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Relics Rune & Arcane Spells

Rune Spells

A
cross ancient ruins and dusty tomes we have
discovered powerful glyphs and raw arcane
magic that can change any battlefield in the
blink of an eye. These potent spells are sure to
get you out of any situation or give you that
powerful extra edge. One must look no further
to find spells that can call forth powerful shields
or even heighten magic to greater heights.

Arcane Blast Arcane Arrow


Evocation cantrip 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S Components: V, S, M (A ranged weapon)
Duration: Instantaneous Duration: Concentration (1 Minute)
You gather arcane energy in your hands releasing it to knock You summon a spectral arrow of arcane force to blast your
away your foes. Choose one creature within range or two foe. The first time you hit with a ranged weapon attack during
creatures you can see within 5-feet of each other. The this spell’s duration, your weapon surges with arcane power,
target(s) must make a Dexterity saving throw. On a failed and the attack deals an extra 3d8 force damage. Additionally,
save, a target takes 1d6 force damage and are pushed back if the target is a creature, it must succeed on a Strength
10 feet. saving throw, or be pushed back 10 feet.
This spell's damage increases by 1d6 when you reach 5th At Higher Levels. When you cast this spell using a spell
level (2d6), 11th level (3d6), and 17th level (4d6). slot of 3rd level or higher, the damage increase by 1d8 for
each slot level above 2nd.
When delving into ancient ruins many magics are Rune of Agility
simply all about runes and glyphs! Powerful magic
that can even raise the heights of your own spells. 2nd-level enchantment
                      Topaz, Relic Hunter Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
You mark yourself with a rune of power allowing yourself to
move at an incredible speed briefly.
Until the end of your next turn, your speed is doubled, you
gain a +2 to your AC, you have advantage on Dexterity saving
throws, and you gain an additional action on each of your
turns for the spells duration. That action can be used only to
take the Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object action.
Arcane Ward Dome of Absorption
3rd-level abjuration 3rd-level abjuration
Casting Time: 1 reaction Casting Time: 1 action
Range: Self (10-foot-radius) Range: Self (15-foot-radius)
Components: V, S Components: V, S
Duration: 1 round Duration: Concentration, up to 1 minute
You rapidly summon an arcane ward to shield you and your You summon a dome of shimmering arcane glyphs in a 15-
allies from incoming devastation. The ward has a radius of foot radius around you and remains for the duration or until
10 feet centered on you and protects those within from any its power is spent.
incoming attacks until the spell ends. The dome has a total of 30 hit points. If you or your allies
The ward has hit points equal to 3d8 plus your spellcasting in the spells radius would take damage from any type other
ability modifier. If you or your allies in the spells radius would then psychic or thunder from outside the spells radius, the
take damage from any type other then psychic or thunder dome takes that damage instead. If the dome is reduced to 0
from outside the spells radius, the dome takes that damage hit points, a creature takes any remaining damage and the
instead. If the dome is reduced to 0 hit points, a creature spell immediately ends.
takes any remaining damage and the spell immediately ends. As a bonus action, the caster can restore 5 hit points to the
At the start of your next turn the ward dissipates and the spell dome fueling it with arcane power, but never exceeding the
ends. 30 hit point maximum.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the hit points of the ward increase slot of 4th level or higher, the domes health increases by 10
by 2d8 for each slot above 3rd. hit points, and regains an additional 2 with your bonus action
for every slot above 3rd.
Force Shield
3rd-level abjuration Glyph of Arcane Protection
4th-level abjuration
Casting Time: 1 action
Range: Self Casting Time: 1 action
Components: V, S Range: Self (10-foot-radius)
Duration: 10 minutes Components: V, S, M (Vial of Arcane Dust worth 50 GP)
You summon a shield of pure force to push back your Duration: Concentration, up to 1 minute
enemies and ward you from attacks. You can end the spell You summon a glyph of power to safeguard you and your
early by using an action to dismiss it. allies against harmful magic. When you speak this spell a 10
The shield provides you with a +2 bonus to AC for the foot radius glyph appears centered on you. You and the allies
duration of the spell. Additionally, when an enemy within five you designate have advantage on saving throws against spells
feet hits you with an attack the shield bursts with arcane and other magical effects while within the radius of effect.
power. The attacker takes 2d6 force damage, and must make
a Strength saving throw. On a failure, the attacker is pushed
back 5 feet, and is not on a success.
This spell does not stack with Fire Shield or Shield of
Faith
Glyph of Empowerment
4th-level enchantment
Casting Time: 1 action
Range: Self (5-foot-radius)
Components: V, S, M (Enchanted Chalk worth 100 GP)
Duration: Concentration, up to 1 minute
You call forth an arcane glyph of magic to empower those
around you. You summon a 5 foot radius arcane circle at
point within range you can see. While the glyph is active, any
spell cast up to 3rd level within the spells radius is
considered 1 level higher than the spell slot used to cast it.

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Art Credit : Kyle Herring, Mateusz Mizak, Andrew Mar,
Roberto Gatto
                    Relics of the Realms

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