Primordial rune

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Primordial Rune Drawing (Standard Action Modifier)

Drawing a Primordial Rune can be used to modify most standard actions (including spell casting, melee attacks, and ranged attacks), turning it in to a full-round action. Like any other full-round action, only a 5-foot step can be taken. Primordial Runes can also sometimes modify other actions, such as move, free, swift, and immediate. Unless otherwise noted, when used with one of these actions, the action is performed as normal.

Primordial Runes can be drawn a number of times per day equal to half the player's caster level (minimum one). Player's who do not have a caster level, for the purposes of Primordial Runes, are considered to have a Caster Level of Player Level minus 6 (minimum one). If the Player does not have any caster levels, they must choose INT, WIS, or CHA as their Spell Caster bonus trait (used both for DC and Concentration Checks). Once the choice is made, it cannot be changed.

Primordial Runes alter reality and their effects are not subject to Spell Resistance.

Concentration Checks

The drawing of Primordial Runes functions exactly like spell casting: it requires concentration, provokes attacks of opportunity, and can be drawn defensively. The only difference is that a Concentration Check is always required. The minimum Concentration Check DC is 5 + double Primordial Rune level.

If modifying a spell and a Concentration Check is required for the spell, both Concentration Checks must be rolled.

Maximum spell level for a player is the same as the highest level spell they can cast. If they cannot cast spells, it is 1st at 7th level and 2nd at 13th level. Any character with at least one class level can attempt to draw 0 level Primordial Runes.

Unlike normal spells, a player can choose to draw a Primordial Rune at a spell level higher than their maximum, however the concentration difficulty is increased by 5 for each level over their maximum. They must expend one use per day for each level over their maximum. In addition, if they fail the Concentration Check, it is as if they failed once per each level over their maximum.

A player may choose to draw a Primordial Rune over their daily allotment, however concentration difficulty is increased by 5 cumulatively for each additional use over maximum for that same day.

Failure of a Concentration Check means the rune is lost. However, if a concentration check was not otherwise required, a spell being modified is not lost.

Failure of a Concentration Check when drawing over the maximum number of times per day, results in increasingly negative consequences.

Difficulty Check

The DC of an Primordial Rune effect is 10 + 2 x Primordial Rune Level + Spell Caster bonus trait.

Known Primordial Runes

Elemental Runes

  • Earth (Light + Darkness)
  • Fire (Creation + Destruction)
  • Water (Freedom + Destiny)
  • Air (Truth + Deception)

Energy Runes

  • Fire (Creation + Destruction)
  • Acid (Water + Earth + Destruction)
  • Cold (Water + Air + Destruction)
  • Electricity (Air + Earth + Destruction)
  • Sonic (Air + Destruction)

Known Effects

Melee Attack

Destruction + Element

  • Level 0: +1d3 Element damage

Ranged Attack

Destruction + Element

  • Level 0: +1d3 Element damage

Freedom + Element

  • Level 1: Transforms missile into element, effect still unknown

Spell

Destruction + Element

  • Level 0: +1d3 Element damage to any spell with damage dice or touch /ranged touch attacks
  • Level 1: +1 damage per damage dice

Detect Magic + Truth

  • Level 1: Know the state of an object the moment the spell detected was cast on it

Run

Freedom + Air

  • Level 0: Land speed increased by 10 feet
  • Level 1: Land speed increased by 30 feet

Swim

Creation + Air

  • Level 0: As if creature took a breath of air

Acrobatics

Freedom + Air

  • Level 0: +5 enhancement bonus to Acrobatics checks made to attempt high jumps or long jumps
  • Level 1: +10 enhancement bonus to Acrobatics checks made to attempt high jumps or long jumps
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