At 5th druid level, learn the following spells:
At 5th druid level, learn the following spells:
Type: mystic 1, Divination, Abjuration
Casting time: 1 action
Components: Verbal, Somatic
Duration: special
Range: special
Effect: As an action, sign the rune of luck with your hand and speak it, doing one of the following:
enchanting the surrounding 100ft area, improving all chance dice rolled by you and your allies by 1 size category for the next 1d8 minutes.
Until the end of your next turn, the next rune spell (spell containing the word "rune") you cast that requires you to make skill checks grants you advantage on those skill checks.
At higher levels: If cast using a 2nd level spell slot,
Type: mystic 1, Divination, Conjuration
Casting time: 1 action
Components: Verbal, Somatic
Duration: special.
Range: special.
Effect: As an action, sign the rune of journeys with your hand and speak it, doing one of the following:
Attempt an arcana or a flat wisdom check to empower/open a magical gate, portal, or faerie ring that permits travel or transportation (DC 10 for new, common and pristine condition portals. DC +3 per drop in commonality, quality, and age.)
Make an arcana or a flat wisdom check to bless yourself and allied creatures within 60ft, granting creatures a +10 bonus to movement speed (DC 10 for just self, +1 per ally affected) for the next 8 hours.
At higher levels: Per spell slot used above 1st, add +3 bonus to the skill check.
Type: mystic 1, Transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: special.
Range: special.
Effect: As an action, sign the rune of seasons with your hand and speak it, doing one of the following:
Make an arcana or a flat wisdom check to bless a tree, bush, or vine that can bear fruit. The DC is 7. On a success, the plant produces enough fruit to feed one medium person, plus an additional serving per point rolled above the DC.
Until the end of your next turn, the next rune spell (spell containing the word "rune") you cast has it's duration increased by 1 duration category (rounds > minutes > hours > days)
At higher levels: Per spell slot used above 1st, add +3 bonus to the skill check when producing fruit.
Type: mystic 1, Evocation
Casting time: 1 action
Components: Verbal, Somatic, Material (held flame, torch, or candle.)
Duration: special.
Range: special.
Effect: As an action, sign the rune of torch with a held flame and speak it, doing one of the following:
Force a fire elemental within 20ft to make a wisdom save. Make an arcana check with disadvantage, or a flat wisdom check to determine the DC. On a failure, the fire elemental may be compelled to do one of the following:
Choose to either serve the caster for as long as the flame they hold continues to burn and be forbidden from extinguishing it or be forced to reduce their max HP and grant it to the caster to immediately deny the compulsion. A casters max HP cannot be increased by more than 6 by this rune.
Sign a truce pact if the elemental agrees, allowing you both to speak, and forcing both of you to take 2d8 cold damage if either of you break the truce.
Forbid the fire elemental from burning or harming a target creature within 30ft for as long as the held flame lasts.
Make a DC 13 arcana or flat wisdom check to summon a fire wisp, which is a small 18 AC, 1d4 HP elemental flame wisp in an adjacent tile, which lasts for 1 hour. It automatically fails all saves. You may speak with it if you know infernal or primordial, and may ordered by the caster, but it can only speak, walk, and watch. It has all mental stats at 6, cannot make physical checks, and automatically ignites flammable objects it touches, as it deals 1 fire damage on contact. If a rune of torch is used to compel such a wisp, it instead explodes, dealing 3d8 + your wisdom bonus to all creatures within 10ft of the wisp, allowing them to halve the damage on successful dexterity save. Grant the wisp +1 HP per 3 points above the DC.
At higher levels: Per spell slot used above 1st, add +2 to your associated arcana or wisdom checks.
Type: mystic 1, Abjuration, Transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: 1 hour.
Range: 10ft.
Effect: As an action, sign the rune of vitality with your hand and speak it, blessing a creature within 10ft with one of the following:
Temporarily increase it's max HP by 5.
If it is not afflicted by disease, heal it for 2d4 hp and grant it advantage on its next save vs a disease for the duration.
If it is afflicted by a disease, make an arcana or flat wisdom check vs the diseases DC. On a success, the disease is cured.
If it is afflicted by temporary deafness or blindness, make an arcana check vs the DC of the ability that inflicted the status (DC 12 in case none is provided.)
If it is stunned, reduce the duration of the stun by 1 round.
Type: mystic 2, Transmutation, Enchantment
Casting time: 1 action
Components: Verbal, Somatic
Duration: 1 hour.
Range: special.
Effect: As an action, sign the rune of binding with your hand and speak it, doing one of the following:
Force a grounded creature within 30ft that is standing on roots or natural difficult terrain, or on a natural rock or stony surface, to make a dexterity save. On a failure, make an arcana or flat wisdom check, causing it to become snared for 1 round per 5 points of the result, and allowing the creature to spend an action to attempt to break free by making a strength save (DC equal to the check result.)
Force a creature within 20ft to make a wisdom save. Make an arcana or flat wisdom check vs the creature's result. If the creature fails, it is compelled to remain within 60ft of its current location, with the range being reduced by 5ft per 2 points that your check exceeds the creatures save (min 10ft.)
Type: mystic 2, Evocation
Casting time: 1 action
Components: Verbal, Somatic
Duration: 1 hour.
Range: special.
Effect: As an action, sign the rune of storm and speak it, causing the next spell you cast until the start of your next turn to deal an additional 1d8 lightning and 1d8 sonic damage, if it deals damage.
casting 5 runes of storm in one place within a short period of time is enough to shift the weather by 1 category towards a storm (clear -> overcast-> cloudy -> raining -> storm)
Type: mystic 2, Evocation
Casting time: 1 action
Components: Verbal, Somatic
Duration: 1 hour.
Range: special.
Effect: As an action, sign the rune of the sun and speak it.
If cast during the day, causes the next spell or rune that you cast to its level be increased by 1 (max 6.)
If cast before dawn or after dusk, illuminates the surrounding area for 1 hour and grants illuminated allies a +1 bonus to mental saves.
Casting 5 runes of the sun during daytime in one place within a short period of time is enough to shift the weather by 1 category towards a clear skies (storm -> rain -> cloudy -> overcast -> clear)
Type: mystic 2, Enchantment, Divination
Casting time: 1 action
Components: Verbal, Somatic
Duration: 2d20 minutes.
Range: special.
Effect: As an action, sign the rune of the moon and speak it.
If cast while the moon is in the skies, you can make an arcana or flat wisdom check to attempt to locate a path towards a creature you seek, forcing the creature to make a wisdom save vs your check. On a success, you see an illusory wispy path of light and smoke leading from your location out to your target. Threads beyond 60ft become invisible to you. You must only know of the creature for you to be able to cast this.
If cast while the moon is beyond the horizon, you may grant yourself or a creature within 10ft perfect darkvision.
If cast during a lunar eclipse or a full moon, you gain a +2 bonus to wisdom.
If cast during a solar eclipse, you gain a permanent +2 bonus to a mental stat of choice.
Type: mystic 2, transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: 2d10 minutes.
Range: special.
Effect: As an action, sign the rune of thorn and speak it, enchanting target root, bush, or unworked metal within 10ft, forcing it to transform or grow into one of the following enchanted items:
Roots or thorns grows into a +1 thorn-whip with the additional properties: trip, disarm, reach increased to reach 3.
Other wood turns into a +1 bladed staff with the additional properties: thrust, serrated 1d6, bleed on critical.
Unworked metal turns into either:
A bolt or arrow of fated death - if it slays a creature or reduces it to 0HP, its regeneration, undead fortitude, eldritch reconstitution, and similar revive or regeneration effects are suppressed.
A +1 smith's hammer with the effort and stunning critical property.
A +1 woodsman's axe with the rip critical property.
After the duration, the created item withers.
At higher levels: If cast using a 3rd level spell slot, increases the weapons to a +2 bonus.
Type: mystic 4, Evocation
Casting time: 1 action
Components: Verbal, Somatic
Duration: 2d10 minutes.
Range: special.
Effect: As an action, sign the rune of ... target creature within 10ft that has died within the past hour, or target undead that has been raised within 10 minutes and whose original body had died within the past day. In case of a dead creature, you must make an arcana or religion check. DC equal to 11 + 1 per 5 minutes the creature has been dead. In case of undead, the check has disadvantage and the undead must make a wisdom save vs its result.
In either case where you succeed, the creature is returned to life at 0HP and 2 failed death saves, as well as no remaining rest dice. If applicable, it must reassign its racial traits (pick different traits for non-humans, pick a different feat in place of the original for humans)