An Arcane Runestone is an artifact infused with the ancient "rune" magic. The innate magical properties of certain scripts, combined with the use of rare materials, carved into hand-held stones are necessary for the creation of any Runestone. Arcane Runestones, in particular, harness or enhance the magic of more modern arcane practices and are much more common than most other Runestones. Arcane Runestones come in the form of the eight major schools of magic, as listed below. Once used, a Runestone is destroyed and crumbles to dust.
Abjuration: As a bonus action, you can activate this Runestone to gain a +2 bonus to AC or 1d6 temporary hit points for 1 round.
Divination: As an action, you can activate this Runestone to gain advantage on your next attack roll, ability check, or saving throw within the next minute.
Enchantment: As a bonus action, you can activate this Runestone to grant yourself or one creature you can see within 30 feet one of the following for 1 round: resistance to psychic damage or immunity to the "charmed" condition.
Necromancy: As a bonus action, you can activate this Runestone to deal an additional 1d6 necrotic damage on your next attack within 1 round.
Illusion: As an action, you can activate this Runestone and gain the benefits of a successful Disguise Kit check, even if there is no Disguise Kit present. This effect lasts for 1 hour.
Conjuration: As an action, you can activate this Runestone to summon 1 tiny beast of CR 1/8 or lower in an empty space you can see within 30 feet. The beast lasts for 1 minute, until it dies, or until you dismiss it. You can issue a single, simple command to the beast as part of summoning it, and it will attempt to carry out your command to the best of its ability.
Evocation: As a bonus action, you activate this Runestone to gain a +1 to all of your attack and damage rolls for 1 round. This benefit is in addition to any other bonus to your attack or damage rolls that you currently have.
Transmutation: As an action, you can activate this Runestone to grant yourself, or one willing creature you touch, resistance to one of the following damage types: fire, cold, lightning, acid, or poison. This resistance lasts for 1 minute, or until the creature takes damage of the chosen type.
Notes: Magic, Runestone
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