Faerie Runes

Faerie runes are among the deepest magical secrets of faerie-kind. Discovered by mighty elf sorcerers in aeons long past, the runes tap into the magical fundament of Faerie itself. Their usage is thus governed by ancient and immutable laws of Faerie. Fae nobles guard the knowledge of the runes, and only they may bestow their use upon individuals of lesser rank.

Characters can learn runes from faeries nobles, usually as a quest reward or as part of a bargain. Lesser runes might be granted by dreams, but Greater and Mighty runes must be granted at the faerie's court. They may also find Runes floating through Faerie.

Runes are not cast with mana. The listed tiers are just shorthand for which type of rune they are: 1 for Lesser, 5 for Greater, 9 for Mighty. A character of any level can learn a rune, though higher level characters can cast them more frequently.

Lesser Runes (1) can be used once per day from levels 1-10, twice per day from levels 11-18, or three times per day from levels 19-20.

Greater Runes (5) can be used once per Level from levels 1-10, once per Safe Rest from levels 11-18, or once per day from levels 19-20.

Mighty Runes (9) can be used once ever by characters of level 1-18, or once per year by characters of level 19-20.

Some runes use MAG, meaning the higher of the caster's INT or WIL. The DC for any requires saves is 10+MAG.

Deathly Blossom

Tier 1, Self
1 Action
Concentration:
Up to 10 minutes.

An exquisite white rose is conjured in the caster’s hand. One who smells the rose must make a WIL save or fall into a deep faint—appearing dead—for 1 hour.

Fog Cloud

Tier 1, AoE
2 Actions
Concentration:
up to 10 minutes.
Reach:
4.

A cloud of roiling vapour surrounds the caster, filling a 20′ radius area at the location where the rune is used. Vision: The fog blocks the mundane vision of all save the caster who conjured it. Strong winds: Gusts and gales clear the fog before the rune’s duration has expired.

Gust of Wind

Tier 1, AoE
2 Actions
Reach:
Line 12.

A forceful blast of air rushes from the caster’s outstretched hands until their next turn, blowing over light objects in a 2-wide line. Flames: Small, exposed flames (e.g. candles, torches) are extinguished. Small, protected flames (e.g. lanterns) dance wildly and have a 3-in-6 chance of going out. Fog: The wind scatters natural and magical mists. Creatures: Small and Medium creatures are unable to move into the wind and must make a STR save or be pushed back MAG spaces.

Proof Against Deadly Harm

Tier 1, Self
2 Actions

For 1 minute, the caster is rendered completely immune to damage from one specific type of weapons (e.g. swords, bows, claws, etc.), selected when the rune is activated. Magical / cold iron weapons: Enchanted weapons, cold iron weapons, and the attacks of magical creatures still harm the caster.

Rune of Vanishing

Tier 1, Self
2 Actions
Concentration:
up to 10 minutes.

The caster is rendered invisible to the sight of mortals and animals, along with any worn or carried items. Attacking: If the caster attacks while under the effects of this rune, they are rendered momentarily visible until the end of their turn. Opponents know where they are until they move, and can attack them with Disadvantage.

Sway The Mortal Mind

Tier 1, Single Target
2 Actions
Range:
6.

A single mortal must make a WIL save or be charmed by fairy magic, regarding the caster as a friend and obeying simple commands for 1 day. Restrictions: Only mortals of Small or Medium size and Sentient intelligence or greater may be affected. Resisting commands: The subject resists commands that contradict their habits or Alignment. Suicidal or clearly harmful commands are always refused.

Arcane Unbinding

Tier 5, Single Target
2 Actions
Range:
12.

All magical effects of arcane or fairy origin in a 4x4 cube are negated. This required a MAG check if the source is higher level than you, and only temporarily nullifies magic items for 10 minutes.

Faerie Steed

Tier 5, Single Target
2 Actions
Reach:
0.

A dashing fairy horse—fleet of foot and charming of wit—is summoned to serve the caster until dawn. It serves the caster as a mount or in any other capacity, but will not obey suicidal commands.

Fairy Gold

Tier 5, Self
1 Action

The rune conjures a leather bag holding about 100gp from the vaults of the faerie noble who granted it. After 1d6 hours, the coins are whisked back to Faerie.

Ice Storm

Tier 5, AoE
2 Actions
Range:
12.

A violent maelstrom of hail and sleet descends on a 6x6 area. All within suffer [MAG] d12 damage. The area is difficult terrain for 1 hour.

Rune of Vanishing

Tier 5, Self
2 Actions

The caster is rendered invisible to the sight of all beings, along with any worn or carried items. Attacking: If the caster attacks while under the effects of this rune, they are rendered momentarily visible until the end of their turn. Opponents know where they are until they move, and can attack them with Disadvantage. Becoming visible: The caster may choose to become visible at any time, ending the rune’s effect.

Sway The Mind

Tier 5, Single Target
2 Actions
Range:
6.

A single creature must make a WIL save or be charmed by fairy magic, regarding the caster as a friend and obeying simple commands for 1 day. Resisting commands: The subject resists commands that contradict their habits or Alignment. Suicidal or clearly harmful commands are always refused.

Dream Ship

Tier 9, Single Target
5 Actions
Range:
0.

A phantasmagoric galleon sails down from the sky and docks as close to the caster as is possible, carrying them and up to 12 companions anywhere they name in Dolmenwood. The passengers experience a delightful voyage of several hours, full of pink clouds and cavorting sylphs, but it actually takes just 10 minutes.

Eternal Slumber

Tier 9, Single Target
3 Actions
Range:
4.

A mortal within range is placed into a state of stasis and eternal sleep. They may only be awoken by dispelling the rune's magic or by a condition set by the caster.

Rune of Death

Tier 9, Single Target
5 Actions
Range:
12.

Invoking the power of this rune brings death upon one or more mortals or animals within a 6x6 area. All mortals of up to level [MAG] must make a WIL Save or die instantly. Powerful artifacts may be able to increase the level of affected creatures..

Rune of Wishing

Tier 9, Single Target
5 Actions
Range:
0.

The rune has the power to alter the nature of reality in any conceivable way the caster wishes (see Wishes in the DCB for guidance). Doing so permanently reduces the caster's Strength by 1. If this brings their Strength to -5 or below, they die and can never be resurrected.

Summon Wild Hunt

Tier 9, Single Target
5 Actions
Reach:
0.

This rune invokes the blasting of ghostly horns, summoning forth a hunting host from the wild woods of Fairy. The caster may direct the fairy host to chase a specific quarry. Otherwise, they act independently. The host remains in the mortal world until the hunt is successful, or until MAG hours have passed.

Unravel Death

Tier 9, Single Target
5 Actions
Reach:
0.

A deceased mortal, demi-fey, or fairy whom the caster touches returns to life as long as they have been dead no longer than 7 days. Weakness: Returning from death is an ordeal. Until the subject gets 2 full weeks of bed rest, they have 1 Hit Point, move at half Speed, cannot carry heavy items, and cannot attack, cast spells, make Skill Checks, or use other Class capabilities. Recovery from this weakness cannot be hastened by magic of any kind.