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Run'zefi (Wind) in Dungeons & Dragons 5e

The Traveler's Guide to Aellorah

Run'zefi (Wind)

0-level (Cantrip) Evocation

Casting Time: 1 action
Components: Somatic

Invoked [Cost: 1] - When invoked, this rune creates a powerful gust of wind in a 15 ft. cone that can knock back creatures of Medium size or smaller. When invoked, creatures within the area of effect must succeed on a Strength saving throw. On a failed saving throw, affected creatures are knocked back a number of feet determined by your Rune Potency: 5 ft (1-3), 10 ft (4-6), 15 ft (7+).

Scribed [Cost: 1] - When scribed, this rune adds a gust that blows away from the surface of the scribed object, surface, or creature. A small object no more than 5 lbs. scribed with this rune can be propelled like a projectile towards a target within 60 ft. If this object would hit the target, they must succeed on a Dexterity saving throw or be hit by the object, taking 3d8 bludgeoning damage, and ending the rune's effects. Projectile weapons scribed with this rune have their effective range increased by 60 ft. Creatures scribed with this rune have their movement speed increased by 10 ft. However, creatures scribed with this rune must move at least 10 ft. per turn or they are pushed forward 10 ft by the gust. These effects can last for up to 1 minute.

Synthesis [Cost: 1] - Combining this rune with an invoked rune can double the range of the rune's effects. Combining this rune with a scribed rune creates a 15 ft. cone from the scribed rune that projects the scribed rune's effects outward from the rune; for example, combining this rune with Run'karo (Fire) will create a 15 ft. cone of fire for its duration. This rune can be used to increase the range of other synthesized rune's effects instead of the base scribed or invoked rune.

Available for: Runescribe

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