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Runessences

De Runarcana Wiki
Esta página é uma versão traduzida da página Runessências. Sua tradução está 100% completa.
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This Article is in accordance with the version 0.94 of Runarcana RPG

As stated earlier, Global Runes reverberate their creative energy into all existences on Runeterra, from the inanimate to the living and thinking ones.

The power of the Runes has not been greatly developed over the ages due to the great oscillation of the powers from the Global Runes being used for the most diverse purposes, making the Rune Nature of all beings not stable enough for this.

By themselves, the Global Runes have the possibility of rewriting the rules of reality, which is why their study has never been a tradition maintained anywhere (at least as far as we know).

However, some great powers, such as Deities, really powerful Arcanes and other creatures of immense power ended up developing some understanding of this principle of the Runic Nature, managing to model this inherent strength of all beings, thereby achieving harmony between these powers, managing to extract even more of them, these are the Runessences.

In addition to the Runes that are natural manifestations and can be channeled, the runic nature sometimes manifests itself through resonant patterns, in some structures that align with particular runic essences, these patterns are the Runessences.


Aquavitist

The aquavitist not only enjoys alcoholic beverages, he has learned to use them as part of his runic essence, enhancing his attacks and resistances.

Aquavitist’s Technique

Prerequisites: Ethyl Essence Heritage and Constitution 13 or higher

Pulse: Sapphire

Synergy: Add half of the Proficiency bonus to Pulse Dice

Use: Half of the Proficiency Bonus

You learn the drunken fighting style, to use it you must always have a bottle or container containing alcohol in your hands, or be under the influence of a sip.

Sip: A sip now lasts for 2 rounds and, while under the effect of a sip, your unarmed strikes deal an additional 1d4 damage.
Drunk Resistance. You become capable of performing the drunken madness. When performing drunken madness, you consume one use of this Rune and one sip of your drink, in addition to the effects of one sip, until the start of your next turn, you gain resistance to all simple physical damage.

Mastery:

  • Extension: Choose between simple spiritual or elemental damage, adding that resistance to your Drunk Resistance
  • Duration: +1 turn of Drunk Resistance duration per mastery
Taste the Moment
d8 Effect
1 Nothing happens and you consume one use of this Rune
2 Add half the Proficiency bonus to your melee attack rolls for the duration of the sip
3 The crit range of your melee attacks decreases by 1 and the crit multiplier increases by 1 for the duration of the sip
4 Gains 2x your Pulse Dice in temporary hit points for the duration of the sip
5 Add half the Proficiency bonus to your AC for the duration of the sip
6 Add half the Proficiency bonus to your AC for the duration of the sip|- style="background-color:#B4A7D6;" 7 Choose an effect from 1 to 6
8 Choose an effect from 1 to 6 without consuming a use of this rune

Taste of the Moment

Prerequisites: Rune - Aquativist’s Technique and Constitution 15 or higher

Pulse: Sapphire

Synergy: Add the Proficiency bonus to Breath's damage

Use: Half of the Proficiency Bonus

Each drink has its own characteristic, its own spirit, your constant experimentation has made you know how to recover the sensations of other drinking experiences, reviving your vital energy.

Sip. A sip now has a duration of 3 rounds and the damage done by Heritage - Ethyl Essence becomes your Proficiency bonus, and while under the effect of a sip, your unarmed attacks deal an additional 2d4 damage instead of 1d4.

When consuming a use of this Rune you can choose between:

  • Taste of the Moment. When taking a sip, you can activate the Taste of the Moment, roll 1d8, you gain the respective effect from the Taste of the Moment table, this effect lasts for the duration of the sip. When taking a new sip, if you are under the effect of Taste of the Moment, you can decide to reroll the d8 or keep the previous effect. If you receive the same effect a second time, you must roll again on the table, as they are not cumulative.
  • Dragon's Breath. When choosing this Rune, choose between acid, cold, fire or poison. As an action, after taking a sip, you can breathe a 20-foot cone of that element. Each creature in the area must make a Dexterity saving throw against your Runes DC. A target takes your Proficiency bonus to Pulse's Base Dice in elemental damage of the chosen type on a failure or half the damage on a success.

Mastery:

  • Use: +1 use of this Rune per mastery
  • Reroll: You can reroll 1 time if you don't like the effect or damage done by Breath. You must stick with the new result.

Baxian

Prerequisites: Rune - Taste of the Moment and Constitution 17 or higher

Pulse: Sapphire

Synergy: You receive half of your Proficiency bonus as uses of Runes which can be used for the other Runes of this Runessence

Use: Half of the Proficiency Bonus

Probably an ancient spirit or a deity, also adept at drinking, was enchanted by you, causing your body to react in a supernatural way when you take a sip.

Sip. Your unarmed strikes deal an additional 3d4 damage instead of 2d4.
Breathing. When carrying out the Dragon's Breath skill, your DC increases by 2 and the range increases to 30 feet.

When consuming a use of this Rune you can choose between:

  • Deflect. Under the effect of a sip, you can, as a reaction, when a hostile creature misses you with a melee attack, expend one use of this rune and cause that attack to hit another creature you can see within 5 feet from you, as long as it's not the attacker himself.
  • Crooked Blow. When performing the Attack action, if you are under the effect of a sip, you can consume one use of this rune to make up to three additional unarmed attacks, each one must be against a different target and if you miss, you lose the following attacks.

Mastery:

  • Use: +1 use of this Rune per mastery
  • Improve: You add your unarmed strike damage to Deflect, and you can make an additional attack with Crooked Strike.

Vastaya Awakening

This Runessence involves learning about your Vastaya Heritage, allowing you to gain better control of your Vastayashai'rei ancestry, increasing your connection to the Spiritual Realm and the Sho'ma that inhabits all things.

Vastayan Ancestor

Prerequisites: Vastaya Origin or one of the Heritages: Vastaya Lineage or Vastaya Blood

Pulse: Emerald

Synergy: Add half of the Proficiency bonus to Pulse Dice

When choosing this Rune, you must choose one of the Primal Beasts from the Vastaya Awakening - Primal Beast table, with that, if the creature has any special senses such as blind perception, seismic sense, darkvision or advantage in any Perception check related to any a sense, you receive these traits as if they were natural to you. Once you choose a beast you cannot change it.

Use: Using a bonus action, you can transform into or out of the form of the chosen beast. If you're in combat, you can remain in this animal form for up to 20 rounds. In combat, upon entering animal form, you consume 1 round of transformation, at the end of your subsequent turns, if you are still transformed, you consume 1 more round. Out of combat, every 3 minutes transformed, you consume 1 round of transformation (totaling 1 hour with 20 turns), when you run out of transformation turns you revert to your original form.

When you transform, the following rules apply:

  • Your game stats are replaced by the beast's stats, but you retain your morale, personality, and Constitution, Intelligence, Wisdom, and Charisma values. You also retain your proficiencies in all your skills and saving throws, in addition to gaining the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is greater than yours, you use the creature's bonus instead of yours.
  • When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to make death saving throws as you normally would, dying in beast form means death for your character.
  • You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. Transforming doesn't interrupt your concentration on a spell you've already cast however, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.
  • You retain the benefits of any class features, Origin or other sources and can use them if the new form is physically capable of doing so. You can choose whether your belongings magically disappear by blending into your form, whether they fall to the ground or whether they are left intact.
  • While you are in your native environment, you have an additional 15 feet to your primary movement speed, walking for land creatures, swimming for sea creatures or flying for winged creatures. Additionally, your travel pace is considered fast, but it does not inflict a stealth disadvantage.
  • You retain all of your runes, not receiving any runes that the transformed creature receives.

Mastery:

  • Duration: +10 rounds per mastery
  • Protection: Upon assuming feral form, you gain twice your Pulse value as temporary Hit Points.

Hunter’s Eyes

Prerequisites: Rune - Vastayan Ancestor

Pulse: Emerald

Synergy: Add your Pulse value to the number of Rounds

Use: Half of the Proficiency Bonus

You've improved the connection you have with your Vastayan ancestor, granting you 30 feet of darkvision (or increasing it by 30 feet if you already have it) and the Shape Control and Mark Prey traits.

Shape Control: While out of combat, your Vastayan Ancestor Rune's animal form does not spend any transformation turns.

Mark Prey: Consuming one use of this Rune, upon hitting an enemy you can mark them with Mark Prey. For a number of Rounds equal to twice your Proficiency bonus, you know the exact position of a marked creature and, additionally, attacks made against a marked creature deal your Pulse Dice in additional force damage. If the target is invisible, you will continue to see it normally until the end of the mark's duration. If the creature drops to 0 hit points before the duration ends, this effect ends. You can end this effect at any time.

Mastery:

  • Duration: Mark Prey causes 1 more Base dice per mastery
  • Visão: +10 feet of darkvision per mastery

Vastaya Ascension

Prerequisites: Rune - Hunter’s Eyes

Pulse: Emerald

Synergy: Add your Proficiency bonus to the damage done by your attacks in your Feral or Hybrid form.

Use: Half of your Proficiency Bonus

Your connection to your ancestor reaches its peak, you become able to maintain your Humanoid form and acquire traits of your Primal Beast.

By consuming one use of this Rune, you can change your form for one minute and gain your beast's traits in the Hybrid Form and its Attributes column.

Your Feral form receives the following changes:

  • While in this form, your hit points are counted separately.
  • Upon reverting to your original form, your hit points return to the same value as before transforming. If this happens as a result of dropping to 0 hit points, all excess damage is carried over to your original form. For example, if you take 10 points of damage in feral form and have only 1 hit point left, you revert to your original form and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you don't fall unconscious.

Mastery:

  • Use: +2 Uses of Hybrid Form per mastery
  • Duration: +10 rounds per mastery
Awaken Vastaya - Primal Beast
2d20 Animal Hybrid Form Attributes 2d20 Animal Hybrid Form Attributos
2 Primal Orca Echolocation and Swimming (40 feet) +2 Con and +1 Str 22 Primal gorilla Punch and Rock +2 Str and +1 Con
3-4 Primal Eagle Flight (30 feet) and Claws +2 Dex and +1 Wis 23 Primal Hyena Bite +2 Dex and +2 Wis
5 Primal Elk Ram and Charge +2 Wis and +1 Str 24 Primal Boar Charge and Tusks +2 Str and +1 Dex
6-7 Primal Spider Spider Web and Climbing +2 Wis and +1 Dex 25-26 Primal Lizard Bite +2 Wis and +2 Dex
8 Primal Vulture Flight (30 feet) and Claws +2 Str and +1 Wis 27 Primal Lion Claws and Bite +2 Str and +1 Dex
9 Primal Goat Ram and Charge +2 Str and +1 Dex 28-29 Primal Wolf Claws and Bite +2 Dex and +1 Wis
10 Primal Camel Bite +2 Wis and +1 Con 30 Primal Bat Echolocation and Flight (60 feet) +2 Wis and +1 Dex
11 Primal Crab Claws and Amphibious +2 Dex and +1 Con 31-32 Primal Panther Pounce and Claws +2 Dex and +1 Str
12-13 Primal Horse Trample in Charge and Hoofs +2 Str and +1 Dex 33-34 Primal Rat Bite +2 Dex and +2 Wis
14 Primal Constrictor Cobra Bite and Constrict +2 Str and +1 Con 35 Primal Rhino Horns and Charge +2 Str and +1 Con
15 Primal Venomous Snake Bite +2 Dex and +1 Wis 36 Primal Toad Leap and Swallow +2 Dex and +1 Wis
16-17 Primal Owl Flight and Claws +2 Wis and +1 Dex 37 Primal Tiger Pounce and Claws +2 Dex e +1 Str
18 Primal Crocodile Bite +2 Str and +2 Con 38 Primal Shark Bite and Swim (30 feet) +2 Str and +1 Con
19-20 Primal Weasel Bite +2 Dex and +2 Wis 39 Primal Bear Bite and Claws +2 Str and +1 Con
21 Primal Wasp Flight and Stinger +2 Dex and +1 Str 40 Primal Elephant Prey and Trample in Charge +2 Con and +1 Str

Cosmic Balance

The Runeness of Cosmic Balance is a manifestation of the celestial entity known as the Bard that nurtures in its wielders the need to protect powerful artifacts and lost knowledge across Runeterra.

Meeps

Prerequisites: Heritage - Prodigy Musician

Pulse: Diamond

Synergy: Add half of the Proficiency bonus to the Pulse Dice

Use: Half of your Proficiency Bonus

The Meeps are small spirits that relate to a cosmic entity known as "the Bard", these small entities have immense powers, they are attracted by melodies and good humor, they are invisible and immune to any effect that reveals them, being able to choose to whom they are visible.

During a long or full rest, you can perform a short performance on your musical instrument so that a number of Meeps equal to your proficiency bonus follow you until your next long or full rest. Meep communication is done by sound notes that give a creature a latent impression, something like a feeling, not clear communication. Meeps usually only communicate with those they follow.

Even invisible, Meeps influence who they follow, each Meep gives you +1 on Charisma checks.

Meeps
Proficiency Effect
2 The target's speed decreases by 10 feet for a number of rounds equal to half your Proficiency bonus if it fails a Dexterity saving throw with a DC equal to your Rune DC.
3 A target hit by Spiritual Radiance makes its next attack at disadvantage.
4 The target must make a Constitution saving throw DC equal to your Rune DC. On a failure, the target is Stunned until the end of your next turn.
5 Target gains 1 point of exhaustion
6 The attack explodes in a 15-foot cone from the target. Creatures in that area must make a Dexterity saving throw DC equal to your Rune DC, failing which they take your Pulse die in force damage.
  • Meep's Favor: While aware of a Meep's presence, you can consume one use of this Rune and a Meep's presence, having it perform an action that helps you, again, at the Master's discretion, from something as simple as moving a leaf to even something that defies the laws of reality, regardless of the action, it is always beneficial, even if it doesn't seem that way at first.
  • Spiritual Radiance: By consuming a use of this Rune, you can ask a Meep to use its energy in an attack, increasing the damage of the single-target weapon or spell attack by one scale above your Pulse Dice causing an additional effect based on your Proficiency bonus as per the Mees table. When performing this aid, the Meep disappears.

Mastery:

  • USe: +1 meep per mastery
  • Strength: +1 DC per mastery

Cosmic Prison

Prerequisites: Rune - Meep

Pulse: Diamond

Synergy: Half of your Proficiency Bonus as Meeps

Use: Half of your Proficiency Bonus

You can conjure a band of cosmic energy from your hands.

By consuming one use of this Rune and using an action, you conjure a 15-foot-long, 5-foot-wide line of energy that stops at the first creature it hits. The creature hit must make a Dexterity saving throw DC equal to your Rune DC. On a failed save, the creature takes one degree above your Pulse Dice in force damage and its speed is halved until the end of your next turn, additionally, the line of energy continues an additional 15 feet from the creature hit, stopping on the first creature or object.
If the continuation of this line hits an object of Medium size or larger, the first creature hit must make a Constitution saving throw DC equal to your Rune DC, becoming Stunned for a number of rounds equal to twice your Proficiency bonus, and repeating the saving throw at the start of each of their turns to end this condition. If the continuation of that line hits another creature, both the first creature hit and the second must make a Constitution saving throw DC equal to your Rune DC. On a failure, both suffer the damage and the stun.

Mastery:

  • Damage: +1 in the damage dice category per mastery and the damage becomes Lunar
  • Use: +1 use per mastery

Deactivate Magic

Prerequisite: Rune - Cosmic Prision

Pulse: Diamond

Synergy: You get half of your Proficiency bonus as use of Runes that can be used for the other Runes from this Runessence

Use: Half of your Proficiency Bonus

You know how to control the mana of other things and beings, and can temporarily disable them.

By consuming one use of this Rune and one action, you are able to disable the magic of a magical object or living being you can see for a number of rounds equal to twice your Proficiency bonus, also nullifying the effects of sentient or cursed items on its users.

Mastery:

  • Use: +1 Use of the Rune per mastery
  • Strength: +1 on DC of Runes from this Runessence per mastery

Golden Essence

The Golden Essence Runessence is a manifestation of the celestial entity known as the Golden Sister. She is found only on Targon among the Solari, but there are rumors that some Shurimans have similar characteristics.

Dawn

Prerequisite: Heritage = Gloden Blessing

Pulse: Ruby

Synergy: Add half of the Proficiency bonus to the Pulse Dice

Use: Half of your Proficiency Bonus

You learn to summon an emanation of sunlight through your blows.

Once per turn, when you land an attack on a creature with a melee weapon, you can expend one use of this rune and unleash the force of dawn. The creature must make a Dexterity saving throw, with your Rune DC, and on a failure, it takes one category above your Pulse dice as radiant damage. On a success, it only takes half that damage.

Mastery:

  • Damage: +1 in the damage dice category per mastery
  • Use: Half of your Proficiency Bonus

Eclipse

Prerequisites: Rune - Dawn

Pulse: Ruby

Synergy: A creature that fails the Dawn saving throw has disadvantage on attacking you until the start of your next turn.

Use: Special Your body is able to channel Solar energy, storing a number of solar charges equal to half your Proficiency bonus, each charge being charged after you spend 6 hours in direct sunlight.

By consuming a charge, you can use your action to become enveloped in golden light, emitting bright light for a 15-foot radius and dim light for an additional 15 feet. At the end of your next turn, this energy explodes in a 30-foot radius around you. Each hostile creature in that area at the time of the explosion must make a Constitution saving throw with DC equal to your rune DC. On a failure, the creature takes double your Pulse dice in Solar damage and has its speed halved until the end of its next turn.
Any area of darkness cast as a spell of 5th level or lower in that area is dispelled.

Mastery:

  • DC: +2 saving throw DC
  • Use: +1 use per mastery

Sun Corona

Prerequisite: Rune - Eclipse

Pulse: Ruby

Synergy: You gain half of your Proficiency bonus as use of Rune that can be used for the other Runes from this Runessence, and the damage done by the Runes from this Runessence becomes Solar Use: Half of your proficiency bonus

You bring the radiance of the sun in all its healing and destructive power in the form of a crown.

By consuming one use of this Rune, you can use your action to conjure a crown of pure light on your head, emitting an aura of bright light for 30 feet and dim light for an additional 30 feet for a number of rounds equal to your Proficiency bonus. If you become Incapacitated, this aura ends prematurely. Each turn they are in the brightly lit area, hostile creatures must make a Constitution saving throw with DC equal to your Rune DC. On a failure, these creatures take your Pulse dice in Solar damage and have disadvantage on saving throws against spells and effects that deal radiant or fire damage, simple or magical. On a success, they only take half damage. Undead and Fiends make this saving throw at disadvantage.

Additionally, for the duration, at the start of each of your turns, you and allies bathed in bright light gain half your Pulse dice in temporary hit points for 1 minute or until consumed.

MAstery:

  • Use: +1 use of Rune per mastery
  • Strength: +2 to DC per mastery

Silver Essence

The Silver Essence Runessence is a manifestation of the celestial entity known as the Silver Sister. She is found only in Targon among the Lunari.

Moonsilver

Prerequisite: Heritage - Silver Blessing

Pulse: Amethyst

Synergy: Add half of the Proficiency bonus to the Pulse Dice

Use: Half of your Proficiency Bonus Silver Blessing is channeled into your attacks, covering them in a lunar silver glow.

Once per turn, you can direct the blessing to one of your attacks (except firearms) or spells. You must declare that the blessing was used before knowing whether the attack or spell was successful. A blessed strike deals your Base Pulse dice in additional damage and marks the target with a Mark of Moonlight for the next minute. This blessing does not consume one use of this rune.
When attacking a marked creature, you can expend one use of this Rune and detonate the mark of Moonlight, the creature must make a Constitution saving throw with a DC equal to your Rune DC, on a failure it takes your proficiency bonus in Base Pulse Dice as radiant damage. There are no limits on creatures marked at a time, however when you detonate a mark on a creature all others lose their marks. If you hit more than one marked creature in a single attack for lunar damage, you choose only one creature for its mark to detonate.

Mastery:

  • Use: +1 use per mastery
  • Strength: +2 to DC per mastery

Zenith

Prerequisite: Rune - Moonsilver

Pulse: Amethyst

Synergy: Half your Proficiency Bonus on Moonsilver uses

Use: Half of your Proficiency

You become the living embodiment of the vengeful moon, charging at an enemy.

Using one use of this Rune and your bonus action, you can move adjacent to a creature within 20 feet of you without using your movement action and without taking attacks of opportunity. When moving in this way, your next attack automatically detonates a Mark of Moonlight already under the creature. If the creature is Marked and fails the detonation saving throw, you can move another 20 feet toward another creature as the same bonus action.

Mastery:

  • Reach: +10 feet of reach per mastery
  • Use: +1 use per mastery

Livid Cascade

Prerequisite: Rune - Zenith

Pulse: Amethyst

Synergy: You gain half of your Proficiency bonus as use of Rune that can be used for the other Runes from this Runessence, and the damage done by the Runes from this Runessence becomes Lunar

Use: Half of your Proficiency Bonus

One of the silver sister's secrets is how to turn even defense into an attack and an attack into defense.

By consuming one use of this Rune and a bonus action, you create three orbiting spheres within 5 feet of you that detonate upon contact with a hostile creature. These spheres surround you occupying a space around you, only one sphere can occupy a space at a time, each sphere is 50 cm in diameter and at the start of each of your turns they move 5 feet around you counterclockwise, they last for 1 minute and move with you.
Each hostile creature that comes into contact with a sphere must make a Constitution saving throw, on a failure the sphere explodes and the creature takes your Pulse dice in Lunar damage. A creature can only be hit by one orb per turn. Each sphere that explodes grants you temporary hit points equal to the damage dealt, temporary hit points gained this way can stack. If all three spheres explode, you gain resistance to magic damage until the start of your next turn. You can disable this feature prematurely (no action required) and you cannot use this feature again if you have at least one sphere active. If the sphere explodes on a creature that has a Moonlight mark, the mark detonates.

Mastery:

  • Use: +1 use of Rune per mastery
  • Strength: +1 to DC of Runes from this Runessence per mastery

Immortal Fury

Those blessed by Ildhaurg, the Boar God, have the flaming essence within them, an essence capable of healing wounds and is said to even provide the curse of Immortality.

Furious Strikes

Prerequisite: Fireborn Variant, Constitution 15

Pulse: Ruby
Synergy: Add your Proficiency to damage and half your Proficiency to Pulse Dice result
Use: Half of your Proficiency bonus

When you enter combat, you gain 1 fury point for each successful melee attack, up to a maximum of 10 fury points. This fury empowers your melee attacks, increasing your damage by half the Fury points (minimum 1) you have. Upon reaching 10 Fury points, your next melee attack has your range and critical multiplier increased by 1 and you lose all Fury points.

Using a bonus action and one use of this rune, you can gain 5 fury points and, until the start of your next turn, your melee attacks have their damage increased by one category and you gain DR 1/true damage.

Mastery:

  • Duration: +1 round of duration per mastery
  • Use: +1 use per mastery

Immortal Essence

Prerequisite: Furious Strikes, Constitution 17

Pulse: Ruby
Synergy: Add half of your Proficiency bonus to Furious Strikes’ DR
Use: Half of your Proficiency

While you are in combat, you heal 1 hit point at the start of each of your turns as long as you are not Incapacitated or Unconscious. Using a bonus action and a use of this rune, you regain your Pulse dice in hit points at the start of each of your turns for the next 2 rounds.

Mastery:

  • Duration: +1 round of duration per mastery
  • Use: +1 use per mastery

Explosion of Wrath

Prerequisite: Immortal Essence, Constitution 19

Pulse: Ruby
Synergy: You heal 2 hit points with Immortal Essence
Use: Half of your Proficiency

Using a bonus action and one use of this rune, you cause your body to emit a faint reddish glow until the start of your next turn. For the duration, you become immune to all damage (except true damage), gain an additional 10 feet of speed, and your attacks have range and critical multiplier increased by 1. At the end of the duration, you gain 1 point of Exhaustion.

Mastery:

  • Duration: +1 round of duration per mastery
  • Use: +1 use per mastery

Scion of Statikk

Statikk was a great Ixtali Arcane, his spirit transformed into pure energy and is now running through the veins of his chosen ones. Statikk's Heir is a unique Runessence, with only one person alive having it at a time.

When that person dies, the Runessence wanders randomly until it finds a new vessel. If the original bearer returns to life, the Master must roll a d6, if the roll is a 1 or 2, a new heir has already been found and you must choose regular runes to replace Statikk's Heir.

Statikk’s Blessing

Pulse: Sapphire
Synergy: Add your Proficiency to damage and half your Proficiency to Pulse Dice result
Use: Half of your Proficiency

Using a bonus action and one use of this rune, you gain your proficiency bonus as electrical charges. Usint an electrical charge you can make a ranged Rune attack against a target within 15 feet of you. On a hit, the target takes your pulse dice as lightning damage.

Using one action and one use of this rune, you cast a bolt of lightning in a 20-feet line starting from you. Creatures in that line must make a Constitution saving throw. On a failure, a creature takes 1d6 lightning damage and is Stunned until the end of its next turn.

Mastery:

  • Charge: +1 charge per use per mastery
  • Distance: +10 feet per mastery

Statikk’s Strength

Prerequisite: Statikk’s Blessing

Pulse: Sapphire
Synergy: Half of your Proficiency bonus as uses of Statikk's Blessing
Use: Half of your Proficiency

You gain resistance to Lightning damage, and if you roll a 1 or 2 on a lightning or plasma damage dice, you can reroll that dice and keep the new value.

Using one action and one use of this rune, you can cast the lightning chain spell as a 6th-level spell without expending mana points.

Mastery:

  • Output: +1 to chain lightning’s spell level per mastery
  • Use: +1 use per mastery

Statikk’s Wrath

Prerequisite: Statikk’s Strength

Pulse: Sapphire
Synergy: Half of your Proficiency bonus in uses of Statikk's Strength
Use: Half of your Proficiency

The damage dealt by Statikk's Blessing becomes plasma and you gain resistance to plasma damage. Additionally, you cannot be hit by spells of 3rd level or lower that deal lightning damage, simple or magical. In addition, whenever you are targeted by the speed spell, you can move and take actions normally at the end of the spell.

Using one action and one use of this rune, you can cast the speed spell on yourself without expending mana points. While under this spell's effect, you gain absorption to plasma damage as long as it doesn't originate from you and you can be hit normally by spells of 3rd level or lower that deal lightning damage.

Mastery:

  • Concentration: Half the Proficiency bonus on the concentration check per mastery
  • Use: +1 use per mastery

Frost Mystic

O Místico Gélido se conecta aos mistérios do gelo que nunca derrete, o Gelo Verdadeiro, através de um aprendizado sobre as propriedades desse material considerado divino em algumas tribos de Freljord. Uma das mais geniais Místicas Gélidas é Lissandra, a rainha dos Præglacius, talvez a segunda maior autoridade nesse assunto, ficando atrás apenas da semideusa Anivia.

Frost Spear

Pulse: Sapphire
Synergy: Add your Proficiency to damage and half your Proficiency to Pulse Dice result
Use: Half of your Proficiency

Using a bonus action and one use of this rune, you throw a spear of shadow ice in a 15-foot line that strikes the first creature, that creature must make a Dexterity saving throw, on a failure it takes your Pulse dice in cold damage and its speed decreases by 20 feet until the end of the next turn. On a success, it only takes half damage. On a failure, when it hits a creature the projectile shatters and creatures in a 10-foot cone behind the first creature hit must make a Dexterity saving throw, if they fail they take half of the damage and their speed is slowed by 10 feet.

Mastery:

  • Damage: +1 on the damage scale per mastery
  • Use: +1 use per mastery

Ice Claws

Prerequisite: Frost Spear

Pulse: Sapphire
Synergy: Half of your Proficiency in uses of Frost Spear and damage becomes magical
Use: Half of your Proficiency

Using a bonus action and one use of this rune, you conjure claws made of ice that advance in a 30-foot line starting from you, creatures in that line must make a Dexterity saving throw, on a failure, they take your proficiency bonus times you Base Pulse dice as cold damage and their speed drops by 20 feet. Additionally, at any time until the start of your next turn, if you are able to move, you can use a free action to reactivate this rune to transport yourself to any point along that line at no cost to your speed, you can only do so once per use of this rune.

Mastery:

  • Range: +10 feet range per mastery
  • Use: +1 use per mastery

Precursor of Dark Ice

Prerequisite: Ice Claws

Pulse: Sapphire
Synergy: Ice Claws’ damage becomes magical
Use: Half of your Proficiency

Achieving this potency of this Runessence effectively changes your nature, you appear to be made of Dark Ice, and your very presence draws the heat from your surroundings. IYour skin becomes permanently bluish, in addition, purple or black veins can be seen across your body. You also gain immunity to cold damage and fire damage, and resistance to cold damage. Additionally, all of your attacks, whether melee, ranged or spells, deal an additional 2d6 cold damage.

Frozen Tomb: Using a bonus action and a use of this rune, you can freeze a creature within 30 feet of you. That creature must make a Constitution saving throw, if it fails, it is trapped in a prison of Dark ice, becoming Incapacitated and taking double your Pulse dice as cold damage at the start of each turn for 2 turns, with a chance to repeat the saving throw at the start each turn, in addition, a frozen area is created within 15 feet of the trapped creature. Enemy creatures that are in or start their turns in that area must make a Constitution saving throw or take your Pulse dice in cold damage and their speed is reduced by 20 feet.

Alternatively, you can choose to freeze yourself, dealing the same amount of damage to the frozen area around you and healing yourself for half that amount per turn. During these turns, you cannot take any actions, but you cannot become the target of any attacks.

Mastery:

  • DC: +2 to DC per mastery
  • Duration: +2 turns per mastery

Brood Mystic

The Brood Mystic develops his runessence in contact with a Brood entity, these entities connect to creatures with this type of organization, such as snakes, spiders, and others. To develop this essence, it is necessary to have contact with a Mystical Patron, under its instruction it is possible to become a channel of power for that entity.

Initially, there are two broods to which you can link your runessence, the Spider's and the Snake's, they are very similar but with some minor differences regarding the access to certain mystical invocations.

Brood Birth

Pulse: Amethyst
Synergy: Add your Proficiency to damage and half your Proficiency to Pulse Dice result
Use: Half of your Proficiency

Once contact with the entity is established, it becomes a connection between you and the entity, a connection that will grow as its power expands, further increasing the entity's ability to act on the physical plane. Your body becomes a conduit for that entity, modifying your appearance and allowing you to temporarily transform into an animalistic form based on the offspring of your Brood.

Using an action and one use of this Rune, you can assume your Brood form for 1 minute or summon a brood spawn that lasts for 1 minute, until expelled or killed.

Spider: You gain two spider legs that protrude from your back and they can retract into hiding, you can use them as natural weapons, they deal 1d4 + your Dexterity modifier piercing damage. They cannot be used to hold anything. Additionally, you get two pairs of pseudo-eyes on your forehead and below your eyes, or your eyes turn red. In your Spider form, you can transform into a giant spider for the duration. Additionally, you have permanent immunity to the Frightened condition.

Snake: You gain 15 feet of blindvision, your eyes become slitted, and your sclera are a visibly non-human color. In your Snake form, you can transform into a giant venomous snake for the duration. Additionally, you have permanent immunity to poison damage.

Mastery:

  • Use: +1 use per mastery
  • Duration: +1 minute of duration per mastery

Brood Essence

Prerequisite: Brood Birth

Pulse: Amethyst
Synergy: Half Proficiency bonus in uses of Brood Birth
Use: Half of your Proficiency

Your connection to the mystic source is amplified, giving you supernatural senses that manifest differently with each mystic source. In addition, you gain access to an ability related to that source.

Spider: Gains seismic sense at 30 feet range and can use Cocoon.

Cocoon: Using a bonus action and one use of this rune, you can fire a cocoon of cobweb in a line up to 30 feet that explodes on contact with the first target, it must make a Dexterity saving throw, on a failure, it gains the condition Grappled for up to 2 turns, on the second turn it can make a new Strength saving throw with the same DC, if it passes, it is no longer grappled.

Snake: You gain an additional 15 feet of blindvision and can use Poison.

Poison: Using a bonus action and one use of this rune, you can spit a line of poison in a 30-foot line, hitting the first target who must make a Constitution saving throw and, on a failure, it takes double your Pulse dice in poison damage and becomes Poisoned taking your base Pulse dice in poison damage per turn. On a success, the target only takes half damage. At the start of the next turn of the duration, the target may make the saving throw again, if it passes it takes only half damage and is no longer Poisoned.

Mastery:

  • Use: +1 use per mastery
  • DC: +2 to DC per mastery

Brood Leader

Prerequisite: Brood Essence

Pulse: Amethyst
Synergy: Half of you Proficiency in uses of Brood Essence
Use: Half of your Proficiency

Your connection to the Brood's mystical source is elevated to a degree where the boundaries between individual and Brood are blurred. Your physical form is permanently altered into a non-human hybrid form that enhances all previous benefits gained from other powers of this Runessence. When you have access to this rune, you gain a +2 to your Constitution score to a maximum of 22, and proficiency in Intimidation, if you already have it, it becomes expertise. Your hands become Claws, which you are proficient with and they deal your base Pulse dice + your Strength or Dexterity modifier in slashing damage.

Spider: Using one action and one use of this rune, you can reverse gravity within a cylinder 15 feet in radius and 100 feet in height within 60 feet of you for 2 turns. All creatures and objects that aren't somehow trapped in that area fall upwards and reach the top of the area. Creatures in this area must make a Dexterity saving throw to grab onto something to avoid this, additionally if they fail, they gain the Stunned condition due to the gravitational pressure created.

If any solid object (such as a ceiling) is encountered during this fall, falling objects and creatures hit it, just as they would during a normal fall. If an object or creature reaches the top of the area without hitting anything, it will remain there, swaying slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. When using this rune, you gain 1 point of exhaustion.

Snake: Using an action and one use of this rune, you can create a 15-foot-radius poisonous cloud within 60 feet of you for 2 turns. The cloud spreads, overcoming cracks and walls, and generates dense darkness. At the start of each turn, the cloud moves 10 feet in a direction of your choice. All creatures within the cloud when it is created, or when a creature starts its turn inside it or walks through it on their turns, must make a Constitution saving throw, and on a failure, they take double your Pulse dice in poison damage, becoming Intoxicated and Poisoned for up to 2 turns taking half your Proficiency bonus times your Base Pulse dice in Poison damage. On a success, the target only takes half damage. At the start of the next turn of the duration, the target can make the saving throw again, if it passes it takes only half damage and ends these conditions. When using this rune, you gain 1 point of exhaustion.

Mastery:

  • Dificulty: +2 to DC per mastery
  • Duration: +2 turns of duration per mastery


Mystic of Pact

The Pact Mystic's Runessence connects you to a powerful spiritual, celestial or mystical entity that cannot function directly in the physical world. That essence binds your runic powers to that creature, linking the development of your runic essence to that mystical essence.

This spiritual connection causes physical effects, with that, your eyes are no longer normal, having an aspect connected to your patron. This trait isn't flashy, and you have to pay attention to notice it, but whenever you use an ability linked to this Runessence, your eyes glow an unearthly color.

There are several types of Pacts, from pacts with inferior entities such as Azakanas and Akanas, as well as with spiritual entities such as Kanmei or even Faerie entities. Each pact has its own characteristics, even two pacts made with the same entity can be extremely different.

Mystic Pact

Pulse: According to Patron
Synergy: Add Proficiency to the damage and half your proficiency to the Pulse Dice result
Use: Half of Your Proficiency Bonus

This rune is only accessible to someone who has received contact with an extraplanar entity.

Pact Familiar
Character Level Familiar Level
1 1
3 2
5 3
7 4
9 5
11 6
13 7
15 8
17 9

Familiar: When you choose this Runessence, you gain a Familiar of the Pact, this familiar connects you to your patron's powers. If your familiar dies, it is sent back to your Patrons' realm and you gain one point of permanent exhaustion until your familiar is fully recovered. The familiar needs 8 hours to restore its energies and create a new physical body to return to the Physical Realm, during the time your familiar recovers you receive a penalty on all your runes from this runessence.

Your familiar takes the physical form of your choice as per the familiar Link table with appearance that resembles a manifestation of your patron and, for all intents and purposes, follows the rules for familiars. You can summon this familiar once per long rest, at no mana or component cost, at one level defined by the Pact Familiar table.

As long as your familiar is alive, you have your senses shared with it, requiring a bonus action to see and feel what it sees and feels and, if you take damage, you must make a DC 10 saving throw to maintain the shared senses.

As long as your familiar is alive, you gain the benefits of your pact.

Familiar Weapon: Your familiar can conjure up to two weapons of your choice, or just one weapon if it has the versatile, heavy, or two-handed traits, the total value of that weapon cannot exceed 150 gp and it becomes a summon. Alternatively, you can choose to imbue your own body with this trait, allowing your unarmed strikes to become your Familiar Weapon. You can also use an existing weapon as a Familiar Weapon. Weapons with ammunition still require ammunition, but damage dealt by these projectiles receives all of the Familiar Weapon's bonuses.

Summoned weapons have an aspect tied to your patron, having an unique appearance and must be weapons you are proficient with. Only you are able to use this weapon, in other hands they are used at a disadvantage regardless of the wielder's training. Your familiar can only maintain one summon at a time, it is necessary for your familiar to rest for 8 hours to cast a new one. If your familiar dies, these summons disappear.

Your Familiar Weapon deals damage equal to that of a regular weapon plus you base Pulse dice as additional damage defined by your pact.

Mystical Ray: Your pact allows you to manifest a Mystical Ray. Using a bonus action and one use of this rune, you can cast a bolt of energy tied to your pact in a 20-foot line that hits the first enemy, a creature hit must make a Dexterity saving throw, on a failure it takes your Pulse dice as damage of that same type.

Mastery:

  • Damage: +1 on the ray’s damage scale by mastery
  • Use: +1 use of the ray per mastery

Fiend Patron

Fiends exist perhaps even before the creation of the universe, essences linked to fear, agony, addiction, secrets and even nightmares. These essences often have a mentality that is incompatible with human beings, not even being able to communicate with them, however there are different types of demons and everyone of them has interests in the world of men. Occasionally, they ally themselves with mortals, or even enslave them to their will to become the representatives of their will in Runeterra. These are just a few ways in which fiend pacts are born.

Pulse: Amethyst
Mystic Ray: Shadow Damage

You gain 60 feet of darkvision

Hand of Corruption

Prerequisite: Mystic Pact - Fiend

Pulse: Amethyst
Synergy: Half your Proficiency bonus on Mystic Ray uses
Use: Half of Your Proficiency Bonus

You can fire a beam of dark energy that traps the targets it hits. Using a bonus action and one use of this rune, you can cast a beam of shadow energy in a 20-foot line. Creatures in that line must make a Dexterity saving throw, if they fail, they are Restrained for 2 rounds and gain double your Pulse Dice as shadow damage. Creatures that fail the saving throw can retake it at the start of each of their turns. Additionally, you can reactivate this rune once at any time for the duration of it to pull affected creatures 10 feet toward you, those creatures must do a Strength saving throw.

Demonic Vision. Using two uses of Mystic Ray and one action, you can conjure a sphere of shadowy energy in the shape of a demonic eye, gaining vision in a 10-foot radius up to 60 feet from you, passing through walls or any solid object. Creatures within this area must make a Dexterity saving throw, if it fails they take your Pulse Dice in shadow damage and are left with a Fiend Mark. Invisible creatures or objects that fail the saving throw are revealed, losing their invisibility. If a marked creature uses invisibility, you can still see it.

Fiend Mark: For a number of minutes equal to your Proficiency bonus, you know the exact position of a marked creature. Additionally, attacks you make against a marked creature deal your base Pulse dice as additional shadow damage. If the creature drops to 0 hit points before the duration ends, this effect ends. You can end this effect at any time. The lesser restoration spell removes the Fiend Mark.

Mastery:

  • Damage: +1 on the beam’s damage scale by mastery
  • Use: +1 use of the bema per mastery

Fiendish Ascension

Prerequisite: Hand of Corruption

Pulse: Amethyst
Synergy: Your Mystic Ray becomes a 20-foot cone area instead of a 20-foot line.
Use: Half of your Proficiency Bonus

The fiend mystic's essence is a path where a demon's strength is lent to a vessel through a dark pact. The Fiendish Ascension is the crowning achievement of this pact, in which you become the host of that fiend, no longer having your powers tied to the familiar. You can still use it normally but, if it dies, you keep your powers tied to that essence normally, the same goes for the Familiar Weapon.

Transvocation: Using one action and one use of this Rune, you can assume a hybrid form related to the fiend you made your pact with, for example, if the fiend you allied with has a tail and horns, you will have them as well, or if they have wings and a deformed appearance, you will also have them.

Entering this demonic form deals double your Pulse dice in shadow damage in a 15-foot radius circle centered on you for 2 rounds when the form activates on creatures that are within the area, enter or attempt to pass through it. The damage dealt is converted to Shadow points, enemies in that area must make a Constitution saving throw, on a success they only take half damage.

During transvocation, all shadow damage dealt by your attacks is converted into Shadow points, at the end of the duration, this form explodes and deals half of the accumulated Shadow points as shadow damage in a 15-foot circle centered on you and your Shadow points are reset to zero. Enemies in that area must make a Constitution saving throw, on a success they only take half damage.

Gaining the Incapacitated condition triggers the explosion prematurely.

Mastery:

  • Output: Transvocation's range increases by 5 feet and DC raises by 1
  • Duration: +2 rounds of Transvocation duration per upgrade

Fey Patron

The pact with a fey being is based on the empathy it has towards you, granting you part of its powers. A fey familiar is nothing more than a reduced and weak form of your patron, when talking to your familiar you will be talking directly to your patron.

Pulse: Sapphire
Mystic Ray: Radiant Damage

You gain proficiency in one of the following skills: Arcana, History, Animal Handling, Nature or Survival.

Fairy Shield

Prerequisite: Mystic Pact - Fey

Pulse: Sapphire
'Synergy: Half your Proficiency bonus on Mystic Ray uses
Use: Half of Your Proficiency Bonus

You can use your bonus action and one use of this rune to grant yourself or an ally within 20 feet of you a luminous shield for 2 rounds. This shield grants double your Pulse dice in temporary hit points, half your Proficiency bonus times 5 feet of additional speed, and immunity to necrotic damage for the duration.

Polymorph. Using two uses of Mystic Ray and one action, you can cast the polymorph spell without expending mana, lasting 5 rounds instead of 1 hour. The DC for this spell is 10 + half your character level rounded down (minimum of 1) + your proficiency bonus.

Fey Armament. When you fire a Mystic Ray, you can fire another shot in the same round without expending a use of it. Additionally, your Mystic Ray can now be fired both as a bonus action and as an attack in your attack action.

Mastery:

  • Output: Add half of the Proficiency bonus to the shield per mastery
  • Duration: +1 round of shield duration per mastery

Fey Ascension

Prerequisite: Fairy Shield

Pulse: Sapphire
Synergy: Your Fairy Shield affects one additional target
Use: Half of Your Proficiency Bonus

The essence of the fey mystic is a path where the strength of a powerful fey being is lent to you through empathy, Fey Ascension is the culmination of that friendship, in which you become one with your fey source, no longer having your powers tied to your familiar. You can still summon it normally but, if it dies, you keep your powers tied to that essence normally, the same goes for the Familiar Weapon.

Union: Upon reaching this pinnacle, your appearance changes to something with fey features. You gain DR 2/ shadow damage and colored wings (according to your patron's personality), thus gaining a flying speed of 30 feet. Additionally, your eyes take on a golden hue, giving you 60 feet of True Sight.

Transvocation: With one action and one use of this Rune, you begin to emit a strong spiritual light, assuming an even more expressive fey form.

Entering this faerie form deals double your Pulse dice in radiant damage in a 15-foot radius circle centered on you for 2 rounds when the form activates on creatures that are within the area, enter or attempt to pass through it. The damage dealt is converted to Luminous points, enemies in that area must make a Constitution saving throw, on a success they only take half damage.

During transvocation, all radiant damage dealt by your attacks is converted into Luminous points, at the end of the duration, this form explodes and deals half of the accumulated Luminous points as radiant damage in a 15-foot circle centered on you and and your Luminous Points can be distributed among allies in the area healing them for 1 hit point for each Luminous point with the remainder of the Luminous Points disappearing at the end of the round. Enemies in that area must make a Constitution saving throw, on a success they only take half damage.

Mastery:

  • Output: Transvocation's range increases by 5 feet and DC raises by 1
  • Duration: +2 rounds of Transvocation duration per upgrade

Azakanas' Stalker

The Azakanas exist throughout Runeterra, spiritual creatures that prey on the living by feeding on their negative feelings, entangling them in an infinite continuity of recurrence of the same mistakes in search of maintaining their food source. Azakanas Stalkers dedicate their body and soul to hunting these creatures, a process that alters even their very essence.

Prey Azakana

Pulse: Amethyst
Synergy: Add your Proficiency to damage and half your Proficiency to Pulse Dice result
Use: Half of your Proficiency

By fighting Azakanas, you become more fierce and focused. You gain +1 to any roll involving an Azakana (Fiend), whether hit rolls, damage rolls or even DCs. Additionally, your attack's damage dice category goes up by 1 for attacks made against Azakanas.

Defer Taint: Using an action and one use of this rune, you make a melee weapon attack in a 15-foot line starting from you, this attack is permeated with energy. If it hits a target, it takes the weapon's damage and your Pulse dice in additional force damage.

Mastery:

  • Use: +1 use of rune per mastery
  • Damage: +1 on damage category of Defer Taint per mastery

Seal Azakana

Prerequisite: Prey Azakana

Pulse: Amethyst
Synergy: Half of your Proficiency bonus in uses of Prey Azakana
Use: Half of your Proficiency

You've learned enough from fighting Azakanas to know that they never completely die, only fade to respawn after preying on enough negative emotions to regain their form. But at the same time, you know how to break this cycle by capturing an Azakana that has been defeated and imprisoning it in a physical form, an Azakana Talisman.

In order for you to seal an Azakana, you must know its name and this is learned by you naturally as the Azakana's hit points are reduced. When only 1/10 of the Azakana's health remains, your critical strikes can automatically seal it away. For each successful attack, the Azakana must make a Wisdom saving throw, upon failing which it will be captured.

Spiritual Influence. You can choose to have your melee or ranged weapon attacks now deal force damage against Azakanas, this must be declared before the attack lands.

Unbind the Soul: Using a bonus action and one use of this rune, you can separate your spirit from your body, creating a spectral copy of yourself and the equipment you are wearing. When you do this your body stays in the place where you separated. For the next minute you can move freely and perform actions as normal, at the end of that minute you return to your body. All damage dealt while you are in this form is treated as force damage and, upon returning to your body, half of the damage dealt in that time is repeated to creatures hit. You can use a bonus action or reaction when targeted by an attack to prematurely return to your body. If you die in this form, you will be hunted by the Wolf and the damage done will not be repeated.

Mastery:

  • Use: +1 use of rune per mastery
  • Protection: +1 DR/True damage while in Unbind the Soul

Azakana Domain

Prerequisite: Seal Azakana

Pulse: Amethyst
Synergy: You can use Spirit Influence on creatures other than Azakanas
Use: Half of your Proficiency

You are able to use a sealed Azakana to receive a temporary power boost as long as its form resembles that of the Azakana in question. Using a bonus action and one use of this rune, you can imbue your attacks with your base Pulse dice in additional damage of the type of an Azakana Talisman you possess for a number of rounds equal to your proficiency bonus.

Azakana Ascension. Using a bonus action, you can absorb an Azakana Talisman you possess, destroying the talisman in the process. When you do so, for a number of rounds equal to your Proficiency bonus, you gain the following benefits:

  • Your Strength and Dexterity scores increase by +2, to a maximum of 22.
  • You gain DR 2/radiant
  • Your melee and ranged weapon attacks deal your Pulse dice in additional damage of the type defined by the Azakana as per the Azakana Type table.
  • Using a bonus action and one use of this rune, you can use a power (spell, rune, ability) of that Azakana.
  • You regain half of the Azakana's Constitution modifier in d6 hit points each round for the duration. Excess hit points are turned into temporary hit points that stack with each other, lasting twice as long as this action or until depleted.

Mastery:

  • Duration: Half of your proficiency in additional rounds per mastery
  • Use: +1 use of rune per mastery
Type of Azakana Type of Damage
Self Doubt Psychic
Petty Jealousy Intoxicating
Fulminating Anger Incinerating
Obsession Turned to Malice Vibrational
Fear of Being Forgotten Glacial
Unrelenting Sorrow Shadow
Fear of Change Runic

Trickster

The Trickster’s Runessence is a unique manifestation that breaks the rules of magic. It is linked to the Celestial known as the Trickster and is extremely unusual. Usually, people who manifest it are skilful and slippery people who embrace change and disruption of the status quo as a necessity for the dynamism of the universe.

Antimagic Pulse

Prerequisites: Heritage - Mageseeker or Heritage - Runic Hiperactivity

Pulse: Sapphire

Synergy: Add half of the Proficiency bonus to Pulse Dice

Use: Half of your Proficiency Bonus

You are capable of nullifying magic, being able to cancel a single-target spell directed at you.

When being the target of a spell, you can use your reaction and consume one use of this Rune to force the target that cast the spell to perform a saving throw with its Spellcasting attribute, if it fails, the resource is consumed but the spell is not conjured.

Mastery:

  • Use: +1 use of Rune per mastery
  • Strength: +2 on DC per mastery

Spell Steal

Prerequisites: Rune - Antimagic Pulse

Pulse: Sapphire

Synergy: Antimagic Pulse's saving throw DC is increased by 2

Use: Half of your Proficiency Bonus

Você pode desviar a habilidade mágica do seu atacante e usá-la para si mesmo.

Using a bonus action, you can spend one use of this Rune to attempt to steal a spell from a target within 5 feet of you, when touching a target, it must make a saving throw of its spellcasting attribute against your Rune DC. If the target fails and has a spell, the Master must then prepare a list of stealable spells with a total number of spells equal to 2 less than the maximum of your base Pulse dice. You must roll that dice and, if you roll 1, you do not consume the use of this rune but you also cannot steal a spell, if the result is the maximum value of that dice, you can choose the spell among all the spells listed. If the target has no spells, you do not consume a use of this Rune when doing this.
When you steal a spell from a target, you also steal the amount of mana needed to cast that spell. This spell's spellcasting attribute is Charisma and the maximum spell level you can steal and cast this way is equal to your Proficiency bonus.
The target of this trait loses the ability to cast this spell for 1 hour. For the duration, you can cast this spell as an action equal to the action required to cast the spell. Once the spell is cast or at the end of the duration, the target regains the ability to cast the spell. Example: At 8th level you can attempt to steal 1st, 2nd and 3rd level spells. When you touch an Arcane and he makes the saving throw and fails, the master chooses four spells of up to 3rd level that that Arcane has (2 less than the base Pulse dice, d6). You roll 1d6 and it comes to 4, the number 4 spell on this list is elemental sphere. For the next hour, you are able to cast this spell once and during that time the Arcane is unable to cast it.

Mastery:

  • Level: +1 to the maximum spell level per mastery
  • Use: +1 use per mastery

Absorb Sepll

Prerequisites: Rune - Spell Steal

Pulse: Sapphire

Synergy: You receive half of your Proficiency bonus as use of Runes which can be used for the other Runes of this Runessence

Use: Half of your Proficiency Bonus

You can use your reaction when you are the target of a spell or are in its area of effect to absorb the spell just like the Antimagic Pulse. Doing so negates all of the spell's effects, and if it's a spell whose level you can cast with the Spell Steal Rune, you can cast it following the same rules as a spell stolen by the Spell Steal feature.

Mastery:

  • Use: +1 use of Rune per mastery
  • Strength: +2 on DC per mastery