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(Criou página com '==Furious Strikes== ''Prerequisite: Fireborn Variant, Constitution 15''')
(Criou página com '==Immortal Essence== ''Prerequisite: Furious Strikes, Constitution 17''')
Linha 726: Linha 726:
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.
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.


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'''Mastery''':
'''Maestria''':
*'''Duration''': +1 round of duration per mastery
*'''Duração''': +1 rodada por maestria
*'''Use''': +1 use per mastery
*'''Uso''': +1 uso por maestria
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==Immortal Essence==
==Essência Imortal==
''Prerequisite: Furious Strikes, Constitution 17''
''Pré-requisito: Ataques Furiosos, Constituição 17''
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Edição das 23h51min de 11 de fevereiro de 2023

The 0.94a Update of Runarcana brings new Formulas for Gadgets, Runes and Runessences.

Formulas

Level 1

Climber

Craft: Inventor 1
DC: 13
Components: Metal, energy cell and Craft Set
Value: 25 GP

A pole around 30 cm long with a metallic appearance, this hook system with an electromechanical converter can be applied to a rope, quickly rotating this rope for climbs.

  • 1 Energy point. Using a bonus action, you can attach the gadget to a rope. Your climbing speed is doubled for the next minute.
  • 1 Energy point. Using a bonus action or reaction, you can fire a grappling hook at a point within 60 feet of you, which can be used while falling. This rope and hook can support up to 500Kg, as long as the attachment point can support that as well. You can use this fired rope and 1 energy point to activate an accelerated climb.

Natural 20. "General Masterpieces" Table

Medical Propulsor

Craft: Inventor 1
DC: 13
Components: Metal, chemical products, energy cell and Craft Set
Value: 35 GP

A 30 × 30 × 10 cm box that, if opened, can be placed on an injured creature. This device emits waves and a very intense green light, causing a regenerative effect on organisms and even constructs.

  • 1 Energy point. Using an action, you can use this Gadget's charge to stabilize a creature or restore hit points to a creature that has at least 1 hit point. When you do so, you must choose a target that is adjacent to you, that creature gains hit points equal to 2 times your Intelligence modifier (minimum of 2). This feature has no effect on undead.
  • 2 Energy points. Using an action, you can use this Gadget to remove 1 point of exhaustion from a creature, a creature can only gain this effect once per long rest.

Natural 20. "General Masterpieces" Table

Lenses of Prey

Craft: Inventor 1
DC: 14
Components: Glass or crystal, energy cell, uncommon components and Craft Set
Value: 35 GP+

A few synthetic lenses that are applied in an interchangeable frame are usually made from discarded laser lenses that have not achieved the necessary refinement.

The cost to create this lens is 25 gp + 10 gp for each Craft level used to create it. The Craft level used becomes the effective level of that lens.
  • 1 Energy point':. Using a bonus action, add the lens's level to your Perception rolls using sight for 5 minutes.
  • 2 Energy points. Using an action, for a number of minutes equal to half the lens's level, you add that level to damage dealt and half the level as a bonus on attack rolls.

Natural 20. "General Masterpieces" Table

Necropulse

Craft: Inventor 1
DC: 14
Components: Metal, leather, energy cell and Craft Set
Value: 45 GP

A wristwatch with no pointers (and doesn't track the hours) dial and a bracelet made of metal and braided leather.

  • 1 Energy point. As a bonus action, you gain proficiency in the Insight skill, if you are already proficient, you gain expertise for 1 minute.
  • 1 Energy point. Using an action, you can non-magically cast the False Vitality spell on yourself or an ally within 5 feet of you.

:'Natural 20. "General Masterpieces" Table

Explorer’s Lenses

Craft: Inventor 1
DC: 14
Components: Glass or crystal, energy cell, uncommon components and Craft Set
Value: 25 GP

This pair of lenses has undergone a chemical process that makes them sensitive to the smallest amounts of light, even converting normally invisible waves into visible waves.

  • 1 Energy point. Using a bonus action, for the next minute you have 120 feet of darkvision and have no disadvantage on Perception checks related to sight.
  • 2 Energy points. Using a bonus action, for the next 3 minutes you have 240 feet of darkvision and have no disadvantage on Perception checks related to sight.

Natural 20. "General Masterpieces" Table

Level 2

Voice Modulator

Craft: Inventor 2
DC: 15
Components: Metal, energy cell and Craft Set
Value: 50 GP +

A small piece of metal with a suction cup that can be attached to a person's throat discreetly. This part is capable of storing up to 3 voice patterns.

The cost to create this voice changer is 50 gp + 10 gp for each Craft level used to create it. For each level above 2nd, it can store 2 additional voice patterns.
  • 1 Energy point. As a bonus action, you can capture the voice pattern of a person who is speaking. At least 1 minute recording the person speaking is required.
  • 1 Energy point. As a bonus action, you can use one of the stored voices and imitate it. A creature trying to tell the difference must make an Insight check.
  • 2 Energy points':. As an action, you can increase the volume of your voice to be 10 times louder for 1 minute. During that minute, you can use your action to Shout.
Shout. When you use the shout, you emit a sonic wave, creatures within 15 feet of you must make a Constitution saving throw DC equal to your Gadget's DC, on a failed save they take 2d4 thunder damage, and on a successful one they take no damage. Creatures between 15 to 30 feet of you make the same saving throw, but only take 1d4 damage on a failed save. When using the gadget to shout, it breaks at the end of the minute.

Natural 20. "General Masterpieces" Table

Diving Equipment

Craft: Inventor 2
DC: 15
Components: Metal, rubber, energy cell and Craft Set
Value: 50 GP

Consisting of a respirator and a pair of wearable fins, this set has surprising hydrodynamics.

  • 1 Energy point*. Using a bonus action, you gain a swim speed equal to your walking speed for up to 1 hour.
  • 3 Energy points. Using a bonus action, you can breathe underwater for the next 3 hours.

Natural 20. "General Masterpieces" Table

Adrenochrome Infuser

Craft: Inventor 2
DC: 15
Components: Metal, rubber, energy cell and Craft Set
Value: 50 GP

A kind of medallion with some needles that are painlessly and automatically affixed to the chest.

  • 1 Energy point. Using a bonus action, for the next hour you gain proficiency in Constitution saving throws.
  • 3 Energy points. Using an action, you can cure yourself of a non-magical poison or disease that is afflicting you.

Natural 20. "General Masterpieces" Table

Master Craftsman's Gloves

Craft: Inventor 2
DC: 15
Components: Fabric, leather, metal, energy cell and Craft Set
Value: 50 GP

This pair of gloves consists of a seemingly delicate pair, made from a white fabric that darkens over time but has impressive resistance. Additionally, an exoskeleton-like outer structure appears to provide greater precision for manual work.

  • 1 Energy point. Using an action, until your next long rest, you spend double gp/day crafting mechanical items, including Gadgets and Devices (as long as you have the necessary components and value).
  • 3 Energy points. Using a bonus action, the index finger of the glove expels a gas, and as an action you can release a spark, igniting the gas. Creatures within 15 feet of you must make a Dexterity saving throw, failing which they take 3d6 fire damage.

Natural 20. "General Masterpieces" Table

Holographic Cloak

Craft: Inventor 2
DC: 15
Components: Leather, metal, energy cell and Craft Set
Value: 50 GP

While not activated, this cloak appears to be made of black leather with details in an iridescent white material, like lines from some mechanism that permeate throughout the fabric.

  • 1 Energy point':. Using a bonus action, you gain a bonus to your Stealth equal to the creator's Intelligence modifier.
  • 2 Energy points. As part of the Disengage action, or automatically upon becoming Incapacitated, the cloak makes you invisible until the end of your next turn. Additionally, creates 4 illusory duplicates of yourself that flee in opposite directions or perform actions that would distract your enemy. These duplicates last until the end of your next turn, but disappear instantly if attacked.

Natural 20. "General Masterpieces" Table

Level 3

Elemental Resuscitator

Craft: Inventor 3
DC: 18
Components: Metal, energy cell and Craft Set
Value: 150 GP

This bracelet has silver and bronze details and can be disassembled into two separate paddles connected by a wire.

  • 1 Energy point. Using a bonus action, you activate this gadget for 8 hours. When you take damage that would reduce you to 0 hit points but not immediately kill you, you can use your reaction to drop to 1 hit point instead. The gadget breaks after resurrecting in this way.
  • 4 Energy points. Using an action, you attempt to revive an adjacent creature that died in the last minute. That creature must make a DC 20 Constitution saving throw, on a success it reverts to 1 hit point.

Natural 20. "General Masterpieces" Table

Overload Trigger

Craft: Inventor 3
DC: 17
Components: Metal, energy cell and Craft Set
Value: 200 GP

A very wide bracelet that carries a strange watch face that tells the time, body temperature and other minor information.

  • 1 Energy point. Using a bonus action, you become proficient in Dexterity saving throws for 1 minute.
  • 2 Energy points. As a bonus action, you gain the effects of the speed spell without the need for concentration until the start of your next turn. You can spend 1 energy point (and gain 1 point of exhaustion) to extend the duration of this effect for 1 more turn.

Natural 20. "General Masterpieces" Table

Jet Pack

Craft: Inventor 3
DC: 17
Components: Metal, energy cell and Craft Set
Value: 150 GP

This Gadget is shaped like two cylinders joined to a central box, with hoses and wires intertwining in connection of the three main parts.

  • 1 Energy point. Using a bonus action, you can non-magically cast the levitation spell without concentration, lasting 1 minute.
  • 2 Energy points. As an action, you can move up to 120 feet in a straight line. If you collide with a creature midway, this movement ends and the creature must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes 4d6 bludgeoning damage. Creatures one size category larger than you have advantage on this saving throw.

Natural 20. "General Masterpieces" Table

Tanotic Reader

Craft: Inventor 3
DC: 17
Components: Metal, energy cell and Craft Set
Value: 150 GP

This strange pair of lenses are positioned one after the other in just one eye, this reader emits a bluish light from top to bottom, which passes through solid surfaces and displays information on the lens itself.

  • 1 Energy point. Using a bonus action, you can detect the location of undead within 120 feet of you for 1 minute.
  • 1 Energy point. As a bonus action, you can identify how and when a corpse died.
  • 3 Energy points. As an action, you can non-magically cast the speak with dead spell.

Natural 20. "General Masterpieces" Table

Level 4

Floating Shoes

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

A pair of black shoes with an odd sole that appears to rise above the normal line, visually looking spongy

  • 1 Energy point. Using a bonus action, you can walk or run through any liquid as if it were solid stone for 1 hour. If you walk through a harmful liquid, such as lava or acid, you take 2d6 damage of the appropriate type to the liquid for each round you spend in that liquid.
  • 1 or more Energy points. Using an action and spending at least 1 energy point, you increase your speed by 5 feet and your AC by 1 for each point spent, up to a maximum of 3, for 1 minute.

Natural 20. "General Masterpieces" Table

Defensive Amplifier

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

This armband is made of brushed gold metal, inscribed in an alphabet that appears to be made from electrical trails.

  • 1 Energy point. Using a bonus action, for 1 minute you gain temporary hit points equal to 2 times your character level. Additionally, you regain 1d4 hit points at the start of each of your turns.
  • 3 Energy points. As a reaction, when targeted by a projectile, you reduce that attack's damage by 3d6 + your Character Level. If the damage is reduced to 0, you can spend 1 additional Energy to reflect the projectile back at your attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the damage that would have been directed at you, on a success, it only takes half that damage.

Natural 20. "General Masterpieces" Table

Offensive Amplifier

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

This staff has a geometric pattern and looks like it was carved from one solid piece of steel.

  • 1 Energy point. As a bonus action, you empower a metal weapon within 30 feet of you. For one minute, attacks made with this weapon deal an additional 2d8 lightning damage.
  • 3 Energy points. With an attack, you can fire a bolt of energy at a target within 10 feet of you. The target must succeed on a Strength saving throw, on a failed save it takes 6d8 lightning damage and is knocked back 10 feet, landing prone. On a success, it takes no damage. Huge or larger creatures make this saving throw with advantage.

Natural 20. "General Masterpieces" Table

Residual energy Storer

Craft: Inventor 4
DC: 19
Components: Metal, energy cell and Craft Set
Value: 500 GP

An extremely resistant glass capsule with two metal parts as lids. Inside is a kind of powder that seems to turn into a colored gas when energized.

  • Passive. If you have a Core, when you take at least 10 lightning damage, you can use your reaction to recover 1 Energy and direct 1 Energy to the Capsule. The capsule can hold up to 5 energy points which drain at the rate of 1 point per day. As long as it is equipped with you, you can use Energy points from the capsule as if they were yours normally.
  • 0 Energy points. As a bonus action, you can regain an amount of Energy equal to the energy stored in the Capsule.

Natural 20. "General Masterpieces" Table

Level 5

Freezing Ray

Craft: Inventor 5
DC: 21
Components: Metal, energy cell and Craft Set
Value: 1500 GP

Similar to a flamethrower, this Gadget consists of a small tank that can be worn as a backpack, with a hose connecting it to a trigger that can be manipulated with just one hand. Each time you use this Gadget's abilities, the Energy cost of its abilities increases by one. With each long rest, this cost resets.

  • 1 Energy point. As an attack, you can fire a frost dart at a target. That target must make a Dexterity saving throw, on a failed save the target takes 6d4 cold damage and loses 5 feet of movement speed until the start of your next turn. On a success, it takes no damage.
  • 3 Energy points. With one attack, you spray a large mist of ice at a target within 30 feet of you. That target must make a Constitution saving throw, on a failed save the target takes 3d4 cold damage, is Petrified in ice until the end of your next turn and gains 1 point of Exhaustion. If the target takes damage while petrified, the ice breaks and the target is freed. On a success, the target takes only half damage.

Natural 20. "General Masterpieces" Table

Artillery Engine

Craft: Inventor 5
DC: 21
Components: Metal, energy cell and Craft Set
Value: 2500 GP

This engine must be transported in separate pieces, weighing a total of 35 kilograms. It can be partially assembled in one round and fully assembled in one minute. It takes you the same amount of time to disassemble it, and you cannot move or perform any other hand action while assembling this Gadget.

  • 3 Energy points. Using an action, while partially assembled, you can make a ranged attack with this Gadget against a creature within 300 feet of the engine. On a hit, you deal 8d6 piercing damage to that creature.
  • 6 Energy points. As an action, you can make a ranged attack with this Gadget against a creature within 300 feet of the engine. On a hit, you deal 8d6 piercing damage to that creature. Creatures within 30 feet of your target must make a Dexterity saving throw, on a failed save they take 8d6 fire damage, your target automatically fails that saving throw.

Natural 20. "General Masterpieces" Table

Level 6

Quantum Probability Calculator

Craft: Inventor 6
DC: 23
Componente: Metal, energy cell and Craft set
Value: 2500 GP

This bronze and brass cube comes with a band that can be placed on the head, similar to a martial arts band, discreet due to being transparent and having some metallic wires running through it. The cube obtains and processes information that is transmitted to the user through the band.

  • 1 Energy point. Using an action, you non-magically gain the benefits of the guidance spell.
  • 2 Energy points. Using an action, you can non-magically cast the find traps spell.
  • 4 Energy points. Using an action, you can non-magically cast the commune spell to contact the Quantum Possibility Calculator’s matrix.
  • 7 Energy points. Using an action, you can non-magically cast the find path spell, you don't need to be familiar with the destination.
  • 8 Energy points. Using an action, you can non-magically cast the sixth sense spell for a maximum of ten minutes.

Natural 20. "General Masterpieces" Table

Runes

Enhanced Weaponry

Prerequisite: Level 8

Pulse: Ruby
Synergy: You gain resistance to the activated element for the duration, and your Proficiency bonus is added to the damage.
Use: Half of your Proficiency

A greater connection to the elemental emanation of the Runes can be channeled to empower your attacks.

When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so). When you activate this rune, you coat a melee weapon in elemental energy for 2 rounds, for that duration that weapon, while in your hands, gains half your proficiency bonus as a bonus on hit rolls and half your proficiency bonus as base Pulse dice of elemental damage of the chosen type.
Elemental Effect. Successful attacks deal an additional effect based on the damage type, as per the Effects for Spells by Damage Type table in Chapter 10.

Mastery:

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

Elemental Aura

Prerequisite: Level 8

Pulse: Ruby
Synergy: Proficiency bonus added to damage
Use: Half of your Proficiency

Your Runic potency reverberates powerfully with the elements, expanding in destructive ways.

When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so).
When activating this rune, you surround yourself with an aura of the chosen element, emanating its elemental strength. You create a 5-foot area of the chosen element around you that follows you and lasts for the next 2 rounds. Creatures you target that are in that area must make a Constitution saving throw. On a failure, an affected creature takes you Pulse dice as damage from the chosen element, on a success, only half that damage. For the duration of the rune, you gain your proficiency bonus as DR to damage for the chosen element.
Elemental Protection. You gain half your proficiency bonus as DR to the chosen element.

Mastery:

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

Blessing of the Crimson Elder

Prerequisite: Level 15

Pulse: Ruby
Synergy: For every 5 points of necrotic damage you deal, you heal 1 hit point.
Use: Half of your Proficiency

Legend has it that an old man with a reddish beard used to appear everywhere, bringing chaos and destruction.

When you activate this rune with a bonus action, you empower your attacks until the end of your next turn. For the duration, your melee attacks made with a martial weapon deal your Pulse dice as additional necrotic damage. Additionally, you gain temporary hit points equal to the amount of necrotic damage dealt in a single turn. These temporary hit points last for 1 minute or until consumed.
Vital Force. For every 5 points of necrotic damage you take, you gain 1 temporary hit point that can stack with this rune's temporary hit points gained through this feature. Temporary hit points gained from Life Force last until your next long rest or until consumed.

Mastery:

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

Warden’s Blessing

Prerequisite: Level 8

Pulse: Emerald
Synergy: You add your character level to your maximum hit points.
Use: Half of your Proficiency

Utilizing your runic potency to protect your allies is something you've learned to do like no other.

When you activate this Rune, you touch an ally within range, for 2 turns you take DR/true damage equal to your Proficiency bonus, and all damage dealt to that ally (except true damage) is transferred directly to you, you gain only half of that damage is true damage instead of full damage being dealt to that ally.
Warden’s Stamina. You gain your character level as maximum hit points.

Mastery:

  • DR: +1 DR per mastery
  • Use: +1 use per mastery

Stellar Blessing

Prerequisite: Level 8

Pulse: Diamond
Synergy: Your surplus healing turns into temporary hit points until your next long rest.
Use: Half of your Proficiency

You have learned to channel your Rune potency to restore and strengthen the bodies of your allies.

When activating this Rune, choose up to 5 creatures of your choice that you can see within 10 feet of you, they regain your Pulse dice times half your Proficiency bonus in hit points. Additionally, each creature can remove an amount of Exhaustion points equal to half its Proficiency bonus. A creature can't be targeted more than once.
Stellar Glow. Whenever you use a Rune, Class Ability, or Spell effect that heals a target other than yourself, you gain your Pulse die in temporary Hit Points lasting for a number of rounds equal to your Proficiency bonus or until consumed (whichever comes first).

Mastery:

  • Target: For each mastery, a target can be targeted more than once.
  • Use: +1 use per mastery

Dehydration

Prerequisite: Level 8

Pulse: Sapphire
Synergy: Add half your proficiency bonus to saving throws against effects that cause Exhaustion.
Use: Half of your Proficiency

Deeply weakening an enemy is easy for you.

When making an attack, you can activate this rune to force the target to make a Constitution saving throw. On a failure, the creature gains 1d4 points of Exhaustion, on a success it takes no penalty. A creature that has already been affected by this Rune, when targeted again, only receives 1 point of exhaustion.
Body Control. When you finish a long rest and remove points of exhaustion, you remove an additional 1d4 points of exhaustion.

Mastery:

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

Voracious Shots

Prerequisite: Level 8

Pulse: Sapphire
Synergy: Add your proficiency bonus to elemental blast damage and the blast range increases by 5 feet
Use: Half of your Proficiency

You know how to imbue your weapons with the elemental power granted by runes.

When choosing this Rune, you must choose one of the elements you have access to from the Elements and Damage Types table in Chapter 10 (if you have the Rune: Elemental Attack, you can use the chosen elements in both runes when activating them, declaring the used element before doing so). When activating this Rune, your ranged attacks are empowered by elemental energy for 2 rounds, your ranged weapon or spell attacks (against only one target) gain half your proficiency bonus as a bonus on hit rolls and your base Pulse dice as elemental damage of the chosen type.
Elemental Blast. When an empowered attack succeeds, creatures of your choice within 5 feet of the target must make a Dexterity saving throw, on a failed save they take half as much damage, on a successful one they take no damage.

Mastery:

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

Elegy

Prerequisite: Level 15

Pulse: Amethyst
Synergy: You gain resistance to necrotic damage
Use: Half of your Proficiency

The silent symphony of death found in you an appreciator and propagator.

Using your reaction when hitting a target with a ranged weapon attack or ranged spell attack, you can imbue the attack with immense necrotic energy. When you hit a creature with this attack, a 10-foot mist area centered on your target is created. Creatures that are within that area, or start their turns there, must make a Constitution saving throw, failing which they will take your Pulse dice as necrotic damage and 1 point of exhaustion. This mist lasts for 3 rounds and moves 10 feet in a direction of your choice at the start of each of your turns. A strong wind is capable of dissipating this area.
Necrotic Force. You can remove 1 hit point from your maximum hit points and 1 current hit point (cannot be mitigated) and add 1d4 necrotic damage to any ranged spell or ranged weapon attack. This effect can be declared after knowing the attack hit, but before rolling damage dealt. Hit points removed in this way can only be regained after a full rest or a greater restoration spell.

Mastery:

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

Verdant Link

Prerequisite: Level 8

Pulse: Diamond
Synergy: Your attacks against creatures contained by this rune deal your base Pulse dice as bonus damage.
Use: Half of your Proficiency

Nature can be a great ally and you know how to take advantage of it.

As a bonus action, you create vines growing out of the ground in a 30-foot-long, 10-foot-wide line that starts at you. Creatures in that line must make a Dexterity saving throw. On a failed save, a creature is Restrained for 3 rounds, and it can make a Strength saving throw at the end of each of its turns to end this effect on a success. Creatures caught in the binding make attacks against you at disadvantage for 3 rounds after they are released.
Plant Perception. You are able to tell what types of plants (but not creatures), trees, roots, fruits, etc., are within 600 feet of you. In case you are not familiar with these vegetables, you can get an idea if they are poisonous or if they can be used for nutrition.

Mastery:

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

Breath of War

Prerequisite: Level 15

Pulse: Emerald
Synergy: Add your character level to your maximum hit points
Use: Half of your Proficiency

Your endurance surpasses the supernatural when you wield this runic power.

With one use of this rule, for the next minute, you increase your maximum and current hit points by twice your Pulse die, provided you are not Incapacitated, you gain +4 to your AC and DR 5/true damage (this bonus is not cumulative) and can make an additional attack on your attack action. Additionally, you remove 1d4 points of Exhaustion you have. Additionally, if you have the Warden's Blessing Rune, you can grant these bonuses to an ally within range of your touch instead of yourself.
Unrivaled Stamina. You gain half your proficiency bonus as DR/true damage.

Mastery:

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

Adamantine Force

Prerequisite: Level 15

Pulse: Diamond
Synergy: You recover 1 point of mana every 4 hours, this amount is modified by the region's Mana level.
Use: Half of your Proficiency

Using this runic power brings you closer to the structural base of magic, causing mana to flow in a powerful way.

Consuming one use of this Rune, while not under any other rune power, you lose your full speed for 2 rounds. During that time, all spells you cast are cast one level higher without consuming additional mana points, your spell DC is increased by half your proficiency bonus, your spell damage or healing is increased by one category, and you gain your proficiency bonus as DR/true damage. At the end of the rune, you gain 2 exhaustion points.
Blessing of Mana. You add your character level to your maximum mana points.

Mastery:

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

Luminary Spear

Prerequisite: Level 15

Pulse: Ruby
Synergy: Add your proficiency bonus to damage
Use: Half of your Proficiency

Light is capricious as an element, using this Rune has its price.

With one use of this rune, you can use a ranged weapon attack to fire this rune. If the attack succeeds, the creature takes three times your Pulse die in radiant damage and must make a Constitution saving throw. On a failure, the creature becomes Blinded and you take 1d8 true damage. The Blindness lasts forever, and can be reversed using the regeneration spell.
Luminous Defense. You make rolls with advantage against effects that cause Blindness.

Mastery:

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

Venom of the Earth

Prerequisite: Level 8

Pulse: Amethyst
Synergy: Poisons used by you are considered 1 level above their level.
Use: Half of your Proficiency

You invoke the poison present in the earth, corrupting creatures that pass through it.

When making a ranged attack, you can activate this rune so that the attack creates an explosion generating a poisonous area in a 5-foot radius around the target hit by the attack. This area grows 5 feet in radius each round. The area lasts 2 rounds.
Creatures in that area that start their turns inside it or enter it for the first time on their turns must make a Constitution saving throw. On a failure, they take your Pulse die of Poison damage as Poison of Level equal to your Proficiency bonus and become Intoxicated, and may repeat the saving throw at the start of each of their turns to end this effect on a success.
Venom. Your attacks and spells that deal poison damage have their damage category increased by 1.

Mastery:

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

Living Nightmare

Prerequisite: Level 15

Pulse: Amethyst
Synergy: Add your proficiency bonus to the damage your attacks and spells do against creatures that are frightened.
Use: Half of your Proficiency

You can disfigure your own face by mirroring your targets' nightmares.

When using this rune, one creature of your choice within 40 feet that can see your face must succeed on a Wisdom saving throw or be affected by one of the effects of your choice below. Each turn for the duration of the effect, you can choose another creature, but not one that already made a successful save. This rune has a duration of 2 rounds.
  • Fall Asleep: The target falls unconscious. It wakes if it takes any damage or if another creature uses its action to shake the sleeper awake.
  • Terrify: The target is frightened. On each of its turns, the frightened target must take the Dash action and move away from you by the shortest safe route available, unless there is nowhere else to move. If the target moves to a location at least 60 feet away from you where it can no longer see you, this effect ends.
Essence of Fear. You make rolls with advantage against effects that cause the Frightened condition.

Mastery:

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

Piercing Lightning

Prerequisite: Level 8

Pulse: Amethyst
Synergy: Your polearm attacks gain an additional 5 feet of range
Use: Half of your Proficiency

Its attacks are piercing like lightning, cutting through the combat area in a powerful way.

When you make a melee attack that deals piercing damage, you can activate this rune to project electrical energy in a 15 feet long by 1 foot wide line starting from you, if your weapon has the Extension property, the length becomes 25 feet. Enemies in that line must make a Dexterity saving throw. On a failure, an affected creature takes your Pulse die in lightning damage and is Incapacitated until the end of your next turn.
Longinus. Your successful polearm attacks can hit an additional target behind the original target if it is within the attack area, you use the same attack roll to define this hit.

Mastery:

  • Reach: +5 feet range in use of the rune for mastery
  • Use: +1 use per mastery

Stellar Restoration

Prerequisite: Level 15

Pulse: Diamond
Synergy: Add double the proficiency bonus to healing from this rune
Use: Half of your Proficiency

You have a power lingering within you from the ancient goddess of healing.

When you activate this rune, you invoke a surge of healing energy on a target you can see within 120 feet of you, that target recovers double your Pulse die in Hit Points, 1d4 points of Exhaustion, and can remove one debilitating condition. For a duration of 2 rounds, he can make one additional attack on his attack action and gains, at the start of each of his turns, half your proficiency bonus in base Pulse dice as temporary hit points.
Aura of Life. You emit an aura that protects you and your allies. Allies within 15 feet of you gain your Proficiency bonus as Necrotic Damage Reduction.

Mastery:

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

Searing Rumble

Prerequisite: Level 8

Pulse: Emerald
Synergy: Your attacks with Simple and Martial Weapons that deal bludgeoning damage (except gauntlets) have their damage increased by 1 category
Use: Half of your Proficiency

Your attacks have the force of thunder, destabilizing your enemies.

When making a melee attack that deals bashing damage, you can activate this rune to project overwhelming force in a 10-foot cone initiated from you. Enemies in that line must make a Constitution saving throw. On a failure, an affected creature takes your Pulse die as thunder damage and is Stunned until the end of your next turn.
Smash. Your Simple and Martial Weapon attacks that deal bludgeoning damage (except gauntlets) can hit a target adjacent to the original target, you use the same attack roll to define that hit.

Mastery:

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

Waning Moon Seal

Prerequisite: Level 15

Pulse: Sapphire
Synergy: Your crit multiplier is increased by 1 against a target under the effect of this Rune
Use: Half of your Proficiency

The waning moon has the ability to seal a creature's power, this Rune is a manifestation of that power.

As a bonus action, you can touch a creature within reach to seal away its power. The target must make a Constitution saving throw, on a failure, all damage dealt by that target is halved, you and your allies have advantage on attack rolls against it, and the target's speed is reduced by 20 feet. This effect lasts for 2 rounds or until a greater restoration spell is used to remove the Seal. The affected target can repeat the saving throw at the end of each of its turns to end this effect.
Lunar Secret. You gain half your proficiency bonus as use of other Runes except this one.

Mastery:

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

Daredevil

Prerequisite: Level 15

Pulse: Emerald
Synergy: Add half your proficiency bonus to the damage of your attacks for the duration of the Rune
Use: Half of your Proficiency

YourHis confidence in your endurance is exceptional, bringing greater boldness in combat, this being reflected in your runic power.

As a bonus action and use of this rune, your body begins to emit a faint golden glow, casting dim light for 5 feet. Until the start of your next turn, you gain 10 extra speed, have immunity to all damage (except true damage), and add half your proficiency bonus to the damage of your attacks. At the end of the duration, you gain 1 point of Exhaustion.
Free Essence. You make rolls with advantage against effects that affect your speed.

Mastery:

  • Damage: + half your proficiency bonus to damage per mastery
  • Use: +1 use per mastery

Trump of Twilight

Prerequisite: Level 15

Pulse: Sapphire
Synergy: Add double your proficiency bonus to damage
Use: Half of your Proficiency

A power that seems to emanate from the Aspect of Twilight itself.

With one use of this rune and a bonus action, you can create an aura in a 15-foot radius around you that lasts for the next 3 rounds. Choose up to 3 allies within range. When standing within that area or starting your turn there, you and your chosen allies gain a bonus to your attacks and gain Invisibility until the start of your next turn. A creature affected by this aura can choose one of its attacks to deal your Pulse die as additional rune damage, it can do this before or after the attack roll, but before knowing whether it hit or not. If a creature makes an attack while Invisible, it loses that Condition until the start of your next turn. This aura moves with you.
See Invisible. You can see invisible creatures within 60 feet of you, but not creatures in the spirit world.

Mastery:

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

Runessessences

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

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

Pulso: Rubi
Sinergia: Adicione metade do bônus do Proficiência à RD de Ataques Furiosos
Uso: Metade da Proficiência

Enquanto você está em combate, você recupera 1 ponto de vida no início de cada um de seus turnos desde que você não esteja Incapacitado ou Inconsciente. Utilizando uma ação bônus e um uso dessa runa, você recupera seu dado de Pulso em pontos de vida no início de cada um de seus turnos durante as próximas 2 rodadas.

Maestria:

  • Duração: +1 rodada de duração por maestria
  • Uso: +1 uso por maestria

Explosão da Fúria

Pré-requisito: Essência Imortal, Constituição 19

Pulso: Rubi
Sinergia: Você recupera 2 pontos de vida com Essência Imortal
Uso: Metade da Proficiência

Usando uma ação bônus e um uso dessa runa, você faz com que seu corpo emita um leve brilho avermelhado até o início de seu próximo turno. Pela duração, você se torna imune a todos os tipos de dano (exceto danos verdadeiros), recebe 10 pés de deslocamento adicional e seus ataques têm margem e multiplicador de crítico aumentada em 1. Ao término da duração, você recebe 1 ponto de Exaustão.

Maestria:

  • Duração: +1 rodada de duração por maestria
  • Uso: +1 uso por maestria

Herdeiro de Statikk

Statikk foi um grande Arcano Ixtali, com seu espírito tendo se transformado em energia pura e hoje correndo pelas veias de seus escolhidos. Herdeiro de Statikk é uma Runessência única, existindo apenas uma pessoa viva com a mesma por vez. Quando essa pessoa morre, a Runessência vaga aleatoriamente até encontrar um novo alvo.

Caso o portador original retorne à vida, o mestre deve rolar um d6, caso caia 1 ou 2, um novo herdeiro já foi encontrado e você deve escolher runas regulares para substituir o Herdeiro de Statikk.

Benção de Statikk

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

Usando uma ação bônus e um uso dessa runa, você recebe seu bônus de proficiência em cargas elétricas. Você pode fazer um ataque com Runa à distância contra um alvo a até 15 pés de você. Em um acerto, o alvo sofre seu dado de pulso em dano elétrico.

Usando uma ação e um uso dessa runa, você conjura um raio em uma linha de 20 pés a partir de você. Criaturas nessa linha devem realizar uma salvaguarda de Constituição. Em uma falha, uma criatura receberá 1d6 de dano elétrico e ficará Atordoada até o final de seu próximo turno.

Maestria:

  • Carga: +1 carga por uso por maestria
  • Distância: +10 pés por maestria

Força de Statikk

Pré-requisito: Benção de Statikk

Pulso: Safira
Sinergia: Metade da Proficiência em usos de Benção de Statikk
Uso: Metade da Proficiência

Você recebe resistência a dano Elétrico e caso role 1 ou 2 em um dado de dano elétrico ou plásmico, você pode refazer a rolagem desse dado e ficar com o novo valor.

Usando uma ação e um uso dessa runa, você pode conjurar a magia corrente de relâmpagos como uma magia de 6º nível sem gastar pontos de mana.

Maestria:

  • Potência*: +1 nível na conjuração de corrente de relâmpagos por maestria
  • Uso: +1 uso por maestria

Fúria de Statikk

Pré-requisito: Força de Statikk

Pulso: Safira
Sinergia: Metade da Proficiência em usos de Força de Statikk
Uso: Metade da Proficiência

O dano causado por Benção de Statikk se torna plásmico e você recebe resistência a dano Plásmico. Adicionalmente, você não pode ser atingido por magias de 3º nível ou inferior que causem dano elétrico, simples ou mágico. Além disso, sempre que for alvo da magia velocidade, você poderá se mover e realizar ações normalmente ao final da magia.

Usando uma ação e um uso dessa runa, você pode conjurar a magia velocidade em você mesmo sem gastar pontos de mana. Enquanto estiver sob o efeito dessa magia, você recebe absorção de dano plásmico, desde que não sejam originadas de você, e pode ser atingido normalmente por magias de 3º nível ou inferior que causem dano elétrico.

Maestria':

  • Concentração: Metade do bônus de Proficiência no teste de concentração por maestria
  • Uso: +1 uso por maestria

Místico Gélido

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.

Lança Gélida

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

Usando uma ação bônus e um uso dessa runa, você atira uma lança de gelo sombrio em uma linha de 15 pés que atinge a primeira criatura, essa criatura deve realizar uma salvaguarda de Destreza, caso falhe ela recebe seu dado de Pulso em dano gélido e seu deslocamento diminui em 20 pés até o fim do próximo turno. Em um sucesso, ela recebe apenas metade do dano. Em uma falha, ao atingir uma criatura o projétil se despedaça e criaturas num cone de 10 pés atrás da primeira criatura atingida deverão realizar uma salvaguarda de destreza, se falharem receberão metade do dano causado e sua movimentação cairá em 10 pés.

Maestria:

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

Garras de Gelo

Pré-requisito: Lança Gélida

Pulso: Safira
Sinergia: Metade da Proficiência em usos de Lança Gélida e dano se torna mágico
Uso: Metade da Proficiência

Usando uma ação bônus e um uso dessa runa, você conjurar garras feitas de gelo que avançam em uma linha de 30 pés iniciada em você, criaturas nessa linha devem realizar uma salvaguarda de Destreza, em uma falha, recebem seu bônus de proficiência em dados Base de Pulso como dano gélido e seu deslocamento cairá em 20 pés. Adicionalmente, a qualquer momento até o começo de seu próximo turno, caso você esteja capaz de se movimentar, você pode utilizar uma ação livre para reativar essa Runa para se transportar a qualquer ponto da linha sem custo no seu deslocamento, você só pode fazer isso uma vez por uso dessa runa.

Maestria:

  • Alcance: +10 pés de alcance por maestria
  • Uso: +1 uso por maestria

Precursor do Gelo Sombrio

Pré-requisito: Garras de Gelo

Pulso: Safira
Sinergia: O dano de Garras de Gelo se torna mágico
Uso: Metade da Proficiência

Alcançar essa potência dessa Runessência muda sua natureza de forma efetiva, você passa a aparentar ser feito de Gelo Sombrio e a sua presença por si já retira o calor dos seus arredores. Sua pele se torna azulada permanentemente, além disso, pelo seu corpo podem ser vistos veios de cor roxa ou preta. Você ganha imunidade a dano gélido e a dano ígneo, além de resistência a dano glacial, além disso. Adicionalmente, todos os seus ataques, sejam eles corpo a corpo, a distância ou com magias, causam 2d6 dano glacial adicional.

Prisão Gélida: Usando uma ação bônus e um uso dessa runa, você pode congelar uma criatura a até 30 pés de você. Essa criatura deve realizar uma salvaguarda de Constituição, se falhar, ficará presa em um prisão de Gelo Sombrio, ficando Incapacitada e recebendo o dobro de seu dado de Pulso em dano glacial por 2 turnos no início de cada turno, podendo repetir a salvaguarda no início de cada turno, além disso uma área congelada é criada a até 15 pés da criatura presa. Criaturas inimigas que estejam ou comecem seu turno nessa área, devem realizar uma salvaguarda de Constituição ou receberão seu dado de Pulso em dano glacial e seu deslocamento diminui em 20 pés.

Alternativamente, você pode optar por congelar a si mesmo, causando o mesmo dano na área congelada a sua volta e se curando em metade desse valor por turno. Durante esses turnos, você não pode executar nenhuma ação mas não pode se tornar alvo de nenhum ataque.

Maestria:

  • CD: +2 na CD por maestria
  • Duração: +2 turnos por maestria

Místico da Ninhada

O Místico da Ninhada desenvolve sua runessência em contato com uma entidade de Ninhada, essas entidades se conectam a criaturas com esse tipo de organização, como cobras, aranhas entre outros. Para desenvolver essa essência é necessário um contato com um Patrono Místico, sob instrução do mesmo é possível se tornar um canal de poder dessa entidade.

Inicialmente existem duas Ninhadas ao qual você pode ligar sua essência rúnica, a da Aranha e a da Cobra, elas são bem similares com algumas pequenas diferenças quanto a acesso a determinadas invocações místicas.

Nascimento da Ninhada

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

O contato com a entidade quando estabelecido se torna uma conexão entre você e a entidade, uma conexão que crescerá conforme seu poder se ampliar, aumentando ainda mais a capacidade da entidade em agir no plano físico. Seu corpo se torna um conduíte para essa entidade, modificando sua aparência e possibilitando que você se transforme temporariamente em uma forma animalesca baseada nas crias de sua Ninhada.

Utilizando uma ação e um uso dessa Runa, você pode assumir sua forma da Ninhada por 1 minuto ou conjurar uma cria da ninhada que dura 1 minuto, até ser esconjurada ou ser morta.

Aranha: Você ganha duas patas de aranha que saem de suas costas e elas podem se retrair ocultando-se, você pode usá-las como armas naturais, elas causam 1d4 + seu modificador de Destreza de dano perfurante. Elas não podem ser usadas para segurar nada. Além disso, você recebe dois pares de pseudo-olhos em sua testa e abaixo de seus olhos, ou seus olhos se tornam vermelhos. Em sua forma de Aranha, você pode se transformar em uma aranha gigante pela duração. Adicionalmente você possui permanentemente imunidade à condição Amedrontado.

Cobra: Você ganha 15 pés de visão às cegas e seus olhos se tornam fendidos, além de ter a esclera de uma cor visivelmente não humana. Em sua forma de Cobra, você pode se transformar em uma cobra venenosa gigante pela duração. Adicionalmente você possui permanentemente imunidade a dano venenoso.

Maestria:

  • Uso: +1 uso por maestria
  • Duração: +1 minuto de duração por maestria

Essência da Ninhada

Pré-requisito: Nascimento da Ninhada

Pulso: Ametista
Sinergia: Metade da Proficiência em usos de Nascimento da Ninhada
Uso: Metade da Proficiência

Sua conexão com a fonte mística é ampliada, dando a você sentidos sobrenaturais que se manifestam de maneira diferente de acordo com cada fonte mística. Além disso, você ganha acesso a uma habilidade relacionada a essa fonte.

Aranha: Ganha sentido sísmico com 30 pés de alcance e pode utilizar Casulo.

Casulo: Utilizando uma ação bônus e um uso dessa runa, você pode disparar um casulo de teia de aranha em uma linha de até 30 pés que explode em contato com o primeiro alvo, ele deve fazer uma salvaguarda de Destreza, em uma falha, ele recebe a condição Agarrado por até 2 turnos, no segundo turno ele pode fazer uma nova salvaguarda de Força com a mesma CD, caso passe, deixa de estar agarrado.

Cobra: Você ganha mais 15 pés de visão às cegas e pode utilizar Veneno.

Veneno: Utilizando uma ação bônus e um uso dessa runa, você pode cuspir uma linha de veneno em uma linha de 30 pés atingindo o primeiro alvo que deve fazer uma salvaguarda de Constituição, caso falhe, ele recebe o dobro de seu dado de Pulso em dano venenoso e fica Envenenado recebendo seu dado base de Pulso em dano venenoso por turno. Em caso de sucesso o alvo recebe apenas metade do dano. No começo do turno seguinte da duração, o alvo pode fazer novamente a salvaguarda, caso passe recebe apenas metade do dano e deixa de estar Envenenado.

Maestria:

  • Uso: +1 uso por maestria
  • CD: +2 na CD por maestria

Líder da Ninhada

Pré-requisito: Essência da Ninhada

Pulso: Ametista
Sinergia: Metade da Proficiência em usos de Essência da Ninhada
Uso: Metade da Proficiência

Sua conexão com a fonte mística da Ninhada é elevada a um patamar onde o limite entre indivíduo e a Ninhada se confundem. Sua forma física é permanentemente alterada para uma forma híbrida não humana que amplia todos os benefícios anteriores recebidos em outras potências dessa Runessência. Quando você possuir acesso a essa runa, você recebe +2 em seu valor de Constituição até o máximo de 22 e proficiência em Intimidação, caso já a tenha, se torna especialidade. Suas mãos se tornam Garras, com as quais você tem proficiência e elas causam seu dado de base de Pulso em de dano cortante + seu modificador de Força ou Destreza.

Aranha: Utilizando uma ação e um uso dessa runa, você pode inverter a gravidade dentro de um cilindro de 15 pés de raio e 100 pés de altura a até 60 pés de você durante 2 turnos. Todas as criaturas e objetos que não estejam presos de alguma forma nessa área caem para cima e alcançam o topo da área. Criaturas nessa área devem realizar uma salvaguarda de Destreza para se segurar em algo para evitar isso, adicionalmente se falharem recebem a condição Atordoada por conta da pressão gravitacional criada.

Se algum objeto sólido (como um teto) for encontrado durante essa queda, objetos e criaturas caindo atingem ele, exatamente como fariam durante uma queda normal. Se um objeto ou criatura alcançar o topo da área sem atingir nada, ele permanecerá lá, oscilando ligeiramente, pela duração. No final da duração, objetos e criaturas afetadas caem de volta para baixo. Ao usar essa runa, você recebe 1 ponto de exaustão.

Cobra: Utilizando uma ação e um uso dessa runa, você pode criar uma nuvem venenosa de 15 pés de raio a até 60 pés de você durante 2 turnos. A nuvem se espalha, ultrapassando frestas e muros, e gera escuridão densa. No começo de cada turno a nuvem se move 10 pés em uma direção a sua escolha. Todas as criaturas dentro da nuvem quando ela é criada, ou quando uma criatura começar seu turno dentro dela ou atravessarem ela em seus turnos, devem realizar uma salvaguarda de Constituição, em uma falha, recebem o dobro de seu dado de Pulso em de dano venenoso, ficam Intoxicadas e Envenenadas por até 2 turnos recebendo metade do seu bônus de Proficiência em dado Base de Pulso de dano Venenoso. Em caso de sucesso o alvo recebe apenas metade do dano. No começo do turno seguinte da duração, o alvo pode fazer novamente a salvaguarda, caso passe recebe apenas metade do dano e encerra essas condições. Ao usar essa runa, você recebe 1 ponto de exaustão.

Maestria:

  • CD: +2 na CD por maestria
  • Duração: +2 turnos de duração 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