Deepmagic Runes PDF
Deepmagic Runes PDF
Deepmagic Runes PDF
CHRIS HARRIS
RUNE MAGIC
Credits
Design: Chris Harris
Development and Editing: Steve Winter
Art Director & Graphic Design: Marc Radle
Cover Art: Dio Mahesa, Marcel Mercado, Nakarin Sukontakor
Interior Art: Marcel Mercado
Publisher: Wolfgang Baur
Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.),
dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated
as Open Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the feats, runes, rituals, Tupilak monster text, and spells.
No other portion of this work may be reproduced in any form without permission.
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2
Rune Magic
ccessing the magic inherent within runes creatures gain the benefits of Rune Knowledge and
requires the Rune Knowledge feat. If the Rune Mastery for a single rune. The rune selected
option to gain feats isn’t being used in your must fit thematically with the creature’s nature,
campaign, then Rune Knowledge can be gained origin, or abilities.
in place of level-based ability score improvement,
if your GM approves. Alternatively, characters RUNE KNOWLEDGE
might need to accomplish other, story-related tasks Prerequisite: Wisdom 12 or higher
determined by the GM to gain Rune Knowledge. You are wise in the lore of two runes of your choice.
Once those obstacles are cleared, all characters who You always have access to their rune bonuses. In
meet the prerequisites can gain Rune Knowledge and addition, every day you can invoke one rune power for
Rune Mastery. each rune you’ve learned, provided you meet any other
Rune-Using Monsters. Some northern creatures requirements such as a minimum level.
are born with a natural attunement to a rune whose You can select this feat multiple times. Each time you
nature is similar to their own. These rune-born do, you gain the bonus and powers of two additional
runes of your choice.
3
RUNE MASTERY Rune Power (7th level): Sketching ansuz on the
Prerequisite: Rune Knowledge floor or a wall allows all worshipers of the Aesir
You have mastered the secret powers of one ancient within 10 feet of it to add 1d4 to each of their attack
rune. Choose one rune that you already learned rolls, similar to a bless spell. Sketching the rune
through Rune Knowledge. Once per day, you can takes 2 actions, and it remains effective while you
invoke one of its Rune Mastery powers. concentrate, for up to 1 minute.
You can select this feat multiple times. Each time Rune Mastery Power (11th level): When traced
you do, you learn the Rune Mastery powers of a on the forehead of a willing creature, ansuz sends
different rune from your repertoire. the creature into a trance during which it receives
a message from the gods, identical in effect to a
Runes divination spell. A creature can experience only one
Where a rune calls for a saving throw, the DC equals such trance per week. Tracing the rune takes 10
(8 + the rune maker’s ability bonus + the rune maker’s minutes, and the trance lasts 1 round.
proficiency bonus). The rune maker’s applicable Berkanan
b
ability is the same as the ability being used for the Birch tree, love, new beginnings; the Bear
saving throw unless a different one is specified; i.e., Maiden
if a rune calls for a Charisma saving throw, the rune
maker’s Charisma modifies the DC. Rune Bonus: You get a +1 bonus on
Charisma (Diplomacy) checks.
Algiz Rune Powers: When traced on a living creature,
z
Elk and reindeer, evading danger; the god this rune grants that creature advantage on a single
Heimdall Charisma (Diplomacy) check of its choosing.
Rune Bonus: You can make an elk horn wand Tracing the rune takes 10 minutes, and it remains
(see New Magic Items) in 6 hours, and you effective for up to 24 hours. This benefit can be
gain a +1 bonus on initiative checks. granted only once per day.
Rune Power (5th level): Living creatures that are When berkanan is traced on a living plant, an
within 10 feet of an algiz rune when it is etched on effect identical to spike growth erupts in a 20-foot
the ground or on a wall gain a +2 bonus on Wisdom radius around the rune. Tracing the rune on a
(Perception) checks and have advantage on saving plant takes 1 action, and the effect lasts while you
throws against sleep and other magical effects that concentrate, for up to 10 minutes.
cause unconsciousness. Both effects last for 8 hours. Rune Mastery Power (8th level): You can create a
Scribing the rune takes 15 minutes. philter of love once per week.
Rune Mastery Power (8th Level): Marking a
Dagaz
d
creature with the algiz rune transforms the creature
Day and laying the dead to rest
into an elk or reindeer, as per polymorph. Drawing
the rune on the creature takes 1 action and the Rune Bonus: You always know exactly
change lasts while you concentrate, for up to 1 hour. how long it will be until the next sunset
or sunrise.
Ansuz Rune Power (4th level): Spending 10 minutes
a
Gods and outsiders tracing dagaz onto a creature cures it of magical
Rune Bonus: You get a +1 bonus on blindness.
Intelligence (Arcana) checks made to Rune Power (6th level): Tracing dagaz onto an
identify the type, powers, or weaknesses object makes it glow brightly in a 60-foot radius and
of aberrations, celestials, fey, and fiends. dimly out to 120 feet. Magical darkness of 3rd level
Once per day, the ansuz rune can be sketched on an or lower is dispelled if this light overlaps it. The light
object to ward off giants and fey hostile to the Aesir. is blocked normally by opaque objects or structures.
The rune must be presented boldly toward such Tracing the rune this way takes 1 action, and the light
creatures, each of which makes a Charisma saving lasts while you concentrate, for up to 1 hour.
throw. Creatures that fail the saving throw must stay Rune Mastery Power (13th level): Once per week,
at least 5 feet away from the rune and cannot touch or dagaz can be sketched onto the ground or a wall
make melee attacks against the creature presenting to create an instantaneous effect identical to a
it, as long as the symbol is boldly and aggressively cleric’s Channel Divinity: Turn Undead class ability.
presented (which requires an action each round). Sketching the rune takes 1 action, and it affects
Sketching the rune takes 1 action, and the marked undead within 30 feet that can see it at the moment
object remains effective for 1 hour. of its completion.
4
Ehwaz hour. This works equally well on a single object, such
e
Horses, freedom, the Nithing Pole as a block of stone, or on a collection of objects that
Rune Bonus: You get a +1 bonus to Wisdom are bundled together, such as a large chest stuffed
(Animal Handling) checks made to control with coins.
a mount, and to Dexterity checks made to Rune Mastery Power (8th level): By spending 1
g
on the ground, ehwaz summons a phantom steed.
Generosity and hospitality, and gifts
Sketching the rune takes 5 minutes, and the
summoned steed remains for 1 hour. Rune Bonus: You have advantage on
Intelligence checks to estimate an item’s
Rune Mastery Power (9th level): You can create a
value.
nithing pole (see New Magic Items) once per month.
The process can only be performed during a new Rune Powers: When 1 minute is spent carefully
moon, takes 12 hours, and requires bloodletting that examining an item while tracing gebu on it, you learn
leaves a permanent scar in the shape of the ehwaz the item’s name and magical properties the same as if
rune on the rune maker’s left hand. Each creation of you’d cast an identify spell. Alternatively, if 1 action is
a nithing pole creates a new scar; those after the first spent tracing gebu on a willing creature, that creature
don’t need to be on the hand, but they must be on the gains sanctuary as if affected by the spell. The rune
hands or arms. maker can’t invoke sanctuary on him or her self. The
sanctuary effect lasts while you concentrate, for up to
I
Eiwaz 1 minute.
Yew tree, Yggdrasil Rune Mastery Power (8th level): Gebu can be rapidly
Rune Bonus: You have proficiency on (1 action) scratched or sketched onto a wall, floor,
Intelligence (Arcana) checks. or other surface of an enclosed space in a way that
makes it clearly visible. For up to 1 minute, the rune
Rune Power (4th level): Spending 1 action to trace
maker can activate the rune with a command word,
eiwaz onto a suitably-sized piece of wood transforms
provided he or she is within 20 feet of it. All creatures
it into a shillelagh for 1 minute.
within 20 feet of the rune and with a clear line of
Rune Mastery Power (8th level): Sleeping for sight to it (regardless of whether they can actually see
at least 10 minutes under a tracing of eiwaz on a it) must make a Charisma saving throw. Those that
blanket, a wall, or the ceiling causes the rune maker fail are affected as if by a calm emotions spell that lasts
to dream of the Nine Worlds. These dreams produce while you concentrate, for up to 1 minute.
answers the same as contact other plane (including
possible side effects). Hagalaz
h
Rune Mastery Power (11th level): When carved on Hail and winter weather
the bark of a living tree, eiwaz allows the rune master Rune Bonus: You have advantage on
to travel between that tree and another tree within Wisdom (Survival) checks made to
500 feet also marked with eiwaz, as if under the effect accurately predict weather conditions for
of tree stride. Each carving takes 1 action, and the the next 24 hours in your vicinity.
effect lasts while you concentrate, for up to 1 minute
Rune Power: Spending 1 action tracing hagalaz on a
after the second carving is done.
willing creature grants it protection from energy (cold)
Fehu while you concentrate, for up to 1 hour.
f
Cattle, livestock, and wealth Rune Mastery Power (9th level): When sketched
on the ground under the open sky, hagalaz conjures
Rune Bonus: You have advantage on
a sleet storm centered on a point of the rune maker’s
Wisdom (Animal Handling) checks made
choosing within 150 feet. Sketching the rune takes 4
on domesticated animals that aren’t used as
rounds and the storm lasts while you concentrate, for
riding mounts.
up to 2 minutes.
Rune Power: Sketching fehu on an object makes that
Rune Mastery Power (14th level): When sketched
item easier to lift or drag, as if it weighed only half
on the ground within the area of a magical storm
its actual weight. Sketching the rune takes 1 minute,
caused by sleet storm, ice storm, control weather (hail
and the effect lasts while you concentrate, for up to 1
and blizzard only), or comparable magic, hagalaz
5
acts as a dispel magic spell cast with a 7th-level slot. 10-foot radius and dim light for an additional 10
If the storm being dispelled is from 8th or 9th level feet, and it does an extra 1d4 cold damage on a hit.
magic, the rune maker uses Charisma as his or her Tracing the rune takes 1 action and the effect lasts
spellcasting ability to test the rune’s effectiveness. while you concentrate, for up to 1 hour.
Sketching the rune takes 2 rounds. Rune Power (7th level): A shield marked with
Rune Mastery Power (14th level): When sketched this rune glitters like frost in the morning sun. As
on the ground within the area of a natural an action, a wielder of the shield who is in direct
(nonmagical) storm, hagalaz has the effect of a control sunlight can focus its reflection on a single enemy
weather spell. Sketching the rune takes 1 hour and the within 30 feet; the target must make a successful
control lasts while you concentrate, for up to 8 hours. Constitution saving throw or be affected by the first
stage of snow blindness (see Conditions). The DC
N
Ingwaz for the saving throw equals 8 + your Dexterity bonus
Ancestors, Northmen; the god Wotan or Odin + your proficiency bonus. If the target creature is
Rune Bonus: You have proficiency on already affected by the first stage of snow blindness,
Intelligence (History) checks. a failed Constitution saving throw brings on the
Rune Power (4th level): When 1 action is spent second stage of snow blindness. Marking the shield
tracing ingwaz on a spear, the rune gains favor from takes 1 action, and the rune remains effective while
the Aesir for the first character who throws the spear you concentrate, for up to 1 hour.
over the heads of an enemy force consisting of nine Rune Mastery Power (8th level): You learn the create
or more opponents; the spear thrower adds 1d4 tupilak ritual (see Rune Rituals).
radiant damage to his or her weapon attacks. The
Jera
y
bonus can be gained up to 8 hours after the rune is
traced, and once triggered it lasts 1 minute. Abundant harvest; the gods Freyr and Freyja
Rune Power (5th level): When ingwaz is traced Rune Bonus: You have proficiency on
on the face of a willing creature, it turns the Intelligence (Nature) checks.
creature into a berserker, granting it the benefits Rune Power (4th level): When traced on the
of a barbarian’s Rage class feature as though the belly of a living creature, the jera rune guarantees
recipient were a barbarian of the rune master’s level. that any sexual union involving that creature in
Tracing the rune takes 2 rounds, and the effect lasts the next 24 hours proves fruitful. If traced on a
1 minute. pregnant creature at least once per month during
Rune Power (7th level): You learn the calling to the its pregnancy, the rune guarantees a successful birth
vaettir ritual (see Rune Rituals). and healthy baby or babies. Tracing the rune takes 1
Rune Mastery Power (8th level): When traced on action.
the nails and flesh of a corpse, this rune acts as a Rune Power (6th level): When jera is traced on a
speak with dead spell. Tracing the rune takes 1 minute wooden table, plate, or platter, all food and drink
and the effect lasts while you concentrate, for up to that’s spoiled, rotten, diseased, poisonous, or
10 minutes. otherwise contaminated within 20 feet becomes
pure and safe for consumption. Tracing the rune
Isaz takes 1 action.
i
Ice, imprisonment, and paralysis; the gods Boreas Rune Mastery Power (8th level): When marked in
and Mara the earth among living plants, the rune has the effect
Rune Bonus: When you take cold damage, you of a localized (100-foot radius) plant growth spell.
take 1 point less than normal. Sketching the rune takes 1 action.
k
Rune Power (4th level): When 1 action is spent
tracing isaz on the ground, slick ice spreads out Kaunen
to cover an area of 225 square feet. The iced area Flaming torch, enlightenment, and ulcers
can have any shape the rune maker wants; if you Rune Bonus: You gain darkvision (30 feet).
use a grid of 5-foot squares, the ice covers 9 squares. If you already have darkvision, you gain
Every square of ice must be connected to at least proficiency on Wisdom (Perception) checks.
one other along one or more sides. Ice-filled squares Rune Power (4th level): When 1 minute is spent
are difficult terrain, and the difficulty of Dexterity tracing kaunen on the ground, it burns like a
(Acrobatics) checks in the area increases by five. The campfire for up to 8 hours. The fire is 2 feet in
ice is nonmagical and melts normally. diameter and the flames are magical, causing 2d6 fire
Rune Power (5th level): When the isaz rune is traced damage per round to any creature in the fire. Neither
on a weapon, the weapon sheds bright light in a the rune nor the fire can be moved once created,
6
but the fire can spread normally to inflammable Rune Mastery Power (9th level): Invoking mannaz
materials. upon a plant or animal awakens it, per the awaken
Rune Power (5th level): Tracing kaunen onto a spell. Invoking the rune this way takes 8 hours, and
weapon causes that weapon to shed bright light in a the effect is permanent.
10-foot radius plus dim light for another 10 feet, and
n
Naudiz
l
proficiency bonus can benefit from this effect. Both
Water, the sea; the god Njord the rune and the effect last while you concentrate, for
Rune Bonus: You gain Aquan as a bonus up to 1 minute.
language. If you already know this Rune Power (5th level): Naudiz can be traced in the
language, you have advantage on Charisma air in such a way that five creatures within 10 feet of
(Diplomacy) checks with creatures from the you have their hit point maximums increased by 5,
elemental plane of water. and they gain 5 hit points. Tracing the rune takes 1
Rune Power (4th level): When you spend 1 action action, and the effect lasts 8 hours.
tracing laukaz on an object, it becomes more Rune Mastery Power (15th level): When naudiz is
bouyant. Anyone grasping the object has advantage traced on an object weighing no more than 20 lb.,
on Strength (Athletics) checks to swim or to stay for the next 24 hours you can call that item to you.
afloat. The effect lasts 24 hours. The item teleports into your hand instantly when
Rune Power (7th level): When you trace laukaz on a you spend an action calling it. The maximum range
living creature’s chest, it grants them water breathing. is 400 feet. If another creature is holding the object,
Tracing the rune takes 1 action, and the effect lasts 24 that creature prevents it from teleporting with a
hours. successful Charisma saving throw; use your Wisdom
Rune Mastery Power (11th level): When the rune modifier to set the DC. Tracing the rune takes just 1
is sketched on a lakebed, riverbed, or sea bottom, action, and it remains until it’s used or for 24 hours.
laukaz allows the rune maker to control nearby water
Nyköping
as a control water spell. Sketching the rune takes 1
action and the effect lasts while you concentrate, for The passage of time, the seasons, and the phases of the moon
up to 10 minutes. Rune Bonus: You have proficiency with Wisdom
(Survival) checks.
Mannaz
m
Rune Power (5th level): When the rune is sketched
Humanoids, especially humans and dwarves on the ground, nyköping allows up to six creatures
Rune Bonus: You get a +1 bonus on of your choice to each regain hit points equal to 2d8
saving throws against petrification + your wisdom modifier. You must be able to see the
and effects that alter your form such as creatures, and they must be within 30 feet of you.
lycanthropy, polymorph, or flesh to stone. Invoking the rune this way takes 10 minutes.
Rune Power (5th level): When traced on the ground, Rune Power (6th level): When 1 action is spent
a boulder, or a wall, mannaz produces an effect tracing the rune on the ground under open sky,
identical to a calm emotions spell on all living creatures nyköping creates a gust of wind. The wind lasts while
within 20 feet of the rune. Tracing the rune takes 1 you concentrate, for up to 1 minute.
action and the effect lasts while you concentrate, for Rune Mastery Power (9th level): Tracing nyköping
up to 1 minute. on a creature grants it haste, per the spell. Creating
Rune Mastery Power (8th level): When traced on the rune takes 1 action and the effect lasts while you
the flesh of a creature, mannaz returns a lycanthrope concentrate, for up to 1 minute.
to its humanoid form or dispels (as dispel magic) Rune Mastery Power (11th level): You learn the curse
a polymorph effect the target is currently under. of the wild moon ritual (see Rune Rituals).
Unwilling creatures resist this with a Charisma Rune Mastery Power (13th level): When nyköping
saving throw; use your Wisdom modifier to set the is sketched on the ground beneath open sky, the
DC. Tracing the rune takes 1 action. weather in the area improves toward clear skies, the
7
same as if you’d cast control weather. The rune can Raido
r
only improve the weather, not make it more severe. Travel
Sketching the rune takes 1 hour, and the effect lasts
Rune Bonus: Your speed increases by 5 feet,
8 hours.
and you always know which way is north.
Otalan Rune Power (4th level): The possessor
o
Property, inheritance, and family of an object that’s had raido sketched onto it has
advantage on Dexterity (Acrobatics) checks made to
Rune Bonus: You gain proficiency on
ski, skate, or control a sled. Sketching the rune takes
Charisma (Persuasion) checks.
1 minute and the effect lasts while you concentrate,
Rune Power (7th level): When traced on up to 1 hour.
a reflective surface (for example, on a mirror, a
Rune Power (5th level): A living creature with raido
polished shield, or even on still water), otalan
traced on its skin gains the benefit of water walk for 1
lets you scry on an object that you’ve possessed
minute. Tracing the rune takes 1 action.
for at least one week, or on any member of your
immediate family within three generations of Rune Power (7th level): A living creature with raido
you, per the scrying spell. Tracing the rune takes 10 traced on its skin can undertake a forced march for
minutes and the effect lasts while you concentrate, an additional 4 hours before suffering exhaustion
for up to 10 minutes. penalties. Invoking the rune takes 10 minutes, and
the effect lasts 4 hours.
Rune Mastery Power (13th level): When otalan
is invoked on an object, the rune’s power lingers Sowilo
s
harmlessly in the item until the death of the item’s
The sun; the god Baldur
owner. The moment that creature dies, the object
teleports into the hands of another individual whose Rune Bonus: You gain immunity to
identity was specified when the rune was created. snow blindness (see Conditions).
This person can be identified by name, by a title, or Rune Power (5th level): When invoked
by relationship (for example, “the king of Noatun” on a creature, the rune grants it magical confidence
or “my firstborn son”). This power functions over and charisma, enabling it to enthrall an audience, per
any range as long as the object and target are on the the spell. Tracing the rune takes 1 action, and the
same plane. If another creature holds the object effect lasts 1 minute.
when its owner dies, that creature can try to prevent Rune Power (7th level): Spending 1 action tracing
the object from teleporting by making a Charisma sowilo onto an object makes it glow as if with the
saving throw; use your Wisdom modifier to set the daylight spell for 1 hour.
DC. The rune remains effective until it’s triggered, Rune Mastery Power (13th level): Spending 1 action
but it ends when the rune maker uses this power to invoking sowilo on the brow of a creature causes its
invoke the rune on a different object. Creating the eyes to emit a sunbeam, per the spell. The creature is
rune takes 10 minutes. immune to blindness for the duration of the effect,
which lasts while you concentrate, for up to 1 minute.
Perto
p Tewaz
t
Things are not as they seem; the god Loki
Rune Bonus: You have a +1 bonus on Fearlessness, assemblies or councils, the god Tyr
Wisdom ability checks to solve riddles or Rune Bonus: You have advantage on saving
puzzles, and on Wisdom saving throws throws against the frightened condition.
against illusions.
Rune Power (4th level): Tewaz can be
Rune Power (4th level): When you spend 1 action sketched on an object to ward off wolves, worgs,
tracing perto on a creature, you can change the werewolves, and other lupine creatures. The rune
creature’s appearance, following the guidelines must be presented boldly toward such creatures,
for disguise self. If the creature has Intelligence 3 or each of which makes a Charisma saving throw.
higher, it can change its own appearance. The rune Creatures that fail the saving throw must stay at
remains effective for 1 hour. least 5 feet away from the rune and cannot touch or
Rune Mastery Power (8th level): Spending 1 action make melee attacks against the creature presenting
to trace perto on the ground causes all objects within it, as long as the symbol is boldly and aggressively
10 feet of the rune to be undetectable through presented (which requires an action each round).
divination magic or scrying sensors. The effect lasts Sketching the rune takes 1 action, and the marked
for 8 hours. object remains effective for 1 hour.
8
Deep Magic Rune Magic
u
Rune Power (4th level): If you spend 1 action tracing Uruz
tewaz onto a shield, it gains the properties of a shield Wild ox, sacrifice to the gods, and strength
of missile attraction for 10 minutes.
Rune Bonus: For the purposes of carrying
Rune Power (5th level): When tewaz is sketched capacity, treat your Strength score as if it
somewhere clearly visible, it acts as a calm emotions were 2 points higher.
spell on all creatures that can see it within a 20-foot
Rune Power (4th level): The wielder of a shield that’s
radius. Sketching the rune takes 1 action and the
been inscribed with uruz gains the benefits of the
effect lasts while you concentrate, for up to 1 minute.
Charger feat. Tracing the rune takes 1 minute, and
Rune Mastery Power (9th level): You learn the tyr’s the effect lasts 1 hour.
peace ritual (see Rune Rituals).
Rune Power (5th level): When uruz is traced on
the flesh of a living creature, the creature’s carrying
T
Turisaz
capacity doubles and it has advantage on Strength
Giants; thunder and lightning
checks. Tracing the rune takes 1 action and the effect
Rune Bonus: You gain Giant as a bonus lasts while you concentrate, up to 1 hour.
language. If you already know this language,
Rune Power (7th level): You learn the scourge of hateful
you have advantage on Wisdom (Insight)
nettles ritual (see Rune Rituals).
checks involving giants.
Rune Mastery Power (8th level): When invoked on
Rune Power (4th level): A weapon marked with
an appropriate sacrifice (food, a symbolic weapon,
turisaz does an extra 1d4 lightning damage with each
an animal), this rune assures the sacrifice will amend
hit. Marking the weapon takes 1 action, and the effect
any offenses the sacrifice giver has made against
lasts until it’s been triggered five times or up to 1 hour.
the gods (treat as remove curse). Drawing the gods’
Rune Power (5th level): Armor marked with turisaz attention this way isn’t always entirely beneficial;
has resistance to lightning damage and applies a +2 they may also place a geas or some other effect on
bonus to the wearer’s Strength score. Marking the an especially bold or interesting person, at the GM’s
armor takes 1 action and the effect lasts while you discretion. Tracing the rune onto a sacrifice takes
concentrate, for up to 1 hour. 1 hour, and the sacrifice must be offered within
Rune Mastery Power (8th level): When inscribed on another hour.
a surface, the turisaz rune acts as a glyph of warding.
Sketching the rune takes 1 hour, and the effect lasts
until it’s triggered or dispelled (as a 4th-level spell
effect).
9
Wunjo call, depending on the nature of the ancestor interred.
w
Happiness and joy You can ask the creature to perform one task, such as
defending you against attack, bestowing or removing
Rune Bonus: Whenever you receive
a curse, retrieving a stolen object, avenging an insult,
Inspiration, you have a 20% chance to
providing information, or a similar favor. The undead
retain it (for a second use, but no more)
will keep at the task until it’s completed or until
after using it or gifting it to another character.
28 days have elapsed. The task must be within the
Rune Power (4th level): Tracing the wunjo rune undead’s power to accomplish or it simply ignores
on the ground or on a boulder acts as the animal the request and returns to its repose. For example,
friendship spell. Creating the rune takes 1 action, and a vaettir can’t journey to the elemental planes to
the effect lasts 24 hours. retrieve something.
Rune Mastery Power (8th level): If you spend 1 Persuading the vaettir to undertake the task
action sketching wunjo onto an object which you requires explaining why you need it done and how it
then hold aloft, your allies within 120 feet have also benefits the vaettir to help—blood relations are
advantage on saving throws against effects that cause strong motivators here—followed by a successful
fear, charm, or domination. The effect lasts while Charisma (Persuasion) contest opposed by the
you concentrate, for up to 10 minutes. vaettir’s Charisma (or a Bluff contest if the caster lies).
Vaettir usually awake with an indifferent attitude;
disagreeable, but not outright hostile. If the vaettir
Rune Rituals is not persuaded to help or is offended, it’s likely to
These rituals are gained by learning and mastering attack. It may cast bestow curse or geas on you, or rise
individual runes, as noted above; they stand alone, from its mound to demand tribute, or physically
and are not simply spells that can be cast ritually. Any attack you and any associates nearby. At no time
character who learns to use a rune can eventually during this process is the vaettir under your control.
master its associated ritual. The ritual simply gets it to listen to you, but it makes
its own decisions.
CALLING TO THE VAETTIR The creature typically returns to its barrow or grave
Necromancy ritual when the task is done and it’s collected its payment,
Casting Time: 90 minutes tribute, or praise. If anything has been stolen during
Range: within 20 feet of an appropriate burial place its absence, it’s certain to seek recompense or revenge
Components: V, S, M (wine or mead poured onto the against the person who called it out.
ground, gifts for the vaettir worth 500 gp, 2d6 hit
points of the caster’s blood, and the wound can’t be CREATE TUPILAK
healed until an agreement is reached with the vaettir) Necromancy ritual
Duration: up to 28 days Casting Time: 9 hours per night for 9 consecutive
“Come forth from your mound, sleeping hero. Come nights
forth for the honors I would bestow and the honor of Range: touch
those who dwell in your shadow. Come forth by the Components: V, S, M (tupilak construct)
blood I spill and the gold I give you. Come forth and Duration: until destroyed, or it destroys its creator
aid the children of your land.” This infamous ritual was learned from the enigmatic
You call for aid from a vaettir—one of the dead and skraeling of the farthest reaches of the Northlands.
undead ancestors or former occupants of the land. It creates a tupilak, a construct that tracks and kills a
You must be related to the creature, must have lived hated enemy, usually a rival.
nearby for at least a year, or must have a relative of the First, a body must be constructed for the tupilak
creature present at the ritual of their own free will. from the body parts of recently-dead animals and
Entreaties can raise the vaettir from their barrows to children. The body is wrapped in seaweed or vines
protect, bestow blessings, or remove curses. and then encased in an outer shell made from bone
The vaettir, however, are greedy and demanding treated with icy unguents and sealing salves worth
allies. They’re also difficult to send away once roused, 3,000 gp. The body can’t be animated until a tupilak
requiring a successful Charisma (Persuasion) contest idol (with a material cost of 2,500 gp) is inserted, to
at the least, bribery or even a sacrifice at the most; the serve as its heart. The verbal component is an ancient,
specific price is determined by the GM. hours-long song of revenge, sung over the construct’s
The ritual summons an undead creature from body during each night’s ritual. This construction
beneath the earth. Typically, a vaettir (Tome of Beasts) is process consumes nine consecutive nights with a
summoned, but sometimes other undead answer the 9-hour ritual each night.
10
The final ritual captures a hungry spirit of How much are you willing to suffer to inflict pain
Ginnungagap to animate the construct. These spirits on your enemy? Scourge your own flesh with a whip
are vengeful and mercenary; many intended victims of nettles and briars, and as long as you can stand
of tupilaks have saved their own lives by figuring out the flogging, the target suffers three times the pain
how to turn a resentful, murderous construct against you do. The target’s flesh first itches uncontrollably,
its creator. then turns raw and blistered, then bleeds freely. The
12
Components: V, S, M
Duration: instantaneous
New and Updated Spells This spell uses biting cold to make a metal or stone
item brittle and easy to shatter. The item’s hit points
BINDING OATH are permanently reduced by a number equal to your
Actions
Multiattack. The vaettir makes two
greataxe attacks or two longbow
attacks.
Greataxe. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 11 (1d12 + 5)
slashing damage plus 3 (1d6) necrotic damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
22
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23
Magic Knows a
Thousand Roads
There’s more to spellcasting than flying and fireballs! The Deep Magic series
gives you access to entire new schools of magic, including:
• Clockwork Magic: Your hand on the levers of the universe!
• Rune Magic: The ancient magic of giants and the North!
• Blood Magic: Turning life’s blood into raw magical power!
• Angelic Wardings: Signs and seals to repel evil!
• Void Magic: Mysteries from the outer darkness!
• Battle Magic: Martial spells of wrath and ruin!
• …and more!
Each installment comes with new spells, new archetypes, and new school-specific
powers. Go beyond the ordinary, and unlock the power of Deep Magic!