Runic Infusion Image

The mysterious force that has brought you to Dawn has also been infused into you. While on the plane of Dawn you can channel your infusion to be inspired to inscribe a rune using Basalt Ink onto an inanimate object.

Once per short rest you may channel the magical infusion within you using meditation. You will then use up 1 vial of Basalt Ink and subconsciously inscribe a rune onto an inanimate object. This will weaken and remove any other rune infusions that you have previously made.

The rune that you inscribe will be determined by rolling a D20 and comparing the result to the table below. The object will then gain the associated properties. The object cannot be more than 15 pounds and cannot be living or animated.

Rune Table

  1. Hammerfall Rune - You may use an action to throw this object 30 ft. In a straight line. It will return to the hand that threw it after it collides with anything or reaches 30 ft. away from you. Once thrown, anything that this object collides with takes 1D4 bludgeoning damage. If this object is a weapon, anything that this weapon collides with takes half of this weapon’s damage, rounded down, of this weapon’s damage type.
  2. Appraisal Rune - This object has a value of 10GP to all humanoids except you. If anyone wants to trade or buy this object, they will deem 10GP to be an appropriate price.
  3. Immovable Rune - This object can no longer be moved from its current position and surface except by you moving it or through magical means. It’s weight stays the same, it’s size stays the same but an unseen force prevents it from being moved.
  4. Unseeing Rune - This object is invisible.
  5. Blight Rune - This object causes all plants within 10 ft. of it to whither and die while you are holding or wearing it. Magical plants or plants created through magic are unaffected.
  6. Unbreakable Rune - This object is indestructible. It cannot be destroyed by magical or non-magical means.
  7. Totem Rune - You can use an action to view a 30 ft. area around this object for 6 seconds. From a point originating on the object, you can look around 360 degrees as well as up and down.
  8. Displacement Rune - This object floats on all liquids.
  9. Drone Rune - This object orbits around you within 5 ft. while not touching it. You can grab it and manipulate it normally. As soon as you are not touching it, it will try to return to its orbit with minimal force. If it cannot because of obstruction, it will remain stuck until there is an angle in which it can return to its orbit. This effect ends once it reaches 30ft. Away from you. The effect returns once it is within 30 ft. of you.
  10. Portation Rune - You can use an action to teleport to an unoccupied space that is within 5ft. of this object as long as you are not touching it.
  11. Spectral Rune - This object is only solid when you are touching it. At all other times it behaves as if it were made of smoke, other objects and living things pass through it.
  12. Radiant Rune - This object causes the temperature of the area within 10 ft. of it to increase, while you are holding or wearing it, to room temperature but no more that than that. If the area is hotter than room temperature, this effect does nothing.
  13. Shatter Rune - Destroying or shattering this object causes a blast of force energy to knock everyone prone except you. All small and medium sized objects get pushed back 20 ft. and are also knocked down.
  14. Bloodletting Rune - This object begins to magically bleed red blood for as long as you are holding it. You can sense where any object or living thing is within 30 ft. Of you, that has this magical blood on it. This effect ends each day at midnight.
  15. Precognition Rune - As long as you are wearing or holding this object, the object talks to you and warns you of any surprises. You cannot be surprised, even on your birthday. You roll initiative as you normally would.
  16. Draconian Rune - This object glows a dark red hue when a Dragon, Demon or Shapeshifter is within 30 ft. of you.
  17. Bonecarver’s Rune - This object morphs its composition and is now made of bone. Any living thing that touches this object for the first time in its life, unknowingly gives you 1D4 of it’s HP if you are also touching this object.
  18. Underworld Pact Rune - Black, ghostly chains appear around your wrist and attach to this object. The chains are ephemeral and cannot be removed from you or this object. The chains disappear as long as this object is on your person. The chains will reappear once the object leaves your person and have a length of 10 ft. If the object is a weapon, it now has a melee range of 10 ft.
  19. Dampening Rune - This object can absorb a magic effect that targets you as long as you are holding it and only once per day. Damage cannot be negated in this way.
  20. You reach a zen state while channelling your infusion. You can choose which rune you wish to apply OR duplicate a vial of Basalt Ink instead of consuming it but do not inscribe a rune.

Previous Versions

Name Date Modified Views Adds Version Actions
1/19/2021 12:25:48 AM
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Runic Infusion Image

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