damage and being pushed +5 feet away from the rune
on a failed saving throw, or half as much damage on a successful one.
Rune of Thunder: A target within +5 feet of this rune must succeed on a
Constitution saving throw, taking +1d6 thunder damage and becoming deafened for +1
turns on a failed saving throw, or half as much damage on a successful one.
Rune of Lightning: A target within +5 feet of the rune must succeed on a Dexterity
saving throw, taking +1d8 lightning damage and it can't use reactions until the
start of its next turn on a failed saving throw, or half as much damage on a
successful one.
Rune of Fire Leash: A target within +5 feet of the rune must succeed on a Dexterity
saving throw, taking +1d6 fire damage on a failed saving throw and is tethered to
the rune, at the start of the targets turn they take +1d4 fire damage, if they move
more than +10 feet from the rune they take an additional +1d6 fire damage and are
no longer tethered, at the end of the target's turn they may attempt another saving
throw, ending the effect on a success. if the target succeeds the saving throw they
take half damage and are not tethered.
Rune of the Leash: A target within +5 feet of the rune must succeed on a Dexterity
saving throw. On a failed saving throw, the target is tethered to the rune used in
combination to this rune and automatically experiences the effects of the second
rune at the start of the targets next turn.
Rune of Blindness: A target within +5 feet of this rune must succeed on a
Constitution saving throw, becoming blinded for +1 turns on a failed saving throw.
Rune of Confusion: A target within +5 feet of this rune must succeed on a Wisdom
saving throw, or immediatley make a melee attack against a creature other than
itself and other creatures friendly to the Rune Smith.
Rune of Drain: A target within +5 feet of the rune must succeed on a Constitution
saving throw, taking +1d6 necrotic damage and having its maximum hit points reduced
by the damage taken for +1 hours on a failed save, or half as much damage on a
successful one. If this damage reduces a creature's hit point maximum to 0, the
creature dies.
Rune of Ice: A target within +5 feet of the rune must succeed on a Constitution
saving throw, taking +1d8 cold damage and having its speed reduced by +5 feet for
+1 turns on a failed saving throw, or half as much damage on a successful one.
Mana Sap: A target within +5 feet of the rune must succeed on a Constitution saving
throw, having +2 levels of spell slots drained. Drained spell slots are expended
without any other effect, and lowest level spell slots are drained first.
Rune of Stoneheart: A target within +5 feet of the rune must succeed on a
Constitution saving throw, becoming paralyzed for +0.5 turns on a failed saving
throw.
Rune of the Rat: A target within +5 feet of the rune must succeed on a Constitution
saving throw, taking +1d6 poison damage and becoming poisoned for +1 turns on a
failed saving throw, or half as much damage on a successful one.
---------------Helpful Effects-------------
Rune of Hiding: A target within +5 feet of this rune gains a +(+3) bonus to
Dexterity (Stealth) checks for the next +1 minutes. If used as part of a larger
rune, that rune becomes hidden and may be found only with a successful Arcana check
or a Detect Magic spell.
Rune of Protection: A target within +5 feet of this rune gains a +(+1) bonus to its
AC and saving throws for the next +1 turns.
Rune of Healing: A target within +5 feet of this rune recovers +1d6 hit points.
This healing cannot bring a creature above half its hit point maximum.
Rune of Swiftness: A target within +5 feet of this rune has its speed increased by
+10 feet for the next +1 turns and may take one bonus action that must be Dash,
Disengage or Dodge.
Rune of Warding +1 invisible 5' X 5' plane of solid force is created in a position
relative to the target. It provides full cover from all attacks originating from
that direction, but it does not block line of sight. The ward has an armor class of
15 + 1 per rune point, and has +10 HP. The plane moves and rotates with the target
in order to maintain its position relative to the target.
Rune of Sentry: When triggered, this rune sends a mental or audible alarm sound to
a designated person, or may trigger another rune that was created at the same time.
Rune of Friendship: When activated, a target (person, animal or creature) within
5ft will become charmed and regard the activator of the rune as a friend. Once
outside the rune's influence the target makes a Int check against your Rune Save
DC. If passed, the target knows it was charmed.
--------------Neutral Effects-----------
Rune of Darkness: The rune creates a +15-foot radius sphere of magical darkness
centered on it for +1 minutes. (Cannot combine with Light component.)
Rune of Light: The rune glows with bright light out to a radius of +15 feet, and
with dim light for another +15 feet beyond that, for +1 minutes.
Rune of Flight: A target within +5 feet of the rune is put under the effects of the
levitate spell for +1 minutes.
Rune of Gale: a strong gust of wind is produced from the rune in a +10 foot radius,
each target caught in the area must make a strength saving throw or be pushed +10
feet away from the rune.
Rune of Blood Sacrifice: The creature or person activating this rune must willingly
take xd6 necrotic damage to restore x charges of another rune within 5ft or restore
the same amount of total hit points to other creatures within 5ft. x may not be
higher than the creature's constitution modifier.
-----------Self Effects---------
Rune of Ability Enhancement: Choose Strength, Dexterity, Constitution,
Intelligence, Wisdom, or Charisma. When worn or held by a creature, this object
increases the chosen ability score by +(+1).
Rune of Durability: This object takes half as much damage from all sources, and it
cannot rust or be degraded, even by magic.
Elemental Rune: Choose acid, cold, fire, lightning, poison, or thunder. On armor,
the armor provides resistance to the chosen damage type. On weapons, the weapon
deals an additional +(0.5)d6 damage of the selected damage type.
Rune of Change: The targets form is changed to another form. you change the target
to a shape of your design (chosen upon carving this rune) the new form must not be
larger or smaller than +1 ft in its largest dimension. If this rune is used with
the Passive trigger component, this can be done as an action. A greater restoration
removes this transformation.
Rune of Persistence: This rune has 1+(+0.5) times as many uses, rounded up.
Rune of Power: This object becomes a +(+0.5) item, consuming a Use when the user
chooses to.
Rune of Sound: The rune either absorbs or emanates absorbed sound per use.
Absorb: the rune absorbs all sounds within a 5ft bubble for 10 minutes. Bubble
area or duration may be extended with each Sound component added. Bubble size: 5
feet plus 5 more feet per component. Duration: 10 minutes -> 1 hour -> 8 hours -> 1
day
Emanate: the rune emanates all absorbed sounds in order, at the volume that
they were absorbed. Once released, the sounds are gone.
Rune of Binding: The object on which the rune is carved or drawn becomes locked,
jammed, barred or stuck and cannot be opened or removed. If drawn/carved on the
ground, a person or creature stepping on the rune will become restrained if the
size of the rune is at least the size of the creature. When crating the rune, you
designate a trigger (password, person, gesture) that will suppress the rune for 1
minute. Casting Knock on the rune suppresses the rune for 10 minutes. Casting
Dispel Magic will dissolve the rune.
Rune of the Eyes: Draw one rune-eye component on an stationary surface and a twin
component on a gemstone, and designate a trigger password. When the trigger
password is uttered, one can look through the gemstone out to the stationary eye
and vice versa, although no sounds are transmitted. It is not noticeable when
someone looks out if the stationary eye, but it is noticeable if someone is looking
out of the gemstone.