Runic magic has been known about for so long that almost anyone can learn some form of it. From high level wizards to low level rouges this magic can be used by anyone any time. Rune magic can only be learned after a day of training with a mage or by studying it in a library by passing a DC 12 INT check.
The caster draws upon the latent arcana in the environment to create a glowing rune on any surface or creature they can see including themselves.
Fire- Send a volley of flames from the casting location, 2d8 Fire damage. Or heat the casting location to a melting or boiling point. (Damage DM's discretion)
Water- Large amounts of water pour out of the rune until duration ends. Or create a geyser of water in a straight line. that does 2d4 force damage and pushes targets 5 feet.
Earth- A stone pillar will shoot out of the casting location and extend 10 feet or until obstructed. (Creatures do not count as obstructions.) Or send out vibrations similar to an earthquake creating a 15 foot cube of difficult terrain.
Wind- Create a powerful gust of wind that will knock everyone prone if they are in a straight line from the casting location, or keep them pinned down if the rune is cast from above. If cast from below the target will be launched 5 feet into the air and land prone.
Lightning- Send a volley of lighting in a 10 foot sphere around the casting location dealing 3d6 lightning damage. Or electrify a target that is able to carry electricity (I.E metal or water). Damage at DM's discretion
Ice- The surface cast on will be covered in a thick layer of ice in a 15 foot range. Or a pillar of ice 10 feet long will emerge from the casting location.
Enchantment- Should the player choose to go deeper into their studies they can learn to use their runes to enchant their weapons and armor. They must pass a DC 14 INT check to gain this ability and pass a DC 13 check (Arcana or spellcasting modifier) to successfully enchant an item. When a weapon is enchanted it will do an extra 1d4 elemental damage depending what rune was used. Armor that has been enchanted will reduce elemental damage by 1d4 depending on what element was used. If the player rolls a nat 20 on enchantment extra damage and damage reduction is increased to 2d4.
Advanced Rune Magic- If the player is truly dedicated to the art of Rune magic they can seek out a powerful wizard or mage to learn Advanced Rune Magic. They must pass a DC 17 INT check to gain the following spells.
Light- Create an explosion of light that blinds everyone that can see it. DC 14 CON check, caster is immune to the blinding effect. Or create a gentle glow of light that heals everyone for 1d6 in a 10 foot cube.
Dark- Creates a 20 foot cube of pure magical darkness. Or an explosion of dark energy in a 10 foot sphere dealing 1d6+3 necrotic damage.
Acid- Creates a pool of acid in a five foot area around the casting location, acid deals 1d6+2 acid damage. Or create a small fountain of acid that sprays 10 feet in a straight live from the casting location, acid deals 1d6 acid damage.
Explosion- Create a volatile eruption of destructive energy on the casting location. Roll 1d20 to find outcome.
- Nat 1; The Rune fizzles out and nothing happens.
- 2-9; A small explosion in a five foot area around casting location, 2d6 explosion damage.
- 10-14; An explosion erupts in an area of 10 feet around the casting location. 4d6 explosion damage.
- 15-19; A large explosion encompasses an area of 20 feet from the casting location, 6d6 explosion damage.
- Nat 20; A massive explosion engulfs the area up to 35 feet from the casting location. (The explosion looks like a mushroom cloud) 10d8+5 Explosion damage.
Gravity- Create a gravity well that pull all objects in a room or a singular target towards the casting location. Or create gravity well that pushes all objects in a room or a singular target from the casting location.
Barrier- Create an invisible barrier in a 10 foot wide line on the casting location. Barrier provides full cover for everyone who stands behind it while still providing line of sight. Barriers block all physical and magic attacks, but only last one turn. Or upon taking damage use a reaction to half the damage taken. (Barriers can't be cast inside of a target to cut it in half)
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