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Runessences

De Runarcana Wiki
Revisão de 19h25min de 23 de fevereiro de 2023 por MizuhiroUkato (discussão | contribs) (Criou página com '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.')

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

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.

Raio Místico: Seu pacto permite a você manifestar um Raio Místico. Utilizando uma ação bônus e um uso dessa runa, você pode conjurar um raio de energia ligada a seu pacto em uma linha de 20 pés que atinge o primeiro inimigo, uma criatura atingida deve realizar uma salvaguarda de Destreza, em uma falha ela recebe seu dado de Pulso em dano desse mesmo tipo.

Maestria:

  • Dano: +1 na escala de dano do raio por maestria
  • Uso: +1 uso do raio por maestria

Patrono Ínfero

Ínferos existem talvez antes mesmo da criação do universo, essências ligadas ao medo, a agonia, ao vício, aos segredos e até mesmo aos pesadelos. Essas essências muitas vezes tem uma mentalidade incompatível com os seres humanos, não sendo possível sequer se comunicar, no entanto existem diversos tipos de demônios e todos tem interesses no mundo dos homens. Vez ou outra, eles se aliam a mortais, ou até mesmo podem escravizá-los sob sua vontade para que se tornem os representantes de sua vontade em Runeterra. Essas são apenas algumas formas de como nascem os pactos ínferos.

Pulso: Ametista
Raio Místico: Dano Sombrio

Você recebe 60 pés de visão no escuro

Mão da Corrupção

Pré-requisito: Pacto Místico - Ínfero

Pulso: Ametista
Sinergia: Metade do seu bônus de Proficiência em usos de Raio Místico
Uso: Metade do seu Bônus de Proficiência

Você pode disparar um feixe de energia sombria que prende alvos atingidos. Utilizando uma ação bônus e um uso dessa runa, você pode conjurar um feixe de energia sombria em uma linha de 20 pés, criaturas nessa linha devem realizar uma salvaguarda de Destreza, se falharem ficarão Contidos por 2 rodadas e receberão o dobro de seu Dado de Pulso em dano sombrio. Criaturas que falharem na salvaguarda podem refazê-la no começo de cada um de seus turnos. Adicionalmente, você pode a qualquer momento pela duração dessa runa, reativá-la uma vez para puxar as criaturas atingidas por 10 pés na sua direção, essas criaturas devem fazer uma salvaguarda de Força.

Visão Demoníaca. Utilizando dois usos de Raio Místico e uma ação, você pode conjurar uma esfera de energia sombria na forma de um olho demoníaco, recebendo visão de uma área de 10 pés de raio a uma distância a até 60 pés de você, atravessando paredes, muros ou qualquer objeto sólido. Criaturas dentro dessa área devem realizar uma salvaguarda de Destreza, se falharem receberão o seu de Dado de Pulso em dano sombrio e ficarão com uma Marca Ínfera. Criaturas ou objetos invisíveis que falharem na salvaguarda serão reveladas, perdendo sua invisibilidade. Caso uma criatura marcada use invisibilidade, você ainda consegue vê-la.

Marca Ínfera: Durante um número de minutos igual ao seu bônus de Proficiência, você sabe exatamente a posição de uma criatura marcada. Adicionalmente, ataques que você faça contra uma criatura marcada causam seu dado base de Pulso em dano sombrio adicional. Se a criatura cair a 0 pontos de vida antes do fim da duração, esse efeito é encerrado. Você pode encerrar esse efeito a qualquer momento. A magia restauração menor remove a marca Ínfera.

Maestria:

  • Dano: +1 na escala de dano do feixe por maestria
  • Uso: +1 uso do feixe por maestria

Ascensão Ínfera

Pré-requisito: Mão da Corrupção

Pulso: Ametista
Sinergia: Seu Raio Místico se torna uma área de cone de 20 pés ao invés de uma linha de 20 pés.
Uso: Metade do seu Bônus de Proficiência

A essência do místico ínfero é um caminho onde a força de um demônio é emprestada a um receptáculo através de um pacto sombrio. A Ascensão Ínfera é a coroação desse pacto, no qual você se torna o hospedeiro desse ínfero, não tendo mais seus poderes vinculados ao familiar. Você ainda pode utilizá-lo normalmente, mas caso ele morra, você mantém seus poderes ligados a essa essência normalmente, o mesmo vale para Arma Familiar.

Transvocação: Utilizando uma ação e um uso dessa Runa, você pode assumir uma forma híbrida relacionada com o ínfero com o qual você fez seu pacto, por exemplo, se o ínfero que você se aliou possui cauda e chifres, você também os terá ou se ele possuir asas e uma aparência deformada, você também as terá.

Entrar nessa forma demoníaca, causará o dobro do seu dado de Pulso em dano sombrio em um círculo de 15 pés de raio centrado em você durante 2 rodadas quando a forma for ativada em criaturas que estejam dentro da área, entrem ou tentem atravessá-la. O dano causado é convertido em Pontos Sombrios, inimigos nessa área deverão realizar uma salvaguarda de Constituição, em um sucesso recebem apenas metade do dano.

Durante a transvocação, todo dano sombrio causado por seus ataques é convertido em Pontos Sombrios, ao fim da duração, essa forma explode e causa metade dos Pontos Sombrios acumulados como dano sombrio em um círculo de 15 pés centrado em você e seus Pontos Sombrios são zerados. Inimigos nessa área deverão realizar uma salvaguarda de Constituição, em um sucesso recebem apenas metade do dano.

Receber a condição Incapacitado executa prematuramente a explosão.

Maestria:

  • Potência: O alcance da Transvocação aumenta em 5 pés e a CD em 1
  • Duração: +2 rodadas de duração da Transvocação por melhoria

Patrono Feérico

O pacto com um ser feérico é baseado na empatia que ele possui em relação à você, lhe concedendo parte de seus poderes. Um familiar feérico nada mais é do que uma forma reduzida e fraca de seu patrono, ao conversar com seu familiar você estará conversando diretamente com o seu patrono.

Pulso: Safira
Raio Místico: Dano Radiante

Você recebe proficiência em uma das seguintes perícias: Arcanismo, História, Lidar com Animais, Natureza ou Sobrevivência.

Escudo das Fadas

Pré-requisito: Pacto Místico - Feérico

Pulso: Safira
Sinergia: Metade do seu bônus de Proficiência em usos de Raio Místico
Uso: Metade do seu Bônus de Proficiência

Você pode utilizar sua ação bônus e um uso dessa runa para conceder a você ou um aliado a até 20 pés de você um escudo luminoso por 2 rodadas. Esse escudo concede o dobro de seu dado de Pulso em pontos de vida temporários, metade do seu bônus de Proficiência vezes 5 em pés de deslocamento adicional e imunidade a dano necrótico pela duração.

Polimorfia. Utilizando dois usos de Raio Místico e uma ação, você pode conjurar a magia metamorfose sem gastar pontos de mana,com duração de 5 rodadas ao invés de 1 hora. A CD para essa magia é 10 + metade do seu nível de personagem arredondado para baixo (mínimo de 1) + seu bônus de proficiência.

Armamento Feérico. Quando você dispara um Raio Místico, você pode disparar um novo disparo na mesma rodada sem gastar um uso do mesmo. Adicionalmente, seu Raio Místico passa a poder ser disparado tanto por uma ação bônus quanto como um ataque em sua ação de ataque.

Maestria:

  • Potência: Adicione metade do bônus de Proficiência ao escudo por maestria
  • Duração: +1 rodada de duração do escudo por maestria

Ascensão Feérica

Pré-requisito: Escudo das Fadas

Pulso: Safira
Sinergia: Seu Escudo das Fadas afeta um alvo adicional
Uso: Metade do seu Bônus de Proficiência

A essência do místico feérico é um caminho onde a força de um poderoso ser feérico lhe é emprestada pela empatia, a Ascensão Feérica é o auge dessa amizade, no qual você se torna um com sua fonte feérica, não tendo mais seus poderes vinculados ao seu familiar. Você ainda pode conjurá-lo normalmente, mas caso ele morra, você mantém seus poderes ligados a essa essência normalmente, o mesmo vale para sua Arma Familiar.

União: Ao atingir esse ápice, sua aparência muda para algo com traços feéricos. Você recebe RD 2/ dano sombrio e asas coloridas (de acordo com a personalidade de seu patrono), recebendo assim um deslocamento de voo de 30 pés. Adicionalmente, seus olhos passam a ter uma tonalidade dourada, lhe dando 60 pés de Visão Verdadeira.

Transvocação: Utilizando uma ação e um uso dessa Runa, você passa a emitir uma forte luz espiritual, assumindo uma forma feérica ainda mais expressiva.

Entrar nessa forma feérica, causará o seu dado de Pulso em dano radiante em um círculo de 15 pés de raio centrado em você durante 2 rodadas quando a forma for ativada em criaturas que estejam dentro da área, entrem ou tentem atravessá-la. O dano causado é convertido em Pontos Luminosos, inimigos nessa área deverão realizar uma salvaguarda de Constituição, em um sucesso recebem apenas metade do dano.

Durante a transvocação, todo dano radiante causado por seus ataques é convertido em Pontos Luminosos, ao fim da duração, essa forma explode e causa metade dos Pontos Luminosos acumulados como dano radiante em um círculo de 15 pés centrado em você e seus Pontos Luminosos podem ser distribuídos entre aliados na área curando-os em 1 ponto de vida para cada ponto Luminoso com o restante dos Pontos Luminosos desaparecendo ao fim da rodada. Inimigos nessa área deverão realizar uma salvaguarda de Constituição, em um sucesso recebem apenas metade do dano.

Maestria:

  • Potência: O alcance da Transvocação aumenta em 5 pés e a CD em 1
  • Duração: +2 rodadas de duração da Transvocação por maestria

Perseguidor de Azakanas

Os Azakanas existem por toda Runeterra, criaturas espirituais que predam os vivos se alimentando de seus sentimentos negativos, enredando-os em uma continuidade infinita de recorrência dos mesmos erros em busca de manter sua fonte de alimento. Os Perseguidores de Azakanas se dedicam de corpo e alma à caça dessas criaturas, um processo que altera até mesmo sua essência.

Predar Azakana

Pulso: Ametista
Sinergia: Adicione Proficiência ao dano e metade da Proficiência ao resultado do Dado de Pulso
Uso: Metade da Proficiência

Ao combater Azakanas, você se torna mais feroz e focado. Você recebe +1 em qualquer jogada que envolva um Azakana (Ínfero), sejam jogadas de acerto, de dano ou mesmo em CDs. Além disso, a categoria de dados de dano de seu ataque sobe em 1 para ataques feitos contra Azakanas.

Desferir Mácula: Utilizando uma ação e um uso dessa runa, você desfere um ataque com uma arma corpo a corpo em uma linha de 15 pés iniciada em você, esse ataque é permeado de energia. Caso atinja um alvo, ele recebe o dano da arma e seu dado de Pulso em dano energético adicional.

Maestria:

  • Uso: +1 uso por maestria
  • Dano: +1 na categoria do dano de Desferir Mácula por maestria

Selar Azakana

Pré-requisito: Predar Azakana

Pulso: Ametista
Sinergia: Metade da Proficiência em usos de Predar Azakana
Uso: Metade da Proficiência

Você aprendeu o suficiente no combate a Azakanas para saber que eles jamais morrem completamente, apenas evanescem para surgirem após predar emoções negativas suficientes para retomarem sua forma. Mas ao mesmo tempo, você sabe como interromper esse ciclo, capturando um Azakana que tenha sido derrotado e aprisionando-o em uma forma física, um Talismã Azakana.

Para que você possa selar um Azakana, você deve saber o nome dele e isso é aprendido por você naturalmente conforme os pontos de vida do Azakana são reduzidos. Ao restar apenas 1/10 dos pontos de vida do Azakana, seus ataques críticos podem selá-lo automaticamente. Para cada ataque que tenha sucesso, o Azakana deve fazer uma salvaguarda de Sabedoria, caso falhe, será capturado.

Influência Espiritual. Você pode optar que seus ataques com armas corpo a corpo ou à distância passem a causar dano energético contra Azakanas, isso deve ser declarado antes do ataque acertar.

Desatar da Alma: Utilizando uma ação bônus e um uso dessa runa, você pode separar seu espírito de seu corpo, criando uma cópia espectral de você e dos equipamentos que esteja vestindo. Ao fazer isso seu corpo fica parado no local de onde você se separou. Pelo próximo minuto você pode se mover livremente e realizar ações normalmente, ao final desse minuto você retorna para seu corpo. Todo o dano causado enquanto você estiver nessa forma é tratado como dano energético, e, ao retornar para seu corpo, metade do dano causado nesse tempo é repetido nas criaturas atingidas. Você pode utilizar uma ação bônus ou uma reação quando for alvo de um ataque para retornar prematuramente ao seu corpo. Caso você morra nessa forma você será caçado pelo Lobo e o dano causado não será repetido.

Maestria:

  • Uso: +1 uso da runa por maestria
  • Proteção: +1 RD/verdadeiro enquanto em Desatar Alma

Domínio Azakana

Pré-requisito: Selar Azakana

Pulso: Ametista
Sinergia: Você pode usar Influência Espiritual em criaturas que não sejam Azakanas
Uso: Metade da Proficiência

Você é capaz de utilizar um Azakana selado para receber um acréscimo de poder temporário enquanto sua forma se assemelha ao do Azakana em questão. Utilizando uma ação bônus e um uso dessa runa, você pode imbuir seus ataques com seu dado base de Pulso em dano adicional do tipo de um Talismã Azakana que você possua por um número de rodadas igual ao seu bônus de proficiência.

Ascensão Azakana. Utilizando uma ação bônus, você pode absorver um Talismã Azakana que você possua, destruindo o talismã no processo. Ao fazer isso, por um número de rodadas igual ao seu bônus de Proficiência você recebe os seguintes benefícios:

  • Seus valores de Força e Destreza aumentam em +2, até o máximo de 22.
  • Você recebe RD 2/radiante
  • Seus ataques com armas corpo a corpo e à distância recebem seu dado de Pulso em dano adicional do tipo definido pelo Azakana conforme a tabela Tipo de Azakana.
  • Utilizando uma ação bônus e um uso dessa runa, você pode utilizar um poder (magia, runa, habilidade) do Azakana
  • Você recupera metade do modificador de Constituiçao do Azakana em d6 pontos de vida a cada rodada pela duração. Pontos de vida em excesso são transformados em pontos de vida temporários que acumulam entre si, com duração igual ao dobro dessa ação ou até serem esgotados

Maestria:

  • Duração: Metade da proficiência em rodadas adicionais por maestria
  • Uso: +1 uso da runa por maestria
Tipo de Azakana Tipo de Dano
Auto Dúvida Psíquico
Ciúme Mesquinho Letífero
Raiva Fulminante Incinerante
Obsessão Transformada em Malícia Vibracional
Medo de Ser Esquecido Glacial
Tristeza Implacável Sombrio
Medo da Mudança Rúnico

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