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# Advanced Runecrafting - A Continued Study ### Rune Table | Tier | Spell Level | Charge | Component Slots | Modifier Slots | Hours to Create | |:-----:|:-----------:|:-------:|:---------------:|:---------------:|:---------------:| | 0 | Cantrip/0 | 0 | 2 | 2 | 4 | 1 | 1st | 2 | 3 | 3 | 8 | 2 | 2nd | 3 | 4 | 4 | 10 | 3 | 3rd | 5 | 5 | 5 | 14 | 4 | 4th | 6 | 6 | 6 | 18 | 5 | 5th | 8 | 7 | 7 | 22 | 6 | 6th | 9 | 8 | 8 | 30 | 7 | 7th | 11 | 9 | 9 | 40 | 8 | 8th | 12 | 10 | 10 | 50 | 9 | 9th | 14 | 11 | 11 | 60 | 10 | 9th | 16 | 12 | 12 | 70 ___ The Rune table above shows what level of spells a caster needs access to, in order to begin creating a Rune of each tier. Further than that, it shows the amount of Charge, Components and Modifiers available in each Rune tier, and hours needed to create a rune of that tier. #### Components and Modifiers The basis behind the functionality of Runes comes into play with Rune Components, and is enhanced with Modifiers. Runes all have at least two Components slots to work with, and an equal number of Modifier slots. Rune Components consist of Triggers, Targets and Effects. Rune Components and Modifiers are stackable to increase their effects, unless stated otherwise. #### Rune Charge Each Rune created will gain an amount of Charge in relation to its tier. Charge is the amount of power the Rune has to perform its Effects, with each Effect in the Rune using a different amount of Charge based on its level of power. The amount of Effects used in each Rune changes how much charge it uses. A tier 6 Rune, with 9 charge and 8 components, can be used once if all of its components are the same. Triggers and Targets do not count toward the total Charge used, though they do still take up Component slots. For example, if you had 8 Components as the Fire effect, and you used all 8 components on Rune activation, they would use up 9 Charge in reference to its Rune tier. If you had 4 Components as the Fire effect, they would use up 3 Charge in reference to the Rune tier. ___ The total amount of Charge in a single object with multiple Runes is equal to the Charge of the highest Rune Tier on the object. For example, an object with both a Tier 4 and Tier 1 Rune would have the Charge of the Tier 4 (6 charge). This means that you can use the Tier 4 Rune once (6 charge) or the Tier 1 Rune three times (2 charge each) with the charge in that item. #### Time to Create A Rune takes a dedicated amount of time to construct before it is usable. A base outline of the time required to construct a Rune in hours is already given, but a few extra factors influence this, such as its size and if you are proficient with the necessary tools. If you do not have tinker's tools, the base time of creation is doubled. If you have the tinker's tools, it is standard time. Having proficiency in tinkers tools reduces the time needed by 1 hour for every 5 hours of total base time. ___ You are treated as concentrating whilst creating Runes, though there can be breaks in the concentration without consequence. ### Rune Size | Size | Change in Power | Time Multiplier | |:-------------:|:-----------------:|:---------------:| | Minuscule | 25% | 0.25 | Tiny | 50% | 0.5 | Small | 100% | 1 | Medium | 200% | 3 | Large | 250% | 5 | Huge | 350% | 7.5 | Gargantuan | 500% | 10 ___ The size of a Rune greatly changes the power of its Effects. Runes come in many different shapes and sizes, but the most common occurrences are small sized Runes. As such, small Runes have standard Effects, tiny Runes have reduced Effects, and larger Runes have significantly amplified effects. The power of a Rune is a multiplier for all its numerical values, excluding Components and Modifiers, but including Charge amount and charge cost. ___ If a tier 3 or below rune is minuscule, it has 0 charge cost unless its effects explicitly state it. If a tier 1 rune is tiny or smaller, it has 0 charge cost unless its effects explicitly state it. ___ A Runes base area of effect is always 5 feet radius around itself, therefore minuscule, tiny, small and medium Runes would have a base area of effect of 5 feet, a large would have 5 feet further etc. A Runes range is by default equal to its base area of effect, but can changed by various outcomes. A Rune's range or base area of effect can never be smaller than a 5 feet radius around itself. \pagebreakNum ### Rune Effect Synergy Runes that are built for a more specific purpose generally show an increase in output of their Effects. This makes it rewarding to make more Runes for different purposes, rather than single multi-purpose Runes, although those also have merit in their own right. #### Effect Combination When combining two different Effects on the same Rune, the outcome may be altered. This does not mean that there is entirely no point in placing opposing effects in a Rune, as there are ways of working around this. For example, placing two opposing Effects together would remove the instant effects from both, but the over time effects would remain. If you placed the Fire and Cold effects in a rune, you would therefor create a Rune that had both the slow Effect from the Cold, and the damage over time Effect from the Fire, but that did no initial damage. | Effect | Counter Effect | |:---------:|:--------------:| | Fire | Cold | | Acid | Poison | | Lightning| Thunder | | Necrotic | Radiant | ### Requirements for Finishing Runes Making a Rune does not only require a certain amount of time, but also requires the creator to have access to the relevant spell levels. This allows those that have further developed their arcane abilities to create Runes with better or higher leveled effects. Whether it be through pact magic, spellcasting or racial feats, so long as the creator has access to and can cast a spell of that level, they can access the relevant rune tier. At the end of physical Rune creation, the creator must use up one slot of the relevant spell level. If they do not have access to the spell level at the end of creation, it does not matter, as they can wait until they have the relevant spell level available again before the Rune's completion. ___ Once a rune has undergone this process, it is considered completed and fully functional. It enters a state where it cannot be altered until the hit points of whatever it is on reach zero, or the rune creator changes any aspect of the rune. This does not mean the total process is complete however, and still requires more input in order to function long term. After rune creation, the Rune will be usable for 24 hours before it enters a dormant state. Only by absorbing spell levels equal to the relevant Rune tier does it become usable for another 24 hours. A Rune must absorb spell levels equal to its tier 1 + Rune tier times in order for the Rune to become usable permanently, though this can be done any amount of time between infusions. The spell level absorbed by the Rune can be from any source. For example, a tier 2 rune needs to receive two spell levels 3 times in order to be usable permanently, for a total of 6 spell levels. \columnbreak ### Rune Layering Rune layering is simple. It allows multiple Runes to be written on top of each other without disturbing any of their makeup. ### Rune Weaving Rune weaving is the process of turning multiple Runes on the same object into one stronger Rune. For each Rune that is one the same item and has the Merge modifier, add their tiers together. The resulting tier is how much Charge the rune has. This cannot increase the tier above what spell levels the Rune creator has access to. This process takes a quarter the amount of time of the resulting rune tier. ### Rune Attunement Rune attunement is special, in the way it forms its bond with its user. If an item normally requires attunement, it follows the normal rules of attunement to magical items. If an item does not require attunement, it follows the special attunement of Runes, called Runic bonds. Runic items of tier 1 or below can be used without a bond, though every Runic item above tier 1 has to form a Runic bond to be used. A Runic bond can be formed over four hours by meditating with the Runic item. If this time is interrupted by any other activity, the Runic bond fails. ___ A user can choose three options for their Runic bond. The first is to have it count as an attuned item, and so it counts towards the maximum amount of attuned items the user can have at a time. The second is to sacrifice one or more spell levels, equal to the highest Rune tier of the Runic item, which then becomes permanently unavailable until the Runic bond is broken. For example, a tier 4 Runic item can form a Runic bond with its user if they sacrifice either a 4th spell level, or any combination of 1st, 2nd or 3rd spell levels equal to 4. The third is to sacrifice 5 maximum hit points times the highest Rune tier of the Runic item, which then become permanently unavailable until the Runic bond is broken. For example, a tier 4 Runic item can form a Runic bond with its user if they sacrifice 20 maximum hit points. ### Using Runes A Rune's viability scales with the power of its user, unless it is triggered automatically. A Rune triggered automatically uses the modifiers of its creator. A rune triggered by a user uses their intelligence, wisdom or charisma as the spellcasting ability modifier, whichever is highest. If they are already spellcaster, it uses their spellcasting ability modifier. Most Runes that effect a Target require a spell attack, unless it is specified otherwise. If they meet the prerequisites of each Effect, a user can use and is proficient in all Runes. \pagebreakNum ## Rune Components Runes are made up of two to three main components, which are known as Triggers, Targets and Effects. A Rune generally uses these three together to make up its composition, though it can go without a Target in some cases. In these cases, the Rune targets whatever is immediately above or below it, decided by its user. Passive Effects, as well as Triggers and Targets, do not use any charge in a Rune, and Basic Active Effects use no Charge if they are used 1 Component at a time, unless the effect states otherwise. ### Triggers *Triggers decide what can activate a Rune.* **Conditional Trigger:** Rune activates under a certain set of conditions, specified at the time of its creation. These conditions must take place within the Rune’s base area of effect or within it‘s range. This Trigger can be used to mimic the effects of another Trigger with slightly different normal conditions of activation, but cannot be used to mimic the effects of two or more Triggers at once, unless they must be both used together. **Destroyed Trigger:** Rune activates when hit points of whatever it is on hit zero. When activated by this trigger, should the Rune still have enough Charge, the effects in the Rune are doubled. Runes with an already used Charge are activated with no cost, but at normal effects. Should an Effect require varying Charge to function, treat it as using the maximum amount of charge available, minimum of one. Runes that have no Charge still benefit from this Trigger, and will always have their effects doubled. This trigger can only function once every 24 hours. **Thought Trigger:** Rune activates with a subconscious thought from the user, allowing activation of the Rune at will. If the Rune has any damaging effects, the user must still use the relevant actions to activate these effects. **Presence Trigger:** Rune activates when a sentient entity enters the Rune's range, or touches the rune. **Proximity Trigger:** Rune activates when any entity moves within its range, which can be restricted down to 1 inch from the Rune surface. **Spoken Trigger:** Rune activates upon a key word or phrase being spoken. This must be done within the Rune's range. **Timed Trigger:** Rune activates after a set amount of time, specified at the time of its creation. The timer starts again after the Rune has activated. It should be noted that Runes with a Charge cost still use up Charge when activated in this way, therefore a Rune depleted of its Charge may not activate even when it is triggered. The minimum duration is once every 6 seconds. **Touch Trigger:** Rune activates upon being touched or struck. **Essence Trigger:*** Rune activates when a certain creature or magic type enters or is used in its range. **Force Trigger:*** Rune activates with a different Trigger, and this Trigger attempts to use a Target in range as the activator for the purposes of Rune activation requirements. If the Target is unwilling, the Rune user takes 1d4 damage per Rune Component forcefully activated. This allows users to activate Runes that have certain requirements potentially unmet by the user. ### Targets *Targets decide what the Rune will attempt to apply its effects to. If the Rune does not meet its Target requirements after activation, it will do nothing and save its charge. For example, if the Rune has Target Enemy and is activated, if there are no enemies in range, the Rune will do nothing.* **Target Ally:** Rune targets single entity that would be considered an ally by its user, within range of the Rune. It's user chooses this ally at Rune activation. If no choice is made, the Rune targets a random ally in range. **Target Conditional:** Rune mimics the targeting effects of another Target, with slightly different normal conditions of targeting, but cannot be used to mimic the effects of two or more Targets at once. **Target Enemy:** Rune targets single entity that would be considered an enemy by its user, within range of the Rune. It's user chooses this enemy at Rune activation. If no choice is made, the Rune targets a random enemy in range. **Target Entity:** Rune targets a single entity within range of the Rune. It's user chooses this entity at Rune activation. If no choice is made, the Rune targets a random entity in range. This can be an object or a creature. **Target Link:** Rune targets another Rune it is linked to upon creation, using the Targets and range of that Rune, whilst using its Effects, or acting as a remote activation. Runes have to be within 30ft of each other when the Target Link is created for the linking to be successful. Runes have to be on the same plane of existence to target each other for Passive Effects, and within the Runes range for Active Effects. Maximum range of the Rune is halved when using this Target **Target Object:** Rune targets a single object, that is not being worn or carried, within the range of the Rune. It's user chooses this object at Rune activation. If no choice is made, the Rune targets a random object in range. **Target Self:** Rune targets its current user or if there is no user to decide, the entity the Rune is on with Rune's effects. **Target Essence:*** Rune targets a certain creature type or magic type. \pagebreakNum ### Passive Effects *Passive Effects can be activated just with their Trigger, which counts as a free object interaction, unless stated otherwise.* ___ **Shape:** Rune reshapes the material in the Rune's base area of effect to whatever shape the entity activating the rune wishes. This cannot be used to create complex objects, such as clocks or armor. The Rune takes 1 minute to shape the material inside itself, and magical or sentient objects are not effected. For each effect level after this, the range that the rune can shape material is increased by 5ft. **Teleport:** Rune teleports whatever is willing and is currently within its surface area to the another linked teleport or transpose rune. This effect can only be used once per day. This effect shares a cooldown with the Transpose effect. Each effect level after the first decreases the time between uses by 2 hours. **Transpose:** Rune teleports whatever it is inscribed onto, and anything the transposed thing wants to take with it within 5ft of the Rune, to a linked teleport or transpose rune. This effect shares a cooldown with the Teleport effect. Each effect level after the first decreases the time between uses by 2 hours. **Pocket Dimension:** Rune allows the storage of a single item type, that can also fit through the surface area of the Rune. The Rune can store 2 of one item type. For example, you could either store 2 shortswords or 2 golden coins, provided they can fit into the face of the Rune. Activating the Rune causes the portal to open and close respectively. Each effect level after the first increases storage space by 2 items, which can be of a different type. **Speak:** Rune allows two Targets to speak to each other within 100 feet range, for one Round. This duration can be extended one round as a bonus action. Entities that cannot do not understand each other's languages do not gain the ability to understand this telepathy. Each effect level after the first increases the duration by 1 round and the range by 100 feet. **Show:** Rune allows two Targets to show to each other within range 100 feet range, such as showing images and current sight, for one round. This duration can be extended one round as a bonus action. Entities that cannot do not understand each other's languages do not gain the ability to understand languages portrayed in this way. Each effect level after the first increases the duration by 1 round and the range by 100 feet. **Share:** Rune allows two Targets to share with each other within range 100 feet range, such as sharing feelings, current thoughts, and even languages for one round. This duration can be extended one round as a bonus action. Each effect level after the first increases the duration by 1 round and the range by 100 feet. **Gift Memories:*** Rune allows two Targets to gift each other memories within range 25 feet range. Up to 5 minutes worth of memory can be transferred at once. Once the Rune has been used in this manner, it cannot be used again for 24 hours. Each effect level after this increases the maximum amount of memory transferred at once by 5 minutes. **Teach Skill:*** Rune allows two Targets to gift each teach skills within range 25 feet range. The skill takes the same amount of time to learn as normal, whilst both Targets need to concentrate, with the benefit of not requiring physical elements. Each effect level after this decreases the amount of time required to learn the skill by 5% **Polish:** Rune gives up to 5ft of the object it is inscribed on a mirror effect upon as a bonus action. For all other purposes, the object is considered to be still made of the same material it was originally. Upon another activation, the mirror effect vanishes. Each effect level after the first increases the maximum area by 5ft. **Cloak:** Rune gives up to 5ft of the object it is inscribed on a cloaking effect upon activation. The object, and anything attached to the object meeting the size requirements, are considered invisible for 30 seconds, or until anything hits or is hit by something that is cloaked. Each effect level after this increases the maximum area cloaked by 5ft and the duration by 30 seconds. Runes with this Effect can only be used once every 8 hours. Each effect level after this decreases the time between uses by 1 hour, to a minimum of 1 minute. **Reinforce:** Rune gives up to 5ft of the Target reinforcement, giving it 25% more maximum and current HP and halving its movement speed if it applies to a malleable Target. Each effect level after this increases the maximum hit points by 5%, and reduces its movement speed by 5 feet. If the effect ends, the Target loses the gained maximum and current HP as well as reduced movement; if this would destroy the Target, it is instead reduced to 1 HP. **Warm/Cool:** Rune warms or cools up to 5ft of the Target by up to 10C upon activation. This allows for the Rune to mitigate the effects of hot or cold environments, or amplify their effects. Each effect level after this increases the maximum area by 5ft, and the degrees by 5. **Spell Battery:** Rune stores and reserves a single spell slot from a willing or unconscious Target, which is no higher than the Rune's Tier, which can later be transferred to a Target or converted automatically to a Rune’s charge. The charge restored is the maximum charge of the Rune tier below the slot converted or 2, whichever is higher. Whilst a spell slot is stored in this way, it cannot be recovered until it is used or transferred. Each effect level after this increases the amount of spell slots that can be stored in the Rune by 1. \pagebreakNum **Hold:** Rune holds the willing Target in place. The held Target can still be moved around with external force at the will of the Rune's user, but if left alone will stay in place. The maximum weight of the Target is 5 pounds, and its maximum size is 5ft. The surface this Rune is inscribed upon holds the weight of the held Target. Should the Rune be moved around, the held Target will either keep its position in reference to the Rune, or remain in the same place, whilst still in range. Each effect level after this increases the maximum weight of the held Target by 10 pounds, and the held Target's maximum size by 5ft. **Move:** Rune moves the willing Target in a specific direction or pattern which can be up to the Rune's range. The moving Target can still be moved around with external force at the will of the Rune's user, but if left alone will fall to the ground. The Target can be moved up to 20 feet per round. The maximum weight of the moved Target is 5 pounds, and its maximum size is 5ft. The surface this Rune is inscribed upon holds the weight of the moved Target. Should the Rune be moved around, the moved Target will either keep its position in reference to the Rune, or continue to move, whilst still in range. Each effect level after this increases the movement by 20 feet, maximum weight of the moved Target by 10 pounds, and the moved Target's maximum size by 5ft. **Sequence:** Rune activates its effects in a certain sequence, allowing for the activation of effects one after the other without extra manual input. **Anima:** Rune gives the Target a level of autonomy 1 hour after use. The Target must be within range of the Rune the entire time, or the casting fails. The maximum size of the Target is 1 foot. The Target gains a base STR, DEX, CON, INT, WIS and CHA equal to the Tier of the Rune. It can take actions and move around as best as its form gives it access, or otherwise sprouts tiny arms, legs or other appendages where applicable. The Target has previous memories of the immediate environment it was in within the last day, gains new memories as normal, and has an alignment of neutral. The Target knows one language that the Rune's creator knows, which includes telepathy. The Target's minimum hit point maximum is equal to the Tier of the Rune, and any excess damage to the Target is carried over. Once this Component is used in this way, it loses its magic until 24 hours after the original Target dies. The Target is allied with the user, and follows its commands until its demise. Only one Anima every year can be sustained by a user, unless the original Target dies. Each effect level after this increases all the Target's base statistics by 1, maximum size by 1 foot, and the minimum duration between new Anima by 15 days. **Extended Touch:** Rune gives its Target the ability to feel through another Target of this Rune. Whatever the second Target touches, the first feels the sensation of, in the appendage/s of choice, even if they are missing. Sensations of pain or damage are noticeable and felt, but do not actually harm the first Target in any way. The maximum range of the second Target from the first is 20 feet. Each effect level after this increases the range by 20 feet. **Extended Sight:** Rune gives its Target the ability to see through another Target of this Rune. The first Target sees as if it were from their own perspective. Things that would incur temporary blindness, such as bright lights, still take effect when looking through the Target. The maximum range of the second Target from the first is 20 feet. Each effect level after this increases the range by 20 feet. **Extended Hearing:** Rune gives its Target the ability to hear through another Target of this Rune. The first Target hears as if it were from their own perspective. Things that would incur temporary deafness, such as loud sounds, still take effect when hearing through the Target. The maximum range of the second Target from the first is 20 feet. Each effect level after this increases the range by 20 feet. **Extended Smell:** Rune gives its Target the ability to smell through another Target of this Rune. The first Target smells as if it were from their own perspective. Things that would incur temporary deafness, such as loud sounds, still take effect when hearing through the Target. The maximum range of the second Target from the first is 20 feet. Each effect level after this increases the range by 20 feet. **Contract:** Rune links two willing Targets together in binding contract. The contract can have one term and one consequence, for example, George must bring 10 logs to the cabin by sundown (term), or be instantly killed (consequence). Once the terms and consequences of the contract have been decided, each Target can acquire a symbol of representation on a location on their body of their choosing, or simply be bound with no physical representation. Once a contract is completed, the Rune cannot be used to make another for 24 hours. If the Rune is destroyed, contracts created still remain. Upon breaching a contract, the chosen effects take place and any marks disappear, or if the contract has a completion circumstance then any marks disappear without consequence. Either way, the contract ends. Each effect level after this increases the maximum amount of terms and consequences by 1, and reduce the cooldown by 4 hours, to a minimum of 1 minute. **Harden** Rune increases the AC of its Target. This is equal to 1/3 of the harden components in a Rune, rounded down, minimum of 1. **Maintain:** Rune maintains a Target in such a way that it holds itself together. Such as a wisp of smoke, candle flame or ball of water. The target has a maximum size of 1 foot. Each effect level after this increases the amount of Targets you can maintain at once, and the maximum size by 1 foot. **Bond:** Rune bonds two Targets in such a way that they stick to each other. A creature can make an athletics check to try and take the Targets apart. Each effect level after this increases the amount of possible Targets by one, and the DC by 1. \pagebreakNum **Information Processor:*** Choose Intelligence, Wisdom or Charisma upon creating this Rune. The Rune gains 0.2 in that score. A Target can be chosen to share this score with, increasing the Target's score by the same amount. Choosing a new Target causes the original to take 2d6 psychic damage per 1 their score was reduced by. Each linked Rune with this Effect stacks the bonus together for each score. Each Effect level after this increases the score by 0.2. **Movement Differential:*** Choose Strength or Dexterity upon creating this Rune. The Rune gains 0.2 in that score. A Target can be chosen to share this score with, increasing the Target's score by the same amount. Choosing a new Target causes the original to take 2d6 necrotic damage per 1 their score was reduced by. Each linked Rune with this Effect stacks the bonus together for each score. Each Effect level after this increases the score by 0.2. **Endurance Amplifier:*** Rune amplifies Constitution. The Rune gains 0.2 in that score. A Target can be chosen to share this score with, increasing the Target's score by the same amount. Choosing a new Target causes the original to take 2d6 necrotic damage per 1 their score was reduced by. Each linked Rune with this Effect stacks the bonus together for each score. Each Effect level after this increases the score by 0.2. **Power Capacity:*** Rune alters the flow of magic from its Target. The Target may choose to reduce the damage of a spell by half rounded up, to instead gain Rune Charge equal to half the spell level rounded up. If the spell does not have damage, half the duration instead. If the spell is cast using a higher level slot but cannot be upcast, restore Rune Charge equal to the excess spell levels. For example, if Haste is cast using a 5th level spell slot, when it originally uses a maximum of 3rd level, the Rune regains two charge, the difference between the two levels. This Effect cannot take a Rune above its max charge. **Mana Cycling:*** Rune gives it's Target vigor by cycling the Mana in its system. Either the Target loses hit points or a spell slot, and it is granted strength. The Target gains a bonus to one of their ability score checks equal to 1/3 of the Mana Cycling Effects used. This bonus lasts for 5 minutes per slot level or 7 hit points cycled. **Affinity Buildup:*** Rune gradually builds the Target an affinity for producing magic, which requires repeated exposure. The user can spend 30 minutes per spell level concentrating to imbue the Target with spell levels no higher than the Rune Tier * 2. Once completed, the Target's affinity increases by an amount equal to the spell levels used. The generation capacity for the Target is equal to (affinity / 100) / (spell level * 3), meaning that for every 300 affinity gained, it can produce 1 level of spell slot, with diminishing returns for higher level slots. The maximum amount of affinity the Target can gain is equal to 300 * Rune Tier. Each Effect level after this increases the maximum affinity by 300, and maximum amount of affinity gained at once by 2. This Effect can only be used on Targeted objects, and will otherwise do nothing. **Light Emitter:*** Rune takes in the light around it to later release. When the Rune is put into light, it slowly absorbs it, which can later be used as a Bonus Action to emit. Each minute the Rune spends in bright light, it can emit bright light for one minute at a range of 20 feet bright 20 feet dim. Each minute the Rune spends in dim light, it can emit dim light for one minute at a range of 20 feet. A minute of bright light can be used as two minutes of dim light, and two minutes of dim light can be used as a minute of bright light. The range of this light can be doubled, halving the duration, or halved, doubling the duration. The maximum amount of bright light the Rune can absorb is two hours. Each Effect level after this increases the amount of bright light the Rune can absorb by two hours and its range by 5 feet. **Heat Emitter:*** Rune takes in the heat around it to later release. When the Rune is put next to a heat source of 10C or higher, it slowly absorbs it, which can later be used as a Bonus Action to emit. Each minute the Rune spends in high heat, such as fire, it can emit this heat as a continuous flare of 1 fire damage to anything touching the Rune. Each minute the Rune spends in low heat, such as body warmth, it can emit up to 15C heat for one minute to anything touching the Rune. A minute of high heat can be used as five minutes of low heat, and five minutes of low heat can be used as a minute of high heat. The intensity of this heat can be doubled, halving the duration, or halved, doubling the duration. The maximum amount of absorbed heat is two hours of high heat. Each Effect level after this increases the amount of high heat the Rune can absorb by two hours and its intensity by 1 fire damage or 5C. **Fit:*** Rune serves to 'fit' other items through itself, applying their magic as if they were in place of the Fit Rune. The Target must be touching the Rune it is fitting into for this Rune to function. The maximum Tier of Rune fitted is equal to the amount of Fit Effects in the Rune. \pagebreakNum ### Active Effects *Active Effects require an Action to activate if they are not activated as part of a weapon Attack against the same target. Active Effects in a Rune count as a spell attack for the purposes of Extra Attack, if you do not use them as part of a weapon Attack against the same target. Runes with a range of 5ft or less count as a melee spell attack.* #### Basic Active Effects *Basic Active Effects can be used in any Rune Tier.* **Fire:** Rune creates a single blast that deals 1d8 fire damage upon contact, and if it is flammable takes 1d4 fire damage at the end of the Target's next turn, for two rounds. The Target can end this effect as an Action, with water or with magical healing. Each effect level after this increases the damage by 1d8 and 1d4 respectively. **Cold:** Rune creates a flash freeze that deals 1d8 cold damage upon contact, and reduces the Target's movement speed by 5ft until the start of your next turn. The Target can end this effect with a successful CON saving throw. Each effect level after this increases the damage by 1d8 and the movement speed reduction by 5ft. **Acid:** Rune causes a small burst of potent acid that deals 1d6 acid damage upon contact, and 1d8 acid damage at the end of the Target's next turn. The Target can end this effect as an Action, with water or with magical healing. Each effect level after this increases the damage by 1d6 and 1d8 respectively. **Poison:** Rune causes a small burst of potent poison that deals 1d4 poison damage upon contact, and the target is poisoned until the start of your next turn. The Target can make a CON saving throw, taking half damage rounded down and not being poisoned on a success. Each effect level after this increases the damage by 1d4. **Lightning:** Rune causes the Target to take 1d6 lightning damage upon contact, which breaks through even tough defenses. You treat lightning immunity as resistance, and lightning resistance is ignored for this damage. Each effect level after this increases the damage by 1d6. **Thunder:** Rune causes a blast of sound, dealing 1d8 thunder damage on contact, and causing the Target to be deafened until the start of your next turn. Each effect level after this increases the damage by 1d8. **Gust:** Rune emits a burst of pressurized wind towards its Target. A Tiny or smaller Target must make a Dexterity or Strength saving throw. On a fail, the Target is pushed back 5ft and knocked prone. Each effect level after this increases the maximum size category by 1 and the distance pushed by 5ft. Additionally, for every effect level after first, if the Target succeeds on its saving throw it is still pushed back half the amount of feet, rounded down. **Shunt:** Rune throws a Target of up to 5 pounds at another Target within its range. Based on the Target thrown, the hit target takes either 1d8 Bludgeoning, Piercing or Slashing damage. Each effect level after the first increases the maximum weight of the thrown Target by 5 pounds, and the damage by 1d8. **Minor Amplification:** Rune burns its Charge to amplify its Target. As a free action, you can start the Charge burn. For every 1 charge spent, the Rune amplifies the Target for 5 rounds (30 seconds). The Target becomes magical for the purposes of overcoming resistances and immunities to nonmagical damage, and has increased damage by 1 of the same type. (A shortsword would now do 1d6 + 1 piercing damage). You can change the current Target as a bonus action whilst the amplification is in effect. Each effect level after this increases the damage dealt by 1. **Focal Point:** Rune burns its Charge to channel its Target. As a free action, you can start the Charge burn. For every 1 charge spent, the Rune channels the Target for two rounds. While being channeled, the Target counts as a spellcasting focus, and can provide somatic components for spells. The Target still needs to meet the requirements of each individual class, such as being non-metal for druids. If the focus requires a holy symbol, the effect gives the Target a superficial patterning that represents such a holy symbol. Each effect level after this increases the duration by two rounds. **Streamlined Process:** Rune maintains concentration of a spell or effect for its Target. The Target still cannot use another spell that requires concentration without the first ending. This requires Charge spent equal to the level of the spell or effect +3. Each effect level after this decreases the total charge cost by 1, to a minimum of 3. **Excite:** Rune burns its Charge to excite its Target. As a free action, you can start the Charge burn. For every 1 charge spent, the Rune excites the Target for 5 rounds (30 seconds). While being excited, the Target has -1 AC +1 attack modifiers. If the Target is an item used by a creature, treat that creature as having the lowered AC. The bonus is equal to 1/4 of the Excite components in a Rune, rounded up, minimum of 1. **Gather:** Rune gathers all lose materials and objects in a 5 foot area around its Target around its Target, with the total weight moved being no heavier than 1 pound. This gathering includes loose earth such as sand or liquids such as water. This effect can last up to a minute. Alternatively, the user can designate only certain things to gather by designating another Target. Each effect level after this increases the area affected by 5 feet, weight by 1 pound and duration by 1 minute. **Light:** Rune creates a small light on a Target that sheds bright light for 15 feet and dim light for an additional 15 feet. Each effect level after this increases the distance of bright and dim light by 15 feet. **Darken:** Rune darkens the light around a Target, which sheds darkness for 15 feet and dims bright light for an additional 15 feet. Each effect level after this increases the distance of darkness and dimmed light by 15 feet. **Extended Process:** Rune extends the duration of a spell or effect for its Target. The duration is extended by 1 hour, and requires Charge spent equal to the level of the spell or effect +3. Each effect level after this increases the duration by 1 hour and decreases the total charge cost by 1, to a minimum of 3. \pagebreakNum **Elemental Exchange:** Rune changes the element of a certain spell or effect. This damage must be either acid, cold, fire, lightning or poison, and changes to one of the same list. The cost is 1 Charge per dice changed. For five rounds (30 seconds) after changing the damage type, the Rune can change the damage of other spells or effects to the same type chosen, free of charge. Each effect level after this increases the duration by five rounds. **Distribution Assist:*** Rune magically distributes the weight on a Target for 1 hour, allowing for it to withstand or move greater force without collapsing. Materials can hold up twice the amount of weight before breaking or bending, and creatures have their carrying capacity doubled and advantage on athletics checks to move or lift. While a creature is carrying beyond its carrying capacity, it gains exhaustion at double the normal rate. Each effect level after this increases the duration by 1 hour. **Power Supply:*** Rune increases the potency of a spell cast by its Target, increasing the level of cast up to the maximum spell level of the Target. This uses Charge equal to the total spell level after increase. **Array:*** Rune activates with other Array Runes in range, which are chosen and usable by the user, combining total Charge and sharing potential Triggers, Targets and Effects. Each Trigger is still localized to individual Runes, so a touch Trigger will activate the whole Array, but the touch Trigger will not be activated by touching an Array rune without the Touch Trigger. Targets are still limited by the range of their individual Array Runes. Each Rune activated to start the Array uses one Charge, and the Array remains active for two minutes. Each effect level after this increases the Array duration by two minutes, and reduces the Charge cost by one. **Infuser:*** Rune acts as an infuser for various consumables. One Target consumable, including meals, potions and other such consumables, is either stored within the Infuser Rune to be applied later, or is directly applied to a Target as a Bonus Action. Each Effect level after this increases the maximum amount of stored infusions by 1. \pagebreakNum #### Intermediate Active Effects *Intermediate Active Effects require at least Tier 1 Rune Charge to be used (2 charge)* **Ensnare:** Rune traps one or more Targets that are within its base area of effect. The Targets must make a DEX or STR saving throw, or are considered grappled and restrained. Once grappled, the Target must break its restraints in order to become free. It can try to escape the grapple, or break the restraints. The restraints have an AC of 10 and hit points of 10. Each effect level after this increases the AC by 1, the hitpoints by 2, and every second level increases the DC by 1. **Barrier:** Rune causes a magical barrier to form around the Target of the Rune, protecting anything inside from external damage. The barrier has 5 hit points, and lasts for 1 minute or until broken. Each effect level after this increases the barriers hit points by 5, and the duration by 1 minute. **Mend:** Rune restores 1d4 hit points to a Target. Each effect level after this increases the hit points restored by 1d4. **Assemble:** Rune allows for the creation of a objects the user knows how to make, to a maximum of 1ft. All the materials required to make the object must be within the Rune's base area of effect. Each effect level after this increases the size of objects created by 1ft. **Collection:** Rune allows for the collection of materials in up to a 15 foot area around its Target. The user must know that a certain material potentially exists in that place in order to collect it specifically. This can even condense trace elements in the area. The materials collected appear around the user or in containers near the user in a certain shape of their desire. For each 5 foot area collected, the duration of the search is 10 minutes, in which the user needs to be in the same place. Each effect level after this increases the maximum area by 15 feet and reduces the duration by 1 minute, to a minimum of 1 round per 5 feet. **Disassemble:** Rune allows for complex Targets to be disassembled into their base products. This does not include magical items. For example, a steel sword may be separated into steel, leather and any other materials used. The maximum size of the Targets is 1 foot. Each effect level after this increases the size of objects by 1 foot. **Lesser Desecrate:** Rune creates a desecrated space in its base area of effect. Targets in this area must make a WIS Saving Throw or take 1 necrotic damage per minute. Targets that save are immune to this effect for the next hour. Targets with the evil alignment, or any undead, fiends or devils are immune to this effect, and instead gain 1 hit point. The desecrated area remains for 1 minute. If the spell is cast on the same Target once a minute for 10 minutes, the Desecrated area remains there permanently. Each effect level after this increases the damage by 1, and the duration by 1 minute. To use this Rune, the user must be evil, an undead, fiend or devil, or be in service to a evil higher entity. **Lesser Consecrate:** Rune creates a consecrated space in its base area of effect. Targets in this area must make a WIS Saving Throw or take 1 radiant damage per minute. Targets that save are immune to this effect for the next hour. Targets with the good or neutral alignment, or any celestials, fey or angels are immune to this effect, and instead gain 1 hit point. The consecrated area remains for 1 minute. If the spell is cast on the same Target once a minute for 10 minutes, the Consecrated area remains there permanently. Each effect level after this increases the damage by 1, and the duration by 1 minute. To use this Rune, the user must be good, a celestial, fey or angel, or be in service to a good higher entity. **Greater Amplification:** Rune burns its Charge to amplify its Target. As a free action, you can start the Charge burn. For every 2 charge spent, the Rune amplifies the Target for 5 rounds (30 seconds). It is laced with an element of your choice, uses the same damages and proficiencies as its mundane counterpart, and is magical. The Target does an extra 1 damage, which can either be lightning, poison, acid, fire or cold, chosen at rune activation. (A shortsword blade would now do 1d6 piercing and 1 lightning damage). The amplification can alternatively create a shape of magical force on the Target, which can be shaped into any form, such as a sword blade, hammer head or a gauntlet, and has the elemental lacing. You can change the current Target as a bonus action whilst the amplification is in effect. Each effect level after this increases the damage dealt by 1. **Negate:** Rune surrounds its Target with a transparent barrier for one round. The first attack that hits the Target is completely negated, and the barrier is removed. Any spells cast on or by the Target cause the barrier to be removed, but still take effect if they are beneficial. Each effect level after this increases the duration by one round. **Sound Mirage:** Rune creates a silencing aura around up to 5 feet of its Target. Any noise inside this aura does not escape outwards. Anything inside this aura cannot be heard on the outside, and automatically succeed on an Dexterity (Stealth) checks regarding sound. Things outside the barrier cannot be targeted or damaged by thunder damage from inside the barrier. The barrier can be reversed, giving its inner effects to everything outside of itself and visa versa. Each effect level after this increases the radius by 5 feet. **Smell Mirage:** Rune gives up to 5 feet of its Target a certain smell, which can be smelt from 1 foot to 10 feet away by normal means, or removes smell from the Target. Anything with no smell automatically succeed on an Dexterity (Stealth) checks regarding smell. **Mirage:** Rune gives up to 5 feet of its Target and anything around its Target that fits in this area a changed appearance based on its users wishes. Size can be distorted to a maximum of 1 foot, but appearance can be changed freely. These appearances can be changed as an action. This is an illusion, and so physical inspection of the object may reveal it to be not what it seems. Each effect level after this increases the size of Targets by 5 feet. \pagebreakNum **Altered Flow:*** Rune alters the basic makeup of its user and its Target, changing the physical flow and makeup of arcana within both. The user's spellcasting ability modifier is used in place of one of the Target's statistics, such as Strength or Dexterity, for thirty minutes. While this Rune is in effect, the change in statistic is considered nonmagical, and the user cannot activate any spellcasting. This effect can be ended as an Action. Each effect level after this increases the duration by thirty minutes. **Increase:*** Rune increases the size of the Target by two feet and weight by three pounds, or double its original size and weight, whichever is smaller. Every second Increase Component increases the damage the Target does with melee attacks by 1, and decreases its Dexterity Saves by 1. This lasts for 1 minute. If the Rune is activated again the Increase ends early. Each effect level after this increases the size by two feet and weight by three pounds. **Decrease:*** Rune decreases the size of the Target by two feet and weight by three pounds, or half its original size and weight, whichever is bigger. Every second Decrease Component decreases the damage the Target does with melee attacks by 1, and increases its Dexterity Saves by 1. This lasts for 1 minute. If the Rune is activated again the Decrease ends early. Each effect level after this increases the size by two feet, weight by three pounds and duration by 1 minute. **Shell:*** Rune increases the AC of its Target by 1, as a hard magical field envelops it. This increase lasts for 30 seconds, and if the Target is hit before the duration runs out, they lose one AC as the field is broken. Every second effect after this increases the AC by one and the duration by 30 seconds. **Light Focus:*** Rune increases the amount of light given to its Target from the surrounding area. The Target gains 10 feet of Darkvision, which applies above any they may have existing. As a bonus action, the user can double this range, though this causes bright light to give disadvantage on Perception/Investigation rolls. Another bonus action is required to reduce the range again. Each effect level after this increases the base amount of feet by 10. **Deflector:** Rune creates a floating pain of force adjacent to its Target. This plane of force floats unhindered, until the Target is subject to a ranged attack/spell attack, at which point as a Reaction it can interpose the force between itself and the attack. Reduce the attack's damage by 5 + Rune Tier. If the attack damage would be reduced to zero, the Target takes no damage, otherwise the damage is reduced by the outcome. This Effect lasts for 10 minutes or until it is used, whichever is sooner. Each effect level after this increases the damage threshold by 2, and additional planes of force are created equal to 1/3 of Deflector Effects used, rounded down to a minimum of zero. \pagebreakNum #### Advanced Active Effects *Advanced Active Effects require at least Tier 3 Rune Charge to be used (5 charge)* **Temporal Invalidation:** Rune creates a break in time, as its Target's time is turned back by one round. The Target retains all memories of the time. The Targets entire body state becomes that which it was one round ago, including hit points, position, and abilities, but not spell slots, sorcery points etc. If the position is occupied by solid material or creature, the Target instead gets shunted safely to the nearest open space. This Rune can only be used effectively once per month on the same Target. The second time rewinds their position but not hit points or abilities, the third and every casting after rewinds their position and deals 4d10 necrotic damage to them. Each Effect level after this decreases the recharge time by half. **Greater Desecrate:** Rune creates a desecrated space in its base area of effect. Targets in this area must make a WIS Saving Throw or take 1d4 necrotic damage per minute. Targets that save are immune to this effect for the next minute. Targets with the evil alignment, or any undead, fiends or devils are immune to this effect, and instead gain 1d4 hit points. Targets must make an additional WIS saving throw, being subject to one short term madness. This madness only lasts for 1 minute. A Target that gains two short term madness from this effect instead gains one long term madness, which lasts one hour. A Target that gains two long term madness from this effect instead gains one indefinite madness, and is from then on immune to the madness effects permanently or until the madness is cured. The desecrated area remains for 1 minute. If the spell is cast on the same Target once a minute for 10 minutes, the Desecrated area remains there permanently. Each effect level after this increases the damage by 1d4, and the duration by 1 minute. To use this Rune, the user must be evil, an undead, fiend or devil, or be in service to a evil higher entity. **Greater Consecrate:** Rune creates a consecrated space in its base area of effect. Targets in this area must make a WIS Saving Throw or take 1d4 radiant damage per minute. Targets that save are immune to this effect for the next minute. Targets with the good or neutral alignment, or any celestials, fey or angels are immune to this effect, and instead gain 1d4 hit points. Targets must make an additional WIS saving throw, or be frightened of the consecrated area for one minute. The consecrated area remains for 1 minute. If the spell is cast on the same Target once a minute for 10 minutes, the Consecrated area remains there permanently. Each effect level after this increases the damage by 1d4, and the duration by 1 minute. To use this Rune, the user must be good, a celestial, fey or angel, or be in service to a good higher entity. **Link:*** Rune links together to another Link Rune on another Target, and makes a connection. Half each Target's hit points, AC and movement speed, and add each half together. The new totals are the totals that both Targets use. If one Target is reduced to 0 hit points the effect ends on it, and if there are less than two remaining Targets, the effect ends early, though each Target's current hit points remain the same. The minimum amount of time Targets can be merged is 24 hours, and otherwise the effect can last indefinitely if Charge is supplied each day. The Rune can only link one set of Targets at a time. If this Rune is destroyed, any linked Targets remain. Each effect level after this increases the maximum amount of Targets linked by one, and reduces the minimum duration by 4 hours, to a minimum of 1 hour. **Emergency Patching:*** Rune fixes the damage to its Target temporarily, which can be done as an Action or Reaction to taking damage. The Target gains the equivalent of one of its hit dice as temporary hit points, that last 10 minutes. Each effect level after this increases the amount of hit dice gained by one, or the duration by 5 minutes. **Accelerate:*** Rune accelerates up to 5 feet of its Target and anything else the user wishes that fits within this area. The Target moves faster than it normally would be able, giving it one extra free action, reaction, attack and 10 feet movement for three rounds. This puts immense strain on the Target, and immediately afterwards the Target suffers 20 necrotic damage. The user can change this acceleration to double, with the damage to the Target increasing to 40, and gaining one level of exhaustion after. Each effect level after this increases the maximum size of the Target by 5 feet and reduces the necrotic damage taken by the Target by 1. **Meld:*** Rune mixes two material Targets together that would otherwise not be able to be merged, such as silk and steel, creating a new potential substance. This takes 1 hour per 1 foot of material, and the user is treated as concentrating during the process. The full process uses two charge to start the meld, and one charge per 20 minutes thereafter to complete the process. If the process is interrupted, it is set back to the nearest 20 minute interval. For every 20 minutes spent concentrating, the user must make a DC 18 Constitution saving throw or suffer one level of exhaustion. Each effect level after this decreases the time per foot by 5 minutes, increases the maximum amount of feet effected by 1, and reduces the DC by 1. **Wakefullness:*** Rune allows the Target to go 1 extra hour without sleep, or 30 extra minutes of hard labor before receiving exhaustion. The Target has 24 hours to use this bonus before the magic fades. This can be used to take one extra hour of a long rest as light activity instead of sleep. Each effect level after this increases the time by 1 hour and 30 minutes respectively, as well as the total duration by 24 hours. \pagebreakNum **Emergency Reaction:*** Rune allows the Target to create a failsafe against fatal damage. Once the Rune is used on its Target, subtract an amount of hit points equal to 5 x the amount of Emergency Reaction Effects used. The Rune then stores these hit points for 24 hours, and should the Target be reduced to 0 hit points during this time, the Rune will apply these hit points to the Target. This process is stressful on the Target, and each Emergency Reaction after the first each day, the hit point pool is reduced by 10. **Guard State:*** Rune allows the Target to enter a guarded state. The Target loses an amount of hit points equal to 5 x the amount of Guard State Effects used, and gains 1/4 of that number as temporary hit points, rounded up, each round for 5 rounds (including the round Guard State was used). **Support State:*** Rune allows the Target to enter a support state. The Target loses an amount of hit points equal to 5 x the amount of Support State Effects used, and as a Bonus Action, another Target gains 1/5 of that number as temporary hit points, rounded up, each round for 5 rounds (including the round Support State was used). A different receiver Target can be selected each round, with another Bonus Action. **Aggressor State:*** Rune allows the Target to enter an aggressor state. The Target loses an amount of hit points equal to 5 x the amount of Aggressor State Effects used, and gains 1/5 of that number as bonus force damage to an attack, rounded up, each round for 5 rounds (including the round Aggressor State was used). **Augmented Use:*** Rune augments the use of a magical item for a day, increasing its Charge levels by 2, or if the item is single use, giving it 1 use without destruction by spending charge equal to double the spell level/effect level used. Either of these effects can only be used once per day. Each effect level after this increases the amount of charge levels the item gains by 1, or the amount of times it can be used that day by 1. \pagebreakNum #### Elite Active Effects *Elite Active Effects require at least Tier 6 Rune Charge to be used (9 charge)* **True Desecrate:** Rune creates a desecrated space in its base area of effect. Targets in this area must make a WIS Saving Throw or take 1 necrotic damage per round. Targets that save are immune to this effect for the next minute. Targets with the evil alignment, or any undead, fiends or devils are immune to this effect, and instead gain 1 hit point. Targets must make an additional WIS saving throw, being subject to one short term madness. This madness only lasts for 1 minute. A Target that gains two short term madness from this effect instead gains one long term madness, which lasts one hour. A Target that gains two long term madness from this effect instead gains one indefinite madness, and is from then on immune to the madness effects permanently or until the madness is cured. The desecrated area remains for 1 minute. If the spell is cast on the same Target once a minute for 10 minutes, the Desecrated area remains there permanently. Each effect level after this increases the damage by 1, and the duration by 1 minute. To use this Rune, the user must be evil, an undead, fiend or devil, or be in service to a evil higher entity. **True Consecrate:** Rune creates a consecrated space in its base area of effect. Targets in this area must make a WIS Saving Throw or take 1 radiant damage per round. Targets that save are immune to this effect for the next minute. Targets with the good or neutral alignment, or any celestials, fey or angels are immune to this effect, and instead gain 1 hit point. Targets must make an additional WIS saving throw, or be frightened of the consecrated area for one minute. The consecrated area remains for 1 minute. If the spell is cast on the same Target once a minute for 10 minutes, the Consecrated area remains there permanently. Each effect level after this increases the damage by 1, and the duration by 1 minute. To use this Rune, the user must be good, a celestial, fey or angel, or be in service to a good higher entity. **Crown Meld:*** Rune mixes up to four material Targets together that would otherwise not be able to be merged, such as silk, steel, leaves and water, creating a new potential substance. This takes 2 hours per 1 foot of material, and the user is treated as concentrating during the process. The full process uses two charge to start the meld, and two charge per 20 minutes thereafter to complete the process. If the process is interrupted, it is set back to the nearest 20 minute interval. For every 20 minutes spent concentrating, the user must make a DC 20 Constitution saving throw or suffer one level of exhaustion. Each effect level after this decreases the time per foot by 5 minutes, increases the maximum amount of feet effected by 1, and reduces the DC by 1. \pagebreakNum ### Modifiers *Rune modifiers affect Runes in special ways, this allows for Runes to gain further versatility without the need of changing their core components.* **Range Extend:** This Modifier increases the range of the Rune by 25 feet. This modifier can be applied any amount of times. **Area:** This Modifier gives the Rune an area of effect, instead of a single Target. The radius is equal to the amount of Area Modifiers * 10 feet, minus the amount of dice/amount of number divided by 5. After this calculation is complete, half the other numerical values for the area. **Keen:** Sharpens the effect like a blade. Runes gain half of any initial effect damage rounded down, dealt instead as magical slashing damage. Cannot be used in conjunction with the Blunt or Pointed Modifiers. This modifier can only be applied once. **Blunt:** Broadens the effect like a bludgeon. Runes gain half of any initial effect damage rounded down, dealt instead as magical bludgeoning damage. Cannot be used in conjunction with the Keen or Pointed Modifiers. This modifier can only be applied once. **Pointed:** Focuses the effect like a point. Runes gain half of any initial effect damage rounded down, dealt instead as magical piercing damage. Cannot be used in conjunction with the Blunt or Keen Modifiers. This modifier can only be applied once. **Curse:** This modifier causes any effect damage to be converted to necrotic, and deal an additional 1 necrotic damage per Component and Modifier in the Rune. The user takes the same amount of additional damage. If the user is evil, an undead, fiend or devil, or in service to a evil higher entity the self damage does not apply. Cannot be used in conjunction with the Bless or Raw Modifiers. This modifier can only be applied once. **Bless:** This modifier causes any effect damage to be converted to radiant, and deal an additional 1 radiant damage per Component and Modifier in the Rune. The user takes the same amount of additional damage. If the user is good, a celestial, fey or angel, or in in service to a good higher entity the self damage does not apply. Cannot be used in conjunction with the Curse or Raw Modifiers. This modifier can only be applied once. **Throttle:** This Modifier halves the Charge cost of activating the Rune rounded down, minimum of 1. It also halves the numerical effects that require Charge in a Rune rounded down, minimum of 1. Cannot be used in conjunction with the Overclock Modifier. This modifier can only be applied once. **Overclock:** This Modifier doubles the Charge cost of activating the Rune, minimum of 1. It also doubles the numerical effects that require Charge in a Rune, minimum of 1. Cannot be used in conjunction with the Throttle Modifier. This modifier can only be applied once. **User Lock:** This Modifier makes it so that a Rune is restricted to certain users, to be determined at the time of the Rune's creation, though the Rune creator can always activate a Rune. This modifier can only be applied once. **Merge:** This Modifier serves only the purpose of weaving Runes, and each Rune being connected must have this Modifier on it. **Rite:** This Modifier allows for a single entity to use lower level spell slots to activate a higher Tier Rune, or for multiple entities to activate the same Rune together, sharing the cost. When used in this way, the Rune's base cost is increased by 1. For example, this allows a tier 4 Rune (4 spell levels) to be activated using five 1st level spell levels, which can be from multiple different entities. **Duration Preference:** This Modifier doubles the duration of a Rune, and halves its other numerical effects. This modifier must be used in Runes with other numerical effects, such as damages or range. **Might Preference:** This Modifier doubles the damages of a rune, and halves its other numerical effects. This modifier must be used in Runes with other numerical effects, such as duration or range. **Range Preference:** This Modifier doubles the range of the Rune, and halves its other numerical effects. This modifier must be used in Runes with other numerical effects, such as duration or damages. **Siphon:** This Modifier halves the damages in a Rune, and gives its user health equal to half the end damage done, minimum of 1. This only occurs when used with an effect that has a Charge cost. **Sacrifice:** This Modifier gives Runes the ability to function even in anti-magic or dead magic regions, or simply without supplying mana. When activated in this way, the Rune deals 5 * used rune components * rune size damage to the user, rounded up. If the user does not have enough hit points and would be reduced to 0 hit points, treat them as having up to 20 additional hit points, reduce them to 0 hit points after the Rune's casting, and have them roll their first death save immediately and with disadvantage. Runes with this Modifier can be created in anti-magic or dead magic regions, substituting the same damage calculation for the spell slot requirements. This still requires the creator to have access to spell levels equal to the Rune Tier. **Alternative Outcome:** This Modifier allows the user of a Rune to activate any or all of its same Components and Modifiers separately. This allows for potential reduction in activation cost, usually impossible outcomes, or a change in the way the Rune functions. For example, the user could activate only Cold Effects, leaving out the Fire Effects, and preventing damage cancellation. Another example, is that the user does not use the Throttle Modifier, resulting in the Rune having no reduction to Charge cost or other effects. This Modifier can only be used once. **Segment Rearrange:** This Modifier makes it so that a Rune's Components and Modifiers can be changed. This process takes 10 minutes per Component or Modifier changed. If the Segment Rearrange modifier is replaced with another Modifier, the changes occur only after 10 minutes are up, and are permanent. \pagebreakNum **Use Condition:** This Modifier creates certain conditions of use for the Rune. For example, if the condition of use is "not to be used on innocent creatures", if the user Targets an innocent creature with the Rune or the Rune's effects willingly and knowingly, the Rune then becomes inert and loses its magic. The Rune can then only be reactivated by its creator over 1/4th the amount of time it took to create originally. This modifier can be applied any amount of times. **Surge:** This Modifier allows two different Rune Component types that would usually take separate actions to be activated at once, using the Charge of both if they require any. This modifier can be applied any amount of times. **Flair:** This Modifier allows the user or creator of the Rune to change visual and audible elements of a Component. The color, type of sound and other general appearance of one Component type is changed. You cannot change the audible volume of a Component in this way. This modifier can be applied any amount of times. **Arcana Equilibrium:** This Modifier makes the material the Rune is inscribed on able to take twice the amount of total Rune tiers, but reduces the maximum Rune tier allowed on the material by 1. This modifier can be applied any amount of times. **Overtier:** This Modifier makes the material the Rune is inscribed on able to take half the amount of total Rune tiers, but increases the maximum Rune tier allowed on the material by 1. This modifier can be applied any amount of times. **Raw:*** This Modifier causes any effect damage to be converted to force, and deal an additional 1 radiant damage per Component and Modifier in the Rune. The user takes the same amount of additional damage. If the user is neutral, and not in service to a good/evil higher entity the self damage does not apply. Cannot be used in conjunction with the Curse or Bless Modifiers. This modifier can only be applied once. **Synergy:*** This Modifier slightly changes the way a Rune deploys its effect outputs, so that usually opposing effects can be used alongside each other. **Reform:*** This Modifier reforms the Rune, clearing all Triggers, Targets, Effects and Modifiers (Aside from Reform and Segment Rearrange) or removing the Rune entirely. This requires use of the full Charge of a Rune, and will not work if the Rune charge is not at maximum. **Split:*** This Modifier must be used as many times as at least half of the total Rune Components, excluding other modifiers, to come into effect. If the Rune should be subject to breaking, this modifier will move its pieces together at a rate of 5 feet a round. This pull has a maximum range of half the Rune's range. Once each piece is assembled again, the Rune can be used as normal. If a piece is broken beyond repair, such as crushed and not repaired, the Rune cannot activate. Upon such a conclusion, the Rune creator can spend 1/4 the time it would take to create the Rune repairing it, with new material. **Hyperclock:*** This Modifier takes the effects of Overclock and magnifies them, usually to the detriment of the Rune. A Rune with the Hyperclock modifier has limited but powerful use. When the Rune is used, as per the Overclock modifier, the numerical Effects requiring Charge are doubled, but remain with the same charge cost instead of double. The Rune gains a maximum amount of uses equal to 1 + Rune Tier. The Rune can slowly recover this stress, and will recover 1 use per 14 days. Each time this Modifier is used after this, it reduces the amount of days by 1.