Runes

How do they work?
Runes are ancient blood being written on bones of powerful beasts. These specific combinations grant the user special powers. Powers beyond spells.

Some Runes need to be cast so they need to be activated like spells.

Some Runes are automatic so they will automatically do their affect.

Rune Slots - the number of times runes can cast.

Rune Slots regenerate every 10 turns. They only regenerate one at a time. It is only the most recently used rune. If another Rune Slot is used while others are regenerating the rune slot currently regenerating and all rune slots in the cue for regeneration will all be lost and need to be regained through a short or long rest.

Mind Rune
The caster can get the truth to one yes or no question from one target. This takes 3 turns of continued concentrated contact on a target. They can be conscious, or unconscious but not dead. The answer must be correct, in this state the target can't lie. The target needs to pass a Wis check of 12 or higher, if they fail the power succeeds.

This Rune needs to be cast.

Drain Rune
The caster upon contact with the target can take one of the target's spell slots for that long rest. The target will gain it back after a long rest and the user will loose it after its use unless there is a long rest between the user gaining it and its casting in which case the user looses the spell slot.

This Rune needs to be cast.

Counter Rune
When the caster takes a physical hit they can return the damage (equal to its potential, like if it was a 1d6 damage move the caster returns 1d6 damage) to a previously specified target (this target needs to be specified the turn before).

This Rune needs to be cast.

Power Rune
The caster draws the energy from all damage done within 20 feet of them on that turn and equals it into whatever attack the caster does on a target. For the next turn the caster cannot do anything in order to recuperate.

This Rune needs to be cast.

Fall Rune
This Rune negates fall damage.

This is an automatic rune.

Weapon Rune
This Rune makes weapons that attack physically deal an extra 1d4 damage.

This is an automatic rune.

Stun Rune
This Rune makes it so where if the user looses more than half of their HP in one attack and are still have HP left. The user of that attack is stunned for one turn.

This is an automatic rune.

Quick Rune
This Rune makes it so where on the first turn of combat the user goes first. This has no effect if the user is surprised or the user has a speed lower than 12.

This is an automatic rune.

Blink Rune
The caster can "flash step" forward to any point in their speed as long as it is not through physical or magical barriers.

This rune needs to be cast

Silver Coat Rune
This Rune makes any physical weapon the user wields act as a normal and silver weapon damaging Vampires, Werewolves, and any type of creature not immune to silver and metal.

This is an automatic rune.

Lazer Flick Rune
The caster can shoot a lazer at a target dealing (the number of Rune slots you have left)d6.

This rune needs to be cast

Thunder Rune
The caster can summon down a lightning bolt dealing 2d20 damage but takes 2 Rune slots to cast and takes a turn to prepare to cast it. If the caster takes any form of damage while preparing to cast this the caster will loose the rune slots for that day and not cast it.

This rune needs to be cast.

Lazer Speed Rune
This rune makes the user increase the DC on opportunity attacks by +5.

This is an automatic rune.