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Criou página com '<div style=text-indent:30px;>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.</div>'
Criou página com ''''Pulse''': Amethyst'
Linha 518: Linha 518:
*'''Use''': +1 use per mastery
*'''Use''': +1 use per mastery


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==Livid Cascade==
==Cascata Lívida==
''Prerequisite: Rune - Zenith''
''Pré-requisitos: Runa - Zênite''
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'''Pulse''': Amethyst
'''Pulso''': Ametista
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Edição das 21h14min de 12 de fevereiro de 2023

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

=Deactive 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

Sinergia: Você recebe metade do seu bônus de Proficiência como uso de Runas que podem ser usadas para as outras Runas dessa Runessência e o dano causado pelas Runas dessa Runessência se torna Lunar

Uso: Metade do seu Bônus de Proficiência

Um dos segredos da irmã prateada é sobre como transformar até mesmo uma defesa em um ataque e um ataque em uma defesa.

Consumindo um uso dessa Runa e uma ação bônus, você cria três esferas orbitantes a 5 pés de você que detonam ao entrar em contato com uma criatura hostil. Estas esferas o rodeiam ocupando um espaço ao seu redor, apenas uma esfera pode ocupar um espaço por vez, cada esfera possui 50 cm de diâmetro e no início de cada um de seus turnos elas se movem 5 pés ao seu redor no sentido anti-horário, elas possuem a duração de 1 minuto e se movem junto com você.
Cada criatura hostil que entrar em contato com uma esfera deve realizar uma salvaguarda de Constituição, em uma falha a esfera explode e a criatura sofre seu dado de Pulso em dano lunar. Uma criatura só pode ser atingida por uma esfera por turno. Cada esfera que explodir lhe concede pontos de vida temporários igual ao dano causado, pontos de vida temporários recebidos dessa maneira podem se acumular. Caso as três esferas explodam, você recebe resistência a dano mágico até o início de seu próximo turno. Você pode desativar essa característica prematuramente (não requer ação) e você não pode utilizar essa característica novamente caso você tenha ao menos uma esfera ativa. Caso a esfera exploda em uma criatura que tenha uma marca de Plenilúnio, a marca é detonada

Maestria:

  • Uso: +1 Uso da Runa por maestria
  • Força: +1 na CD das runas dessa Runessência por maestria

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