Lesser Known Magics In the ancient times magic was a scarce and rigid practice. Only those with decades of practice could cast a simple levatation spell. Nowadays, however it seems like any random farmer can pick up a twig and bend reality to his will. This tome covers the ancient magics long forgotten. Runecrafting The magic of the ancients relied on sigils or runes of power to cast their spells. The wizards of old would attune themeselves to a specific rune and gain its power. This practice lost popularity due in part to the first archmage Emal Runeheam and his work on somatic manipulations of incorporeal energies. Only the most dedicated scholars of The Dimeryl know these runes and how to use them. Runestones In order to attune to a runic symbol, you must have a stone with the runic symbol carved into its surface. The stone must be roughly palm sized. Runic Attunement Over the period of a short rest you can attune yourself to a rune and gain its benifits. You can only be attuned to one rune at a time. This counts towards your magic item attunement slots. Runic Casting If you have the ability to cast at least one first level spell, you can use the simple properties of a rune. Those that can cast third level spell can access the complex properties of a rune. Runic Crafting A craftsmen with sufficient skill can scribe runes onto weapons and armor. If you are proficient in carpenter's tools, leatherworker's tools, smith's tools, or tinker's tools you can use the armor and weapon properties of a rune. Runes of Power ILD While attuned to Ild, you can re-roll the damage of any fire spell and take the highest total. You can do this three (3) times per short rest. Ignite (Simple) As an action, you can scribe the Ild rune onto a flamable object. The object immediately bursts into flames. While it burns, the fire extends 1 foot out from the rune. Fire Tamer (Simple) As an action, you can touch an open flame and scribe the Ild rune within it. The flame is immediately extinguished in a 10 foot cube around you. You can expend a spell slot to extend this radius by 10 feet per level of spell slot extended. Fire's Friend (Armor) Over the period of a short rest, the Ild rune can be scribed onto a piece of armor. The next time three (3) times the wearer takes fire damage, that damage is halved. Fire's Kiss (Weapon) Over the period of a short rest, the Ild rune can be scribed onto a weapon. That weapon no longer deals slashing, bludgeoning, or piercing damage. It instead deals fire damage. This effect lasts until the weapon is subjected to a dispel magic spell. Combustion (Complex) As an action you can expend a spell slot, reach out, and scribe the Ild rune onto a creature within 5 feet of you. That creature automatically takes 1d10 fire damage + an extra 1d10 of fire damage per level of spell slot expended. Kalt While attuned to Kalt you can cast Sleet Storm at third level as an action. You regain this ability at the end of a short rest. Frigid Touch (Simple) As an action, you can scribe the Kalt rune onto the surface of any volume of water. The water freezes in a 10 foot radius sphere around the rune. Icy Mantle (Simple) As an action, you can scribe the Kalt rune onto yourself or another creature. An aura of Ice surrounds the creature and the next time they take slashing, bludgeoning, or piercing damage the damage is instead reduced to 0 and the Icy Mantle breaks. The Icy Mantle dissapates naturally after a short rest. You can do this once per short rest. Frost's Friend (Armor) Over the period of a short rest, the Kalt rune can be scribed onto a piece of armor. The next time three (3) times the wearer takes cold damage, that damage is halved. Frost's Kiss (Weapon) Over the period of a short rest, the Kalt rune can be scribed onto a weapon. That weapon no longer deals slashing, bludgeoning, or piercing damage. It instead deals cold damage. This effect lasts until the weapon is subjected to a dispel magic spell. Freezing Bolt (Complex) As an action you can expend a spell slot, reach out, and scribe the Kalt rune onto a creature within 5 feet of you. That creature must make a Constitution saving throw. On a failed save the creature takes 2d8 cold damage + 1d8 cold damage per level of spell slot expended and have their movement set to 0 until the end of your next turn. Ona successful save the creature takes half damage and suffers no other effects.

Vind While attuned to Vind you cannot be suffoccated or drown, and you have advantage against saving throws against poisionius gasses, inhaled poisions, and other simmilar effects. Wind Step (Simple) As an action, you can scribe the Vind rune in the air around you and immediately fly 20 feet in a chosen direction. If you do not land at the end of this flight you begin to fall. Wind's Grasp (Simple) As a reaction when you fall, you can scribe the Vind rune in the air around you to slow your fall for 20 feet. You can do this once per short rest. Storm's Friend (Armor) Over the period of a short rest, the Vind rune can be scribed onto a piece of armor. The next time three (3) times the wearer takes lightning damage, that damage is halved. Storms's Kiss (Weapon) Over the period of a short rest, the Vind rune can be scribed onto a weapon. That weapon no longer deals slashing, bludgeoning, or piercing damage. It instead deals lightning damage. This effect lasts until the weapon is subjected to a dispel magic spell. Storm Bolt (Complex) As an action you can expend a spell slot, reach out, and scribe the Vind rune onto a creature within 5 feet of you. That creature must make a Strength saving throw. On a failed save the creature takes 2d8 lightning damage + 1d8 lightning damage per level of spell slot expended and is pushed back 10 feet per level of spell slot extended. On successful save the creature takes half damage and suffers no other effects. Stien While attuned to Stien you cannot be petrified and have advantage on saving throws against being knocked prone or dazed. Stone's Secrets (Simple) As an action, you can scribe the Stien rune on the ground and can sense if creatures within 10 feet of you are speaking the truth. Stone's Strength (Simple) As an action, you can scribe the Stien rune on the ground at your feet. Untill you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves withing 5 feet of you must succede a DC 12 Strength saving throw or have their movement halted. Quake's Friend (Armor) Over the period of a short rest, the Stien rune can be scribed onto a piece of armor. The next time three (3) times the wearer takes acid damage, that damage is halved. Quake's Kiss (Weapon) Over the period of a short rest, the Stien rune can be scribed onto a weapon. That weapon no longer deals slashing, bludgeoning, or piercing damage. It instead deals acid damage. This effect lasts until the weapon is subjected to a dispel magic spell. Stone's Grasp (Complex) As an action you can expend a spell slot, reach out, and scribe the Stien rune onto a creature within 5 feet of you. That creature must make a Dexterity saving throw. On a failed save the creature takes 2d8 acid damage + 1d8 acid damage per level of spell slot expended and is grappled by the stone. On successful save the creature takes half damage and suffers no other effects. Accan While attuned to Accan you can cast spells without the use of a focus or material components so long as the materials do not have a posted cost. Arcane Sight (Simple) As an action, you can focus on the Accan rune and open your senses to the arcane powers around you. You can cast detect magic without expending a spell slot once per long rest. Arcane Knowledge (Simple) As and action, you can focus on the Accan rune and open your mind to the ambient arcane power aroudn you. You can cast comprehend languages without expending a spell slot once per short rest. Energy's Friend (Armor) Over the period of a short rest, the Accan rune can be scribed onto a piece of armor. The next time three (3) times the wearer takes force damage, that damage is halved. Energy's Kiss (Weapon) Over the period of a short rest, the Accan rune can be scribed onto a weapon. That weapon no longer deals slashing, bludgeoning, or piercing damage. It instead deals force damage. This effect lasts until the weapon is subjected to a dispel magic spell. Arcane Blast (Complex) As an action you can expend a spell slot, reach out, and scribe the Accan rune onto a creature within 5 feet of you. That creature must make a Wisdom saving throw. On a failed save the creature takes 2d8 force damage + 1d8 force damage per level of spell slot expended and is knocked prone. On successful save the creature takes half damage and suffers no other effects. Lys While attuned to this rune, your healing spells heal for 1 extra HP per die rolled. Holy Word (Simple) As an action you can scribe the Lys rune onto a small volume of water, such as a vial or mason jar. The water is blessed and becomes holy for 1 day.