Description
Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast the symbol spell can learn an elder rune and add it to the selection of symbols that can be created with the spell. Halaster has spent lifetimes studying elder runes, inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain as hazards.
Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is drawn from this deck to determine which rune appears and what it does.
Elder runes function as symbols cast using the symbol spell, with these changes:
An elder rune has two possible effects: one beneficial (called the boon effect) and the other harmful (called the bane effect). The elder rune's creator chooses which effect occurs or can randomize it so that a die is rolled to determine whether the bane effect (odd die roll) or the boon effect (even die roll) is triggered.
A triggered elder rune targets one or more creatures within 60 feet of it, according to the caster's specifications. Once the effect activates, the elder rune disappears and the spell ends.
A creature doesn't make a saving throw against an elder rune's boon effect. Saving throws made to resist the bane effect of Halaster's elder rune have a spell save DC of 22.
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Liste des Cartes
Elder Rune of Protection and Sacrifice
Bane Effect:
The target must succeed on a Constitution saving throw or it can't regain hit points until a remove curse or greater restoration spell is cast on it.
Elder Rune of War
Bane Effect:
The target must succeed on a Constitution saving throw or it gains vulnerability to all damage and a −2 penalty to death saving throws for 24 hours.
Boon Effect:
When the target hits with an attack, the target can turn that hit into a critical hit, after which this boon effect ends.
Elder Rune of the Mad Mage
Bane Effect:
The target must make a Constitution saving throw (DC 22), taking 20d6 force damage on a failed save, or half as much damage on a successful one.
Boon Effect:
The target recovers its expended spell slots of 6th level and lower. If the target has no spell slots to recover, a magical shield surrounds the target for 1 hour instead. This shield grants the target resistance to all damage and can't be dispelled, though contact with an antimagic field destroys it.
Elder Rune of Chaos
Bane Effect:
The target must succeed on a Wisdom saving throw or suffer the effect of a confusion spell with a duration of 1 minute.
Boon Effect:
When the target rolls damage, it can reroll any of the damage dice once. It must use the new rolls, after which this boon effect ends.
Elder Rune of Fire
Bane Effect:
The target must make a Dexterity saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful save.
Boon Effect:
The target gains a pool of ten d6|d6s. Up to two of these dice can be expended at a time and added to any damage roll the target makes when it hits with a weapon attack. The damage added by these dice is fire damage.
Elder Rune of Security
Bane Effect:
For the next 24 hours, the target can't gain advantage on attack rolls, ability checks, or saving throws.
Boon Effect:
Once within the next 24 hours, the target can use its reaction to reduce the damage it takes from one source by 10d6.
Elder Rune of Decision
Bane Effect:
The target must succeed on a Wisdom saving throw or be incapacitated for 1 hour. While incapacitated in this way, the target gains the following personality flaw, which supersedes any opposing flaw: "I fundamentally disagree with everything anyone else says."
Boon Effect:
The target can cast the augury spell as an action three times, requiring no components and with no chance of a random reading.
Elder Rune of Goblinkind
Bane Effect:
All nonmagical coins and gems on the target's person vanish.
Boon Effect:
The rune magically summons a goblin (use the goblin stat block in the Monster Manual), which appears in an unoccupied space within 20 feet of the target. The goblin is rude to everyone except the target and obeys the target's commands. The goblin vanishes in a puff of smoke if it drops to 0 hit points.
Elder Rune of Passage
Bane Effect:
The target must succeed on a Wisdom saving throw or be restrained for 24 hours.
Boon Effect:
For the next 24 hours, the target gains the following benefits:
The effects of the freedom of movement spell
The ability to cast the knock spell at will, requiring no components
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