TEXT: CHRIS HARRIS
  2
  
  2
  RUNE MAGIC
  Credits
  Design: Chris Harris
  Development and Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Dio Mahesa, Marcel Mercado, Nakarin Sukontakor
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: he following items are hereby identiied as Product Identity, as deined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), 
  dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated 
  as Open Game Content are not included in this declaration.)
  Open Game Content: he Open content in this book includes the feats, runes, rituals, Tupilak monster text, and spells.  
  No other portion of this work may be reproduced in any form without permission.
  © 2016 Open Design. 
  www.koboldpress.com
  
  3
  ccessing the magic inherent within runes 
  requires the Rune Knowledge feat. If the 
  option to gain feats isn’t being used in your 
  campaign, then Rune Knowledge can be gained 
  in place of level-based ability score improvement, 
  if your GM approves. Alternatively, characters 
  might need to accomplish other, story-related tasks 
  determined by the GM to gain Rune Knowledge. 
  Once those obstacles are cleared, all characters who 
  meet the prerequisites can gain Rune Knowledge and 
  Rune Mastery.
  Rune-Using Monsters. Some northern creatures 
  are born with a natural atunement to a rune whose 
  nature is similar to their own. hese rune-born 
  creatures gain the beneits of Rune Knowledge and 
  Rune Mastery for a single rune. he rune selected 
  must it thematically with the creature’s nature, 
  origin, or abilities.
  RUNE KNOWLEDGE
  Prerequisite: Wisdom 12 or higher
  You are wise in the lore of two runes of your choice. 
  You always have access to their rune bonuses. In 
  addition, every day you can invoke one rune power for 
  each rune you’ve learned, provided you meet any other 
  requirements such as a minimum level.
  You can select this feat multiple times. Each time you 
  do, you gain the bonus and powers of two additional 
  runes of your choice.
  Rune Magic
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  RUNE MASTERY
  Prerequisite: Rune Knowledge
  You have mastered the secret powers of one ancient 
  rune. Choose one rune that you already learned 
  through Rune Knowledge. Once per day, you can 
  invoke one of its Rune Mastery powers.
  You can select this feat multiple times. Each time 
  you do, you learn the Rune Mastery powers of a 
  diferent rune from your repertoire.
  Runes
  here a rune calls for a saving throw, the DC equals 
  (8 + the rune maker’s ability bonus + the rune maker’s 
  proiciency bonus). he rune maker’s applicable 
  ability is the same as the ability being used for the 
  saving throw unless a diferent one is speciied; i.e., 
  if a rune calls for a Charisma saving throw, the rune 
  maker’s Charisma modiies the DC.
  Algiz
  Elk and reindeer, evading danger; the god 
  Heimdall
  Rune Bonus: You can make an elk horn wand 
  (see New Magic Items) in 6 hours, and you 
  gain a +1 bonus on initiative checks.
  Rune Power (5th level): Living creatures that are 
  within 10 feet of an algiz rune when it is etched on 
  the ground or on a wall gain a +2 bonus on Wisdom 
  (Perception) checks and have advantage on saving 
  throws against sleep and other magical efects that 
  cause unconsciousness. Both efects last for 8 hours. 
  Scribing the rune takes 15 minutes.
  Rune Mastery Power (8th Level): Marking a 
  creature with the algiz rune transforms the creature 
  into an elk or reindeer, as per polymorph. Drawing 
  the rune on the creature takes 1 action and the 
  change lasts while you concentrate, for up to 1 hour.
  Ansuz
  Gods and outsiders
  Rune Bonus: You get a +1 bonus on 
  Intelligence (Arcana) checks made to 
  identify the type, powers, or weaknesses 
  of aberrations, celestials, fey, and iends. 
  Once per day, the ansuz rune can be sketched on an 
  object to ward of giants and fey hostile to the Aesir. 
  he rune must be presented boldly toward such 
  creatures, each of which makes a Charisma saving 
  throw. Creatures that fail the saving throw must stay 
  at least 5 feet away from the rune and cannot touch or 
  make melee atacks against the creature presenting 
  it, as long as the symbol is boldly and aggressively 
  presented (which requires an action each round). 
  Sketching the rune takes 1 action, and the marked 
  object remains efective for 1 hour.
  Rune Power (7th level): Sketching ansuz on the 
  loor or a wall allows all worshipers of the Aesir 
  within 10 feet of it to add 1d4 to each of their atack 
  rolls, similar to a bless spell. Sketching the rune 
  takes 2 actions, and it remains efective while you 
  concentrate, for up to 1 minute.
  Rune Mastery Power (11th level): hen traced 
  on the forehead of a willing creature, ansuz sends 
  the creature into a trance during which it receives 
  a message from the gods, identical in efect to a 
  divination spell. A creature can experience only one 
  such trance per week. Tracing the rune takes 10 
  minutes, and the trance lasts 1 round.
  Berkanan
  Birch tree, love, new beginnings; the Bear 
  Maiden
  Rune Bonus: You get a +1 bonus on 
  Charisma (Diplomacy) checks.
  Rune Powers: hen traced on a living creature, 
  this rune grants that creature advantage on a single 
  Charisma (Diplomacy) check of its choosing. 
  Tracing the rune takes 10 minutes, and it remains 
  efective for up to 24 hours. his beneit can be 
  granted only once per day. 
   hen berkanan is traced on a living plant, an 
  efect identical to spike growth erupts in a 20-foot 
  radius around the rune. Tracing the rune on a 
  plant takes 1 action, and the efect lasts while you 
  concentrate, for up to 10 minutes.
  Rune Mastery Power (8th level): You can create a 
  philter of love once per week.
  Dagaz
  Day and laying the dead to rest
  Rune Bonus: You always know exactly 
  how long it will be until the next sunset 
  or sunrise.
  Rune Power (4th level): Spending 10 minutes 
  tracing dagaz onto a creature cures it of magical 
  blindness.
  Rune Power (6th level): Tracing dagaz onto an 
  object makes it glow brightly in a 60-foot radius and 
  dimly out to 120 feet. Magical darkness of 3rd level 
  or lower is dispelled if this light overlaps it. he light 
  is blocked normally by opaque objects or structures. 
  Tracing the rune this way takes 1 action, and the light 
  lasts while you concentrate, for up to 1 hour.
  Rune Mastery Power (13th level): Once per week, 
  dagaz can be sketched onto the ground or a wall 
  to create an instantaneous efect identical to a 
  cleric’s Channel Divinity: Turn Undead class ability. 
  Sketching the rune takes 1 action, and it afects 
  undead within 30 feet that can see it at the moment 
  of its completion.
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  Ehwaz
  Horses, reedom, the Nithing Pole
  Rune Bonus: You get a +1 bonus to Wisdom 
  (Animal Handling) checks made to control 
  a mount, and to Dexterity checks made to 
  wriggle free of bonds.
  Rune Power (5th level): Spending 1 action to trace 
  ehwaz onto a lock or shackles has the same efect as a 
  knock spell but without the loud knocking sound.
  Rune Mastery Power (8th level): hen sketched 
  on the ground, ehwaz summons a phantom steed. 
  Sketching the rune takes 5 minutes, and the 
  summoned steed remains for 1 hour.
  Rune Mastery Power (9th level): You can create a 
  nithing pole (see New Magic Items) once per month. 
  he process can only be performed during a new 
  moon, takes 12 hours, and requires bloodleting that 
  leaves a permanent scar in the shape of the ehwaz 
  rune on the rune maker’s let hand. Each creation of 
  a nithing pole creates a new scar; those ater the irst 
  don’t need to be on the hand, but they must be on the 
  hands or arms.
  Eiwaz
  Yew tree, Ygdrasil
  Rune Bonus: You have proiciency on 
  Intelligence (Arcana) checks.
  Rune Power (4th level): Spending 1 action to trace 
  eiwaz onto a suitably-sized piece of wood transforms 
  it into a shillelagh for 1 minute.
  Rune Mastery Power (8th level): Sleeping for 
  at least 10 minutes under a tracing of eiwaz on a 
  blanket, a wall, or the ceiling causes the rune maker 
  to dream of the Nine Worlds. hese dreams produce 
  answers the same as contact other plane (including 
  possible side efects).
  Rune Mastery Power (11th level): hen carved on 
  the bark of a living tree, eiwaz allows the rune master 
  to travel between that tree and another tree within 
  500 feet also marked with eiwaz, as if under the efect 
  of tree stride. Each carving takes 1 action, and the 
  efect lasts while you concentrate, for up to 1 minute 
  ater the second carving is done.
  Fehu
  Catle, livestock, and wealth
  Rune Bonus: You have advantage on 
  Wisdom (Animal Handling) checks made 
  on domesticated animals that aren’t used as 
  riding mounts.
  Rune Power: Sketching fehu on an object makes that 
  item easier to lit or drag, as if it weighed only half 
  its actual weight. Sketching the rune takes 1 minute, 
  and the efect lasts while you concentrate, for up to 1 
  hour. his works equally well on a single object, such 
  as a block of stone, or on a collection of objects that 
  are bundled together, such as a large chest stufed 
  with coins.
  Rune Mastery Power (8th level): By spending 1 
  minute tracing fehu onto your own skin, you can 
  cast dominate beast as though from a 6th–level spell 
  slot. he spell must be cast within 10 minutes of 
  completing the rune or the rune’s power fades.
  Gebu
  Generosity and hospitality, and gits
  Rune Bonus: You have advantage on 
  Intelligence checks to estimate an item’s 
  value.
  Rune Powers: hen 1 minute is spent carefully 
  examining an item while tracing gebu on it, you learn 
  the item’s name and magical properties the same as if 
  you’d cast an identify spell. Alternatively, if 1 action is 
  spent tracing gebu on a willing creature, that creature 
  gains sanctuary as if afected by the spell. he rune 
  maker can’t invoke sanctuary on him or her self. he 
  sanctuary efect lasts while you concentrate, for up to 
  1 minute.
  Rune Mastery Power (8th level): Gebu can be rapidly 
  (1 action) scratched or sketched onto a wall, loor, 
  or other surface of an enclosed space in a way that 
  makes it clearly visible. For up to 1 minute, the rune 
  maker can activate the rune with a command word, 
  provided he or she is within 20 feet of it. All creatures 
  within 20 feet of the rune and with a clear line of 
  sight to it (regardless of whether they can actually see 
  it) must make a Charisma saving throw. hose that 
  fail are afected as if by a calm emotions spell that lasts 
  while you concentrate, for up to 1 minute.
  Hagalaz
  Hail and winter weather
  Rune Bonus: You have advantage on 
  Wisdom (Survival) checks made to 
  accurately predict weather conditions for 
  the next 24 hours in your vicinity.
  Rune Power: Spending 1 action tracing hagalaz on a 
  willing creature grants it protection rom enery (cold) 
  while you concentrate, for up to 1 hour.
  Rune Mastery Power (9th level): hen sketched 
  on the ground under the open sky, hagalaz conjures 
  a sleet storm centered on a point of the rune maker’s 
  choosing within 150 feet. Sketching the rune takes 4 
  rounds and the storm lasts while you concentrate, for 
  up to 2 minutes.
  Rune Mastery Power (14th level): hen sketched 
  on the ground within the area of a magical storm 
  caused by sleet storm, ice storm, control weather (hail 
  and blizzard only), or comparable magic, hagalaz 
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  acts as a dispel magic spell cast with a 7th-level slot. 
  If the storm being dispelled is from 8th or 9th level 
  magic, the rune maker uses Charisma as his or her 
  spellcasting ability to test the rune’s efectiveness. 
  Sketching the rune takes 2 rounds.
  Rune Mastery Power (14th level): hen sketched 
  on the ground within the area of a natural 
  (nonmagical) storm, hagalaz has the efect of a control 
  weather spell. Sketching the rune takes 1 hour and the 
  control lasts while you concentrate, for up to 8 hours.
  Ingwaz
  Ancestors, Northmen; the god Wotan or Odin
  Rune Bonus: You have proiciency on 
  Intelligence (History) checks.
  Rune Power (4th level): hen 1 action is spent 
  tracing ingwaz on a spear, the rune gains favor from 
  the Aesir for the irst character who throws the spear 
  over the heads of an enemy force consisting of nine 
  or more opponents; the spear thrower adds 1d4 
  radiant damage to his or her weapon atacks. he 
  bonus can be gained up to 8 hours ater the rune is 
  traced, and once triggered it lasts 1 minute.
  Rune Power (5th level): hen ingwaz is traced 
  on the face of a willing creature, it turns the 
  creature into a berserker, granting it the beneits 
  of a barbarian’s Rage class feature as though the 
  recipient were a barbarian of the rune master’s level. 
  Tracing the rune takes 2 rounds, and the efect lasts 
  1 minute.
  Rune Power (7th level): You learn the calling to the 
  vaetir ritual (see Rune Rituals).
  Rune Mastery Power (8th level): hen traced on 
  the nails and lesh of a corpse, this rune acts as a 
  speak with dead spell. Tracing the rune takes 1 minute 
  and the efect lasts while you concentrate, for up to 
  10 minutes.
  Isaz
  Ice, imprisonment, and paralysis; the gods Boreas  
  and Mara
  Rune Bonus: hen you take cold damage, you 
  take 1 point less than normal.
  Rune Power (4th level): hen 1 action is spent 
  tracing isaz on the ground, slick ice spreads out 
  to cover an area of 225 square feet. he iced area 
  can have any shape the rune maker wants; if you 
  use a grid of 5-foot squares, the ice covers 9 squares. 
  Every square of ice must be connected to at least 
  one other along one or more sides. Ice-illed squares 
  are diicult terrain, and the diiculty of Dexterity 
  (Acrobatics) checks in the area increases by ive. he 
  ice is nonmagical and melts normally.
  Rune Power (5th level): hen the isaz rune is traced 
  on a weapon, the weapon sheds bright light in a 
  10-foot radius and dim light for an additional 10 
  feet, and it does an extra 1d4 cold damage on a hit. 
  Tracing the rune takes 1 action and the efect lasts 
  while you concentrate, for up to 1 hour.
  Rune Power (7th level): A shield marked with 
  this rune gliters like frost in the morning sun. As 
  an action, a wielder of the shield who is in direct 
  sunlight can focus its relection on a single enemy 
  within 30 feet; the target must make a successful 
  Constitution saving throw or be afected by the irst 
  stage of snow blindness (see Conditions). he DC 
  for the saving throw equals 8 + your Dexterity bonus 
  + your proiciency bonus. If the target creature is 
  already afected by the irst stage of snow blindness, 
  a failed Constitution saving throw brings on the 
  second stage of snow blindness. Marking the shield 
  takes 1 action, and the rune remains efective while 
  you concentrate, for up to 1 hour.
  Rune Mastery Power (8th level): You learn the create 
  tupilak ritual (see Rune Rituals).
  Jera
  Abundant harvest; the gods Freyr and Freyja
  Rune Bonus: You have proiciency on 
  Intelligence (Nature) checks.
  Rune Power (4th level): hen traced on the 
  belly of a living creature, the jera rune guarantees 
  that any sexual union involving that creature in 
  the next 24 hours proves fruitful. If traced on a 
  pregnant creature at least once per month during 
  its pregnancy, the rune guarantees a successful birth 
  and healthy baby or babies. Tracing the rune takes 1 
  action.
  Rune Power (6th level): hen jera is traced on a 
  wooden table, plate, or plater, all food and drink 
  that’s spoiled, roten, diseased, poisonous, or 
  otherwise contaminated within 20 feet becomes 
  pure and safe for consumption. Tracing the rune 
  takes 1 action.
  Rune Mastery Power (8th level): hen marked in 
  the earth among living plants, the rune has the efect 
  of a localized (100-foot radius) plant growth spell. 
  Sketching the rune takes 1 action.
  Kaunen
  Flaming torch, enlightenment, and ulcers
  Rune Bonus: You gain darkvision (30 feet). 
  If you already have darkvision, you gain 
  proiciency on Wisdom (Perception) checks.
  Rune Power (4th level): hen 1 minute is spent 
  tracing kaunen on the ground, it burns like a 
  campire for up to 8 hours. he ire is 2 feet in 
  diameter and the lames are magical, causing 2d6 ire 
  damage per round to any creature in the ire. Neither 
  the rune nor the ire can be moved once created, 
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  but the ire can spread normally to inlammable 
  materials.
  Rune Power (5th level): Tracing kaunen onto a 
  weapon causes that weapon to shed bright light in a 
  10-foot radius plus dim light for another 10 feet, and 
  the weapon does an extra 1d6 ire damage on a hit. 
  Tracing the rune takes 1 action and the efect lasts 
  while you concentrate, for up to 1 hour.
  Rune Mastery Power (8th level): hen traced on 
  a living creature, kaunan burns away illness and 
  ailments the same as a remove disease spell. Invoking 
  the rune takes 1 action.
  Laukaz
  Water, the sea; the god Njord
  Rune Bonus: You gain Aquan as a bonus 
  language. If you already know this 
  language, you have advantage on Charisma 
  (Diplomacy) checks with creatures from the 
  elemental plane of water.
  Rune Power (4th level): hen you spend 1 action 
  tracing laukaz on an object, it becomes more 
  bouyant. Anyone grasping the object has advantage 
  on Strength (Athletics) checks to swim or to stay 
  aloat. he efect lasts 24 hours.
  Rune Power (7th level): hen you trace laukaz on a 
  living creature’s chest, it grants them water breathing. 
  Tracing the rune takes 1 action, and the efect lasts 24 
  hours.
  Rune Mastery Power (11th level): hen the rune 
  is sketched on a lakebed, riverbed, or sea botom, 
  laukaz allows the rune maker to control nearby water 
  as a control water spell. Sketching the rune takes 1 
  action and the efect lasts while you concentrate, for 
  up to 10 minutes.
  Mannaz
  Humanoids, especially humans and dwarves
  Rune Bonus: You get a +1 bonus on 
  saving throws against petriication 
  and efects that alter your form such as 
  lycanthropy, polymorph, or lesh to stone.
  Rune Power (5th level): hen traced on the ground, 
  a boulder, or a wall, mannaz produces an efect 
  identical to a calm emotions spell on all living creatures 
  within 20 feet of the rune. Tracing the rune takes 1 
  action and the efect lasts while you concentrate, for 
  up to 1 minute.
  Rune Mastery Power (8th level): hen traced on 
  the lesh of a creature, mannaz returns a lycanthrope 
  to its humanoid form or dispels (as dispel magic) 
  a polymorph efect the target is currently under. 
  Unwilling creatures resist this with a Charisma 
  saving throw; use your Wisdom modiier to set the 
  DC. Tracing the rune takes 1 action.
  Rune Mastery Power (9th level): Invoking mannaz 
  upon a plant or animal awakens it, per the awaken 
  spell. Invoking the rune this way takes 8 hours, and 
  the efect is permanent.
  Naudiz
  Necessity and need
  Rune Bonus: Once per day, you can cast spare  
  the dying.
  Rune Power (4th level): By spending 1 action 
  to trace naudiz on an item, you grant guidance or 
  resistance to any creature that touches it (the creature 
  chooses which). A number of creatures equal to your 
  proiciency bonus can beneit from this efect. Both 
  the rune and the efect last while you concentrate, for 
  up to 1 minute.
  Rune Power (5th level): Naudiz can be traced in the 
  air in such a way that ive creatures within 10 feet of 
  you have their hit point maximums increased by 5, 
  and they gain 5 hit points. Tracing the rune takes 1 
  action, and the efect lasts 8 hours.
  Rune Mastery Power (15th level): hen naudiz is 
  traced on an object weighing no more than 20 lb., 
  for the next 24 hours you can call that item to you. 
  he item teleports into your hand instantly when 
  you spend an action calling it. he maximum range 
  is 400 feet. If another creature is holding the object, 
  that creature prevents it from teleporting with a 
  successful Charisma saving throw; use your Wisdom 
  modiier to set the DC. Tracing the rune takes just 1 
  action, and it remains until it’s used or for 24 hours.
  Nyköping
  he passage of time, the seasons, and the phases of the moon
  Rune Bonus: You have proiciency with Wisdom 
  (Survival) checks.
  Rune Power (5th level): hen the rune is sketched 
  on the ground, nyköping allows up to six creatures 
  of your choice to each regain hit points equal to 2d8 
  + your wisdom modiier. You must be able to see the 
  creatures, and they must be within 30 feet of you. 
  Invoking the rune this way takes 10 minutes.
  Rune Power (6th level): hen 1 action is spent 
  tracing the rune on the ground under open sky, 
  nyköping creates a gust of wind. he wind lasts while 
  you concentrate, for up to 1 minute.
  Rune Mastery Power (9th level): Tracing nyköping 
  on a creature grants it haste, per the spell. Creating 
  the rune takes 1 action and the efect lasts while you 
  concentrate, for up to 1 minute.
  Rune Mastery Power (11th level): You learn the curse 
  of the wild moon ritual (see Rune Rituals).
  Rune Mastery Power (13th level): hen nyköping 
  is sketched on the ground beneath open sky, the 
  weather in the area improves toward clear skies, the 
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  Raido
  Travel
  Rune Bonus: Your speed increases by 5 feet, 
  and you always know which way is north.
  Rune Power (4th level): he possessor 
  of an object that’s had raido sketched onto it has 
  advantage on Dexterity (Acrobatics) checks made to 
  ski, skate, or control a sled. Sketching the rune takes 
  1 minute and the efect lasts while you concentrate, 
  up to 1 hour.
  Rune Power (5th level): A living creature with raido 
  traced on its skin gains the beneit of water walk for 1 
  minute. Tracing the rune takes 1 action.
  Rune Power (7th level): A living creature with raido 
  traced on its skin can undertake a forced march for 
  an additional 4 hours before sufering exhaustion 
  penalties. Invoking the rune takes 10 minutes, and 
  the efect lasts 4 hours.
  Sowilo
  he sun; the god Baldur
  Rune Bonus: You gain immunity to  
  snow blindness (see Conditions).
  Rune Power (5th level): hen invoked 
  on a creature, the rune grants it magical conidence 
  and charisma, enabling it to enthrall an audience, per 
  the spell. Tracing the rune takes 1 action, and the 
  efect lasts 1 minute.
  Rune Power (7th level): Spending 1 action tracing 
  sowilo onto an object makes it glow as if with the 
  daylight spell for 1 hour.
  Rune Mastery Power (13th level): Spending 1 action 
  invoking sowilo on the brow of a creature causes its 
  eyes to emit a sunbeam, per the spell. he creature is 
  immune to blindness for the duration of the efect, 
  which lasts while you concentrate, for up to 1 minute.
  Tewaz
  Fearlessness, assemblies or councils, the god Tyr
  Rune Bonus: You have advantage on saving 
  throws against the frightened condition.
  Rune Power (4th level): Tewaz can be 
  sketched on an object to ward of wolves, worgs, 
  werewolves, and other lupine creatures. he rune 
  must be presented boldly toward such creatures, 
  each of which makes a Charisma saving throw. 
  Creatures that fail the saving throw must stay at 
  least 5 feet away from the rune and cannot touch or 
  make melee atacks against the creature presenting 
  it, as long as the symbol is boldly and aggressively 
  presented (which requires an action each round). 
  Sketching the rune takes 1 action, and the marked 
  object remains efective for 1 hour.
  same as if you’d cast control weather. he rune can 
  only improve the weather, not make it more severe. 
  Sketching the rune takes 1 hour, and the efect lasts 
  8 hours.
  Otalan
  Property, inheritance, and family
  Rune Bonus: You gain proiciency on 
  Charisma (Persuasion) checks.
  Rune Power (7th level): hen traced on 
  a relective surface (for example, on a mirror, a 
  polished shield, or even on still water), otalan 
  lets you scry on an object that you’ve possessed 
  for at least one week, or on any member of your 
  immediate family within three generations of 
  you, per the scrying spell. Tracing the rune takes 10 
  minutes and the efect lasts while you concentrate, 
  for up to 10 minutes.
  Rune Mastery Power (13th level): hen otalan 
  is invoked on an object, the rune’s power lingers 
  harmlessly in the item until the death of the item’s 
  owner. he moment that creature dies, the object 
  teleports into the hands of another individual whose 
  identity was speciied when the rune was created. 
  his person can be identiied by name, by a title, or 
  by relationship (for example, “the king of Noatun” 
  or “my irstborn son”). his power functions over 
  any range as long as the object and target are on the 
  same plane. If another creature holds the object 
  when its owner dies, that creature can try to prevent 
  the object from teleporting by making a Charisma 
  saving throw; use your Wisdom modiier to set the 
  DC. he rune remains efective until it’s triggered, 
  but it ends when the rune maker uses this power to 
  invoke the rune on a diferent object. Creating the 
  rune takes 10 minutes.
  Perto
  hings are not as they seem; the god Loki
  Rune Bonus: You have a +1 bonus on 
  Wisdom ability checks to solve riddles or 
  puzzles, and on Wisdom saving throws 
  against illusions.
  Rune Power (4th level): hen you spend 1 action 
  tracing perto on a creature, you can change the 
  creature’s appearance, following the guidelines 
  for disguise self. If the creature has Intelligence 3 or 
  higher, it can change its own appearance. he rune 
  remains efective for 1 hour.
  Rune Mastery Power (8th level): Spending 1 action 
  to trace perto on the ground causes all objects within 
  10 feet of the rune to be undetectable through 
  divination magic or scrying sensors. he efect lasts 
  for 8 hours.
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  Rune Power (4th level): If you spend 1 action tracing 
  tewaz onto a shield, it gains the properties of a shield 
  of missile atraction for 10 minutes.
  Rune Power (5th level): hen tewaz is sketched 
  somewhere clearly visible, it acts as a calm emotions 
  spell on all creatures that can see it within a 20-foot 
  radius. Sketching the rune takes 1 action and the 
  efect lasts while you concentrate, for up to 1 minute.
  Rune Mastery Power (9th level): You learn the tyr’s 
  peace ritual (see Rune Rituals).
  Turisaz
  Giants; thunder and lightning
  Rune Bonus: You gain Giant as a bonus 
  language. If you already know this language, 
  you have advantage on Wisdom (Insight) 
  checks involving giants.
  Rune Power (4th level): A weapon marked with 
  turisaz does an extra 1d4 lightning damage with each 
  hit. Marking the weapon takes 1 action, and the efect 
  lasts until it’s been triggered ive times or up to 1 hour.
  Rune Power (5th level): Armor marked with turisaz 
  has resistance to lightning damage and applies a +2 
  bonus to the wearer’s Strength score. Marking the 
  armor takes 1 action and the efect lasts while you 
  concentrate, for up to 1 hour.
  Rune Mastery Power (8th level): hen inscribed on 
  a surface, the turisaz rune acts as a glyph of warding. 
  Sketching the rune takes 1 hour, and the efect lasts 
  until it’s triggered or dispelled (as a 4th-level spell 
  efect).
  Uruz
  Wild ox, sacriice to the gods, and strength
  Rune Bonus: For the purposes of carrying 
  capacity, treat your Strength score as if it 
  were 2 points higher.
  Rune Power (4th level): he wielder of a shield that’s 
  been inscribed with uruz gains the beneits of the 
  Charger feat. Tracing the rune takes 1 minute, and 
  the efect lasts 1 hour.
  Rune Power (5th level): hen uruz is traced on 
  the lesh of a living creature, the creature’s carrying 
  capacity doubles and it has advantage on Strength 
  checks. Tracing the rune takes 1 action and the efect 
  lasts while you concentrate, up to 1 hour.
  Rune Power (7th level): You learn the scourge of hateful 
  netles ritual (see Rune Rituals).
  Rune Mastery Power (8th level): hen invoked on 
  an appropriate sacriice (food, a symbolic weapon, 
  an animal), this rune assures the sacriice will amend 
  any ofenses the sacriice giver has made against 
  the gods (treat as remove curse). Drawing the gods’ 
  atention this way isn’t always entirely beneicial; 
  they may also place a geas or some other efect on 
  an especially bold or interesting person, at the GM’s 
  discretion. Tracing the rune onto a sacriice takes 
  1 hour, and the sacriice must be ofered within 
  another hour.
  T
  u
  
  10
  Wunjo
  Happiness and joy
  Rune Bonus: henever you receive 
  Inspiration, you have a 20% chance to 
  retain it (for a second use, but no more) 
  ater using it or giting it to another character.
  Rune Power (4th level): Tracing the wunjo rune 
  on the ground or on a boulder acts as the animal 
  riendship spell. Creating the rune takes 1 action, and 
  the efect lasts 24 hours.
  Rune Mastery Power (8th level): If you spend 1 
  action sketching wunjo onto an object which you 
  then hold alot, your allies within 120 feet have 
  advantage on saving throws against efects that cause 
  fear, charm, or domination. he efect lasts while 
  you concentrate, for up to 10 minutes.
  Rune Rituals
  hese rituals are gained by learning and mastering 
  individual runes, as noted above; they stand alone, 
  and are not simply spells that can be cast ritually. Any 
  character who learns to use a rune can eventually 
  master its associated ritual.
  CALLING TO THE VAETTIR
  Necromancy ritual
  Casting Time: 90 minutes
  Range: within 20 feet of an appropriate burial place
  Components: V, S, M (wine or mead poured onto the 
  ground, gits for the vaetir worth 500 gp, 2d6 hit 
  points of the caster’s blood, and the wound can’t be 
  healed until an agreement is reached with the vaetir)
  Duration: up to 28 days
  “Come forth from your mound, sleeping hero. Come 
  forth for the honors I would bestow and the honor of 
  those who dwell in your shadow. Come forth by the 
  blood I spill and the gold I give you. Come forth and 
  aid the children of your land.”
  You call for aid from a vaetir—one of the dead and 
  undead ancestors or former occupants of the land. 
  You must be related to the creature, must have lived 
  nearby for at least a year, or must have a relative of the 
  creature present at the ritual of their own free will. 
  Entreaties can raise the vaetir from their barrows to 
  protect, bestow blessings, or remove curses. 
  he vaetir, however, are greedy and demanding 
  allies. hey’re also diicult to send away once roused, 
  requiring a successful Charisma (Persuasion) contest 
  at the least, bribery or even a sacriice at the most; the 
  speciic price is determined by the GM.
  he ritual summons an undead creature from 
  beneath the earth. Typically, a vaetir (Tome of Beasts) is 
  summoned, but sometimes other undead answer the 
  call, depending on the nature of the ancestor interred. 
  You can ask the creature to perform one task, such as 
  defending you against atack, bestowing or removing 
  a curse, retrieving a stolen object, avenging an insult, 
  providing information, or a similar favor. he undead 
  will keep at the task until it’s completed or until 
  28 days have elapsed. he task must be within the 
  undead’s power to accomplish or it simply ignores 
  the request and returns to its repose. For example, 
  a vaetir can’t journey to the elemental planes to 
  retrieve something.
  Persuading the vaetir to undertake the task 
  requires explaining why you need it done and how it 
  also beneits the vaetir to help—blood relations are 
  strong motivators here—followed by a successful 
  Charisma (Persuasion) contest opposed by the 
  vaetir’s Charisma (or a Bluf contest if the caster lies). 
  Vaetir usually awake with an indiferent atitude; 
  disagreeable, but not outright hostile. If the vaetir 
  is not persuaded to help or is ofended, it’s likely to 
  atack. It may cast bestow curse or geas on you, or rise 
  from its mound to demand tribute, or physically 
  atack you and any associates nearby. At no time 
  during this process is the vaetir under your control. 
  he ritual simply gets it to listen to you, but it makes 
  its own decisions.
  he creature typically returns to its barrow or grave 
  when the task is done and it’s collected its payment, 
  tribute, or praise. If anything has been stolen during 
  its absence, it’s certain to seek recompense or revenge 
  against the person who called it out.
  CREATE TUPILAK
  Necromancy ritual
  Casting Time: 9 hours per night for 9 consecutive 
  nights
  Range: touch
  Components: V, S, M (tupilak construct)
  Duration: until destroyed, or it destroys its creator
  his infamous ritual was learned from the enigmatic 
  skraeling of the farthest reaches of the Northlands. 
  It creates a tupilak, a construct that tracks and kills a 
  hated enemy, usually a rival.
  First, a body must be constructed for the tupilak 
  from the body parts of recently-dead animals and 
  children. he body is wrapped in seaweed or vines 
  and then encased in an outer shell made from bone 
  treated with icy unguents and sealing salves worth 
  3,000 gp. he body can’t be animated until a tupilak 
  idol (with a material cost of 2,500 gp) is inserted, to 
  serve as its heart. he verbal component is an ancient, 
  hours-long song of revenge, sung over the construct’s 
  body during each night’s ritual. his construction 
  process consumes nine consecutive nights with a 
  9-hour ritual each night.
  w
  
  Deep Magic Rune Magic
  11
  he inal ritual captures a hungry spirit of 
  Ginnungagap to animate the construct. hese spirits 
  are vengeful and mercenary; many intended victims 
  of tupilaks have saved their own lives by iguring out 
  how to turn a resentful, murderous construct against 
  its creator.
  CURSE OF THE WILD MOON
  Transmutation ritual
  Casting Time: 90 minutes
  Range: 25 feet
  Components: V, S, M (animal of the kind you wish 
  to create, which is killed during the ritual, plus 
  powdered silver worth at least 500 gp).
  Duration: instantaneous
  You trace runes in a circle around a sacriicial animal 
  and a bound target, chanting courtesies and praise to 
  the old ways and the wildness hidden in all, as a lunar 
  eclipse signals that the witching hour approaches.
  By creating a circle of arcane and wild natural 
  glyphs from powdered silver, sacriicing an animal, 
  and sprinkling its blood onto a target while imploring 
  the spirits of the wild and old ways to heed your call, 
  you transform a living creature into a lycanthrope. 
  he type of lycanthrope matches the animal that 
  was sacriiced (bear, wolf, boar, etc.). An unwilling 
  target must be bound and helpless, and it still makes 
  a Charisma saving throw; the DC equals 8 + your 
  Charisma modiier + your proiciency bonus. If the 
  saving throw succeeds, the intended target resists the 
  transformation and the curse descends on you instead!
  he afected target transforms into its lycanthropic 
  form 10 minutes ater the ritual is completed.
  An unwilling target alicted with lycanthropy 
  through this ritual is driven to hunt and slay the 
  person who conducted the ritual. hey can control 
  their bloodlust when in human form, but when the 
  beast takes control, they seek the one who cursed 
  them. Because their rational mind and memories are 
  suppressed in animal form, the hunt isn’t organized 
  or eicient, but sometimes they stumble onto a scent 
  that puts them on the right trail. In their murderous 
  rage, they’ll kill anyone related to the target of their 
  hate. A lycanthrope created by the ritual rebounding 
  on its caster tends to be the most savage, unreasoning 
  of all; they’re known for slaughtering their own 
  families, friends, and neighbors.
  SCOURGE OF HATEFUL NETTLES
  Necromancy ritual
  Casting Time: 4 hours
  Range: Self
  Components: V, S, M (a whip made from netles; 
  blood, hair, or other sympathetic object from the 
  target, smeared or hung around your neck)
  Duration: 1 hour per check
  How much are you willing to sufer to inlict pain 
  on your enemy? Scourge your own lesh with a whip 
  of netles and briars, and as long as you can stand 
  the logging, the target sufers three times the pain 
  you do. he target’s lesh irst itches uncontrollably, 
  then turns raw and blistered, then bleeds freely. he 
  slightest movement or weight on his back is agony.
  he target of the ritual must be within 10 miles of 
  the caster.
  To represent the irst hour of the ritual, the caster 
  takes 1d6 psychic damage and the target and caster 
  conduct a Constitution contest. he loser of the 
  contest gains one level of exhaustion. 
  he caster can continue the ritual for as long as he 
  or she is willing to take the punishment. In practical 
  terms, a caster is unlikely to continue the ritual ater 
  losing the irst contest because exhaustion oten 
  puts him or her at a disadvantage on subsequent 
  Constitution checks.
  Only living creatures that feel pain and injury can 
  cast this ritual, which lasts as long as you continue 
  scourging yourself. For each additional hour spent 
  scourging, the caster takes another 1d6 psychic 
  damage and the target and caster conduct another 
  Constitution contest, with the loser gaining one level 
  of exhaustion. he caster can recover from exhaustion 
  normally through rest, but the target’s exhaustion 
  can be removed only by limited wish, remove curse, wish, 
  or comparable magic. If the caster’s pain, damage, or 
  exhaustion is treated in any way during the ritual, the 
  ritual ends immediately. hen the ritual ends, the 
  caster takes another 1d6 psychic damage and gains a 
  inal level of exhaustion.
  TYR’S PEACE
  Necromancy ritual
  Casting Time: 5 hours
  Range: 35 feet
  Components: S, V (a promise of safe passage and an 
  oath to do no unlawful violence; oaths need not be 
  sincere but must be explicit)
  Duration: up to 9 days
  You call upon Tyr to ward of treachery and violence 
  at a meeting. At least nine men and/or women must 
  swear the oath of amity, and they must include 
  representatives of each faction (family, clan, nation, 
  felag, etc.) being covered by the ritual. he duration 
  and area of efect (which can be as small as a single 
  room or as large as 12 square miles—a radius of 2 
  miles around the ritual site) are set during the casting. 
  Performing the ritual adds one level of exhaustion to 
  the caster, and the blood oferings demanded by Tyr 
  and the ancestors cause 1d6 slashing damage to each 
  participant in the ritual.
  Once it takes efect, the ritual punishes anyone from 
  an afected faction who spills blood in the area. Legal 
  
  12
  executions, religious sacriices, and sanctioned duels 
  of honor are exempt. he ritual’s protection covers 
  only those factions that were invoked and swore the 
  oath of peace in the casting, either as victims or as 
  perpetrators. Anyone who kills or harms another is 
  cursed (as the bestow curse spell), as is every intelligent 
  creature complicit in the misdeed. he curse manifests 
  as bloody hands (no amount of washing can clean 
  away the blood) and disadvantage on Charisma 
  checks. he curse can be lited by limited wish, wish, 
  remove curse, or comparable magic, but the curse must 
  be lited individually from each afected person.
  Rune Magic Spell Lists
  Ranger Spells
  1st Level
  Fire Under the Tongue
  Flurry
  Gliding Step
  Goat’s Hoof Charm
  Hearth Charm
  Wolfsong
  2nd Level
  Grudge Match
  3rd Level
  Hero’s Steel
  Potency of the Pack
  Spiteful Weapon
  4th Level
  Snow Boulder
  Sorcerer Spells
  1st Level
  Deep Breath
  Freeze Potion
  Goat’s Hoof Charm
  Mosquito Bane
  2nd Level
  Snowblind Stare
  Unluck On hat
  3rd Level
  Freezing Fog
  Spiteful Weapon
  hunderclap
  4th Level
  Cursed Git
  Jotun’s Jest
  5th Level
  Grasp of the Tupilak
  Hod’s Git
  Prismatic Ray
  6th Level
  Curse of Boreas
  7th Level
  Triumph of Ice
  Bard Spells
  1st Level
  Loki’s Git
  2nd Level
  Unluck On hat
  Wotan’s Rede
  3rd Level
  Hero’s Steel
  4th Level
  Binding Oath
  Cursed Git
  Jotun’s Jest
  Cleric Spells
  1st Level
  Deep Breath
  Flurry
  Freeze Potion
  Loki’s Git
  2nd Level
  Snowblind Stare
  Wotan’s Rede
  3rd Level
  Hero’s Steel
  Spiteful Weapon
  hunderclap
  4th Level
  Binding Oath
  Blade of My Brother
  5th Level
  Grasp of the Tupilak
  Hod’s Git
  Not his Day!
  Rain of Blades
  6th Level
  Curse of Boreas
  Druid Spells
  1st Level
  Deep Breath
  Fire Under the Tongue
  Flurry
  Freeze Potion
  Gliding Step
  Goat’s Hoof Charm
  Hearth Charm
  Mosquito Bane
  Wolfsong
  2nd Level
  Snowblind Stare
  3rd Level
  Freezing Fog
  Potency of the Pack
  4th Level
  Britling 
  Snow Boulder
  7th Level
  Triumph of Ice
  Paladin Spells
  3rd Level
  Hero’s Steel
  4th Level
  Binding Oath
  Blade of My Brother
  5th Level
  Rain of Blades
  Warlock Spells
  1st Level
  Fire Under the Tongue
  Flurry
  Freeze Potion
  Hearth Charm
  Loki’s Git
  Mosquito Bane
  2nd Level
  Grudge Match
  Unluck On hat
  Wotan’s Rede
  3rd Level
  Potency of the Pack
  Spiteful Weapon
  4th Level
  Jotun’s Jest
  5th Level
  Grasp of the Tupilak
  Not his Day!
  Wizard Spells
  1st Level
  Deep Breath
  Freeze Potion
  Goat’s Hoof Charm
  Mosquito Bane
  2nd Level
  Snowblind Stare
  Unluck On hat
  3rd Level
  Freezing Fog
  Spiteful Weapon
  hunderclap
  4th Level
  Britling 
  Cursed Git
  Jotun’s Jest
  5th Level
  Grasp of the Tupilak
  Hod’s Git
  Prismatic Ray
  6th Level
  Curse of Boreas
  7th Level
  Triumph of Ice
  
  Deep Magic Rune Magic
  13
  New and Updated Spells
  BINDING OATH
  4th-level necromancy (ritual)
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S, M
  Duration: Until dispelled
  You seal an agreement between two or more willing 
  creatures with an oath in the name of Tyr, using ritual 
  blessings and toasts of the symbel, during which both 
  the oath and the consequences are clearly set out. 
  If any of the sworn break this solemn vow, they are 
  struck by a curse. he caster can choose either an 
  efect appropriate for bestow curse or another penalty, 
  subject to the GM’s approval. Binding oath can’t be 
  dismissed by dispel magic, but it can be removed with 
  dispel evil and good, remove curse, or wish. Remove curse 
  functions only if the spell slot used to cast it is equal to 
  or higher than the spell slot used to cast binding oath.
  hen the oath is broken or the efect removed from 
  one of the participants, all targets are immediately 
  aware that this has occurred, but no other details. 
  Depending on the nature of the oath, this may or may 
  not invalidate the oath for the other targets. If so, the 
  spell ends for all other afected creatures, but curse 
  efects already bestowed remain until dispelled.
  BLADE OF MY BROTHER
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (melee weapon owned by a 
  dead ally of the target)
  Duration: Concentration, up to 4 rounds
  You touch a melee weapon that was used by an 
  ally who’s now dead, and it animates and lies into 
  combat. he weapon leaps into the air and lies to 
  another ally (chosen by you and within 15 feet of you), 
  where it enters that ally’s space and never leaves their 
  side as they move. If the weapon is forced to move 
  more than 5 feet from the chosen ally, the spell ends. 
  Its atack modiier equals your spellcasting level + the 
  weapon’s inherent magical bonus, if any; it receives 
  only its own inherent magical bonus to damage. he 
  weapon ights for up to 4 rounds, at which point it 
  falls to the ground.
  BRITTLING
  4th level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M
  Duration: instantaneous
  his spell uses biting cold to make a metal or stone 
  item britle and easy to shater. he item’s hit points 
  are permanently reduced by a number equal to your 
  spellcasting level, and Strength checks to shater or 
  break the item within 1 minute of the spell’s casting 
  are made with advantage. If the item isn’t shatered, it 
  can be repaired as normal.
  CURSE OF BOREAS
  6th-level transmutation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M
  Duration: Permanent
  If the target fails a Charisma saving throw, it and its 
  equipment are frozen solid, becoming a physically 
  inert statue of ice. he creature is efectively paralyzed, 
  but mental activity does not cease and signs of life are 
  detectable; the creature still breathes and its heart 
  continues to beat, though both happen so slowly as to 
  be almost imperceptible. If the ice statue is broken or 
  damaged while frozen, the creature will have matching 
  damage or injury when returned to its original state. 
  Dispel magic can’t end this spell, but it can allow the 
  target to speak (but not move or cast spells) for 1 round 
  per the spell slot used. Greater restoration or more 
  potent magic is needed to free a creature from the ice. 
  Boreas and certain of his followers can use scrying to 
  spy through the target’s senses, and the target receives 
  no saving throw against this efect. hose touching a 
  frozen target can request an audience with Boreas, and 
  if they make a successful DC 15 Charisma check, he’ll 
  respond to their request through the ice.
  CURSED GIFT
  4th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an object worth at least 75 gp)
  Duration: 1 day
  Cursed git imbues an object with a curse or other 
  unwanted, harmful magical efect that the caster or 
  another creature in physical contact with the caster 
  is currently sufering from. If this item is given to 
  someone who freely accepts it during the duration 
  of the spell, then the curse temporarily transfers to 
  them. A successful Charisma saving throw negates the 
  transfer. If the saving throw fails, the original target of 
  the curse no longer sufers from the aliction, which 
  transfers to the recipient of the item for the duration 
  of the spell. Returning, destroying, or giving away 
  the item a second time has no efect. Remove curse and 
  comparable magic can relieve the person who received 
  
  14
  the item, but the curse still returns to the original 
  victim when the spell expires.
  Cursed git can also be cast on a cursed object. his 
  allows the object to be given away to someone who 
  freely accepts it, but it returns to the previous owner 
  when the spell expires.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 5th level or higher, the duration of the 
  spell increases by 1 day for each slot level beyond 4th.
  DEEP BREATH
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: 2 hours
  he recipient of this spell can breathe and function 
  normally in thin oxygen, sufering no ill efect at 
  altitudes up to 30,000 feet. If more than one creature 
  is touched during casting, the duration is divided 
  evenly among all creatures touched.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, the duration of the 
  spell increases by 2 hours for each slot level beyond 1st.
  FIRE UNDER THE TONGUE
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: 24 hours
  You have mastered the skraeling art of keeping ire 
  under your tongue. You can consume a nonmagical 
  ire up to the size of a normal campire. he ire is 
  stored harmlessly in your mouth and dissipates if not 
  used before the end of the spell’s duration. You can 
  vomit forth the stored ire as an action. If you’re trying 
  to hit a particular target, then treat this as a ranged 
  atack with a range of 5 feet. Campire-sized lames 
  cause 1d6 ire damage, while torch-sized lames cause 
  1 point of ire damage. Once you’ve spit it out, the ire 
  burns normally. It goes out immediately unless it hits 
  inlammable material and sets it alight.
  FLURRY
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M
  Duration: 1 round
  A lurry of snow surrounds you in a 5-foot radius. 
  hile it lasts, anyone trying to see into, out of, 
  or through the afected area (including you) has 
  disadvantage on Wisdom (Perception) checks. he 
  same penalty applies to atack rolls into, out of, or 
  through the area.
  FREEZE POTION
  1st-level transmutation
  Casting Time: 1 reaction, which you take when you 
  see a creature within range of the spell about to use 
  a potion
  Range: 25 feet
  Components: V,S
  Duration: Instantaneous
  A blue spark lies from your hand into a potion vial, 
  drinking horn, waterskin, or similar container, 
  instantly freezing the contents. he contents melt 
  normally and are not otherwise harmed, but it’s not 
  possible to consume them while they’re frozen (they 
  won’t come out of the container).
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, the range of the spell 
  increases by 5 feet for every spell slot beyond 1st level.
  FREEZING FOG
  3rd-level conjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: Concentration, up to 5 minutes
  he spell creates a 20-foot-radius sphere of mist 
  similar to a fog cloud spell centered on a point you can 
  see within range. he cloud spreads around corners, 
  and its area of efect is heavily obscured. A wind of 
  moderate or greater speed (at least 10 miles per hour) 
  disperses it in one round. he fog is freezing cold, 
  so any creature that ends its turn in the fog takes 
  2d6 cold damage and gains a level of exhaustion; 
  a successful Constitution saving throw halves the 
  damage and prevents the exhaustion.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d6 for each slot level above 3rd.
  GLIDING STEP
  1st-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  Provided you’re not carrying more than a normal 
  heavy load, you can walk on the surface of snow 
  rather than wading through it, and ignore its efect on 
  movement. Ice also supports your weight no mater 
  how thin it is, and you can travel on it as if you’re 
  wearing ice skates. You still leave tracks normally 
  under these efects.
  
  Deep Magic Rune Magic
  15
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, the duration increases 
  by 10 minutes for every slot above 1st.
  GOAT’S HOOF CHARM
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a goat’s hoof)
  Duration: 1 minute
  he target creature traverses craggy slopes with the 
  surefootedness of a mountain goat. hen climbing 
  slopes and inclines (but not vertical surfaces) that 
  normally reduce speed by half, the target moves at 
  three-quarters normal speed instead. he target also 
  gains a +2 bonus on checks to prevent falls, to catch a 
  ledge or otherwise stop themselves when falling, and 
  on Dexterity checks to move along narrow ledges.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, the duration increases 
  by 1 minute for every slot above 1st.
  GRASP OF THE TUPILAK
  5th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (tupilak idol)
  Duration: 1 hour or until triggered
  his spell is infamous for its use among feuding 
  wizards and witches, because it lets the caster steal 
  one or more spell slots from the target. Grasp of 
  the tupilak remains efective for 1 hour or until it’s 
  triggered. hen you make a successful melee atack, 
  besides doing normal melee damage, the target takes 
  an additional 2d4 necrotic damage and one or more 
  of the defender’s spell slots are transferred to you, for 
  you to use as your own. Roll 1d6; the result equals the 
  total levels of the slots transferred. Spell slots of the 
  highest level possible are transferred before lower-
  level slots. For example, if you roll a 5 and the target 
  has at least one 5th-level spell slot available, that slot 
  transfers to you. If the target’s highest available spell 
  slot is 3rd level, then you receive a 3rd-level slot plus a 
  2nd-level slot, or a 3rd-level slot and two 1st-level slots 
  if no 2nd-level slot is available. You can steal either 
  arcane or divine spell slots, at your preference. 
  Crucially, however, spell slots can be stolen only 
  from casters who prepare spells in advance. If the 
  target has no available spell slots of an appropriate 
  level—for example, if you roll a 2 and the target has 
  expended all its 1st and 2nd-level spell slots—then 
  grasp of the tupilak has no efect, including causing no 
  necrotic damage. If a stolen spell slot is higher than 
  you’re able to use, treat it as your highest-level slot.
  A spellcaster who’s been afected by grasp of the 
  tupilak can’t recover stolen spell slots until the stolen 
  slot is used, you take a long rest, or they receive remove 
  curse, greater restoration, or comparable magic. Unused 
  stolen spell slots disappear from your inventory when 
  you take a long rest or when the creature you stole 
  them from receives restorative magic.
  GRUDGE MATCH
  2nd-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: 1 round
  You reveal how the Norns have entwined the fate of 
  nearby allies and enemies. For every ally targeted by 
  this spell, you must also target an enemy within range. 
  If the number of allies and enemies targeted isn’t the 
  same, the spell fails. For the duration of the spell, 
  every target gains a +2 bonus on saving throws, atack 
  rolls, ability checks, skill checks, and weapon damage 
  rolls made against targets also afected by the spell. 
  All afected creatures can identify fellow targets of the 
  spell by sight. If an afected creature makes any of the 
  above checks against a non-subject, it has a  –2 penalty 
  on that check.
  At Higher Levels. hen you cast this spell using 
  a spell slot of 3rd level or higher, the duration is 
  increased by 1 round for every slot above 2nd.
  HEARTH CHARM
  1st-level transmutation
  Casting Time: 1 action
  Range: 25 feet
  Components: V, S
  Duration: 24 hours
  his spell makes lammable material burn twice as 
  long as normal.
  HERO’S STEEL
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M
  Duration: 1 minute
  You infuse the metal of a melee weapon with the 
  fearsome aura of a mighty hero. he weapon’s wielder 
  has advantage on Charisma (Intimidate) checks 
  made while aggressively brandishing the weapon. In 
  addition, an opponent that currently has 30 or fewer 
  hit points and is struck by the weapon must make a 
  Charisma saving throw or be stunned for 1 round. If 
  the creature has more than 30 hit points but fewer 
  than the weapon’s wielder currently has, it becomes 
  frightened instead; a frightened creature repeats the 
  
  16
  saving throw at the end of each of its turns, ending the 
  efect on itself with a success. A creature that succeeds 
  on the saving throw is immune to this efect on the 
  same weapon for 24 hours.
  HOD’S GIFT
  5th-level transmutation
  Casting Time: 1 round
  Range: Touch
  Components: V, S, M
  Duration: 1 hour
  he target gains blindsight to a range of 60 feet.
  At Higher Levels. hen you cast this spell using 
  a spell slot of 6th level or higher, the duration is 
  increased by 1 hour for every slot above 5th level.
  JOTUN’S JEST
  4th-level transmutation
  Casting Time: 1 action
  Range: 25 feet
  Components: V, S
  Duration: 1 minute
  Giants never tire of having fun with this spell. It 
  causes a weapon or other item to vastly increase in 
  size, temporarily becoming sized for a Gargantuan 
  creature. he item weighs 12 times its original weight 
  and in most circumstances cannot be used efectively 
  by creatures smaller than Gargantuan size. he item 
  retains its usual qualities (including magical powers 
  and efects) and returns to normal size when the spell 
  ends.
  LOKI’S GIFT
  1st-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: 1 minute
  Loki’s git makes even the most barefaced lie seem 
  strangely plausible: you gain advantage to Charisma 
  (Deception) checks for whatever you’re currently 
  saying. If your Deception check fails, the creature 
  knows that you tried to manipulate it with magic. If 
  you lie to a creature that has a friendly atitude toward 
  you and it fails a Charisma saving throw, you can also 
  coax him or her to reveal a potentially embarrassing 
  secret. he secret can involve wrongdoing (adultery, 
  cheating at tal, a secret fear, etc.) but not something 
  life-threatening or dishonorable enough to earn the 
  subject repute as a nithling. he verbal component of 
  this spell is the lie you are telling.
  MOSQUITO BANE
  1st-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  his spell kills any insect or swarm with fewer than 25 
  hit points within 50 feet of you.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, the number of hit 
  points afected increases by 15 for every slot above 
  1st; thus, a 2nd-level slot kills up to 40 hit points of 
  insects, a 3rd-level slot kills 55, etc., up to a maximum 
  of 85 hit points for a 6th-level slot.
  NOT THIS DAY!
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M
  Duration: 24 hours
  You mark the target’s body with a unique rune that 
  represents their fate. he rune protects against death 
  from either a speciic damage type (slashing, poison, 
  ire, radiant, etc.) or a category of creature (giant, 
  beast, elemental, monstrosity, etc.) that must be 
  named when the spell is cast. For the next 24 hours, 
  the target has advantage on saving throws involving 
  that type of damage or creature, including death 
  saving throws if the atack that dropped the target to 
  0 hit points is covered by this spell. A character can 
  be under the efect of only a single not this day! rune at 
  one time; a second casting on the same target cancels 
  the preexisting protection.
  POTENCY OF THE PACK
  3rd-level transmutation
  Casting Time: 1 action
  Range: 25 feet
  Components: V, S, M (a few hairs from a wolf)
  Duration: 1 minute
  You bestow lupine traits on a group of living creatures 
  within range. Choose one of the following to be 
  gained by all targets for the duration. All targets 
  receive the same efect.
  • hick Fur. Targets sprout fur over their entire 
  bodies, raising their armor class by 2 points.
  • Keen Hearing and Smell. Targets have advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  • Pack Tactics. Afected creatures have advantage 
  on atack rolls against a target if at least one of the 
  atacker’s allies (also under the same efect of this 
  
  Deep Magic Rune Magic
  17
  spell) is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 4th level or higher, the duration increases 
  by 1 minute for every level above 3rd.
  PRISMATIC RAY
  5th-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: instantaneous, or 5 rounds
  A ray of shiting color springs from your hand. 
  Make a ranged spell atack against a single target. 
  he ray’s efect depends on which color happens 
  to be dominant when the beam strikes its target, 
  determined by rolling 1d8.
  d8
  Color
  Efect
  Saving hrow
  1
  Red
  1d6 ire damage  
  per caster level
  Dexterity
  2
  Orange
  1d6 acid damage 
  per caster level
  Dexterity
  3
  Yellow
  1d6 lightning 
  damage per caster 
  level
  Dexterity
  4
  Green
  Target Poisoned
  Constitution
  5
  Blue
  Target Deafened
  Constitution
  6
  Indigo
  Target Frightened
  Wisdom
  7
  Violet
  Target Stunned
  Constitution
  8
  Shiting 
  Ray
  Target Blinded
  Constitution
  A successful Dexterity saving throw reduces damage 
  to half. A successful Constitution or Wisdom saving 
  throw negates the efect; an afected creature repeats 
  the saving throw at the end of its turn, ending the 
  efect on itself with a successful save. Maximum 
  damage is 15d6. On a critical hit, the spell causes no 
  additional damage but the caster can choose the color 
  of the beam that hits the target.
  RAIN OF BLADES
  5th-level conjuration
  Casting Time: 1 action
  Range: 25 feet
  Components: V, S, M (shard of metal from a weapon)
  Duration: 4 rounds
   You call down a rain of swords, spears, and axes, 
  thrown to earth by the sacred dead of Asgard. he 
  blades ill 150 square feet (six 5-foot squares, a circle 15 
  feet in diameter, or any other patern you wish so long 
  as it forms one contiguous space at least 5 feet wide). 
  he blades cause 6d8 slashing damage to creatures in 
  the area at the moment the spell is cast, or half damage 
  with a successful Dexterity saving throw. Intelligent 
  undead injured by the blades are frightened for 1d4 
  rounds if they fail a Charisma saving throw. 
  Most of the blades break or are driven into the 
  ground on impact, but enough survive that any type 
  of piercing or slashing melee weapon can be picked up 
  from the afected area and used normally. hen the 
  duration ends, all the weapons disappear amid roars 
  of laughter.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 6th level or higher, nonbroken blades can 
  be picked up and used as magical +1 weapons until 
  they disappear.
  SNOW BOULDER
  4th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (handful of snow)
  Duration: Concentration, up to 4 rounds
  A ball of snow forms within 5 feet of you and rolls in 
  the direction you point, growing larger as it moves. As 
  a bonus action, you can move the sphere up to 30 feet. 
  If you roll the boulder into a creature, that creature 
  must make a successful Dexterity saving throw or be 
  knocked prone and take the damage indicated below. 
  Each round the snow boulder increases in size and 
  efectiveness. Hiting a creature doesn’t stop the snow 
  boulder’s movement or impede its growth.
  Round
  Size
  Damage
  1
  Small
  1d6 bludgeoning
  2
  Medium
  2d6 bludgeoning
  3
  Large
  4d6 bludgeoning
  4
  Huge
  6d6 bludgeoning
  SNOWBLIND STARE
  2nd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 2 rounds
  Your eyes burn with a bright, cold light that inlicts 
  snow blindness on a creature you target within 30 
  feet of you. If the target fails a Constitution saving 
  throw, it sufers the irst stage of snow blindness 
  (see Conditions, below), or the second stage of snow 
  blindness if it already has the irst stage. he target 
  recovers as described in Conditions.
  
  18
  SPITEFUL WEAPON
  3rd-level necromancy
  Casting Time: 1 action
  Range: 25 feet
  Components: V, S, M (a melee weapon that has 
  injured the target)
  Duration: concentration, up to 5 rounds
  You create a connection between the target of the 
  spell (“target”), a creature that atacked and injured 
  the target in the last 24 hours (“atacker”), and a 
  melee weapon that was used successfully in the atack 
  (“weapon”), all of which must be within the spell’s 
  range of you when the spell is cast. For the duration 
  of the spell, whenever the atacker takes damage 
  while holding the weapon, the target takes the same 
  amount and type of damage; a successful Charisma 
  saving throw by the target halves the damage it takes, 
  with each atack calling for a new saving throw. he 
  atacker can even turn the weapon against himself or 
  herself and cause identical damage to the target. Self-
  inlicted wounds hit automatically, but damage is still 
  rolled randomly. Once the connection is established, 
  it lasts for the duration of the spell regardless of 
  range, so long as all three elements remain on the 
  same plane. he spell ends immediately if the atacker 
  receives any healing.
  At Higher Levels. he target has disadvantage on its 
  Charisma saving throws if spiteful weapon is cast with a 
  5th-level slot.
  THUNDERCLAP
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Instantaneous
  You clap your hands, emiting a peal of thunder. All 
  creatures within 20 feet of you take 8d4 thunder 
  damage and are deafened for 1d8 rounds, or take 
  half damage and aren’t deafened with a successful 
  Constitution saving throw. A creature that fails the 
  saving throw by 5 or more is also stunned for 1 round. 
  his spell doesn’t function in an area under the 
  efect of a silence spell. Very britle material such as 
  crystal may be shatered if it’s within range, at the 
  GM’s discretion; the GM can allow a character 
  holding such an object to protect it with a successful 
  Dexterity saving throw.
  TRIUMPH OF ICE
  7th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M
  Duration: Concentration, up to 1 minute
  You transform one of the four elements into ice or 
  snow. he area of efect is a sphere with a radius of 
  100 feet, centered on you. he speciic efect varies 
  depending on the element targeted.
  • Air. Vapor condenses into snowfall. If cast on a fog 
  cloud, stinking cloud, or a similar magic efect, this 
  spell negates it. Creatures of elemental air who 
  are targeted take 8d6 cold damage, and if airborne 
  must make a successful Constitution saving throw 
  to avoid being knocked prone (no falling damage).
  • Water. Open water (a pond, lake, or river) freezes 
  to a depth of 4 feet. Creatures in the water at its 
  surface must make successful Dexterity saving 
  throws to avoid being immobilized in the ice. A 
  trapped creature can free itself by using an action 
  to make a successful Strength (Athletics) check. 
  Creatures of elemental water take no damage 
  from the spell but are paralyzed for 1d6 rounds 
  unless they make a successful Constitution saving 
  throw, and they pay double for movement in the 
  afected area.
  • Earth. Soil freezes into permafrost to a depth of 
  10 feet. Creatures burrowing through the area 
  have their speed halved until the area thaws, unless 
  they can burrow through solid rock. Creatures 
  of elemental earth who fail a Constitution saving 
  throw take 8d6 cold damage from stress fractures 
  in their bodies.
  • Fire. Flames transform into shards of ice and their 
  area becomes diicult terrain. Creatures in the 
  burning area take 2d6 slashing damage when the 
  spell is cast and 1d6 slashing damage for every 5 
  feet they move through the area unless they are 
  unhindered by icy terrain; a successful Dexterity 
  saving throw halves the slashing damage. Lava 
  cools into a solid crust 4 inches thick. Creatures 
  of elemental ire must make a successful 
  Constitution saving throw or take 8d6 cold 
  damage and be stunned for 1d6 rounds.
  UNLUCK ON THAT
  2nd-level enchantment
  Casting Time: 1 reaction
  Range: 25 feet
  Components: V
  Duration: Instantaneous
  Cast this spell when a target makes an atack roll, a 
  saving throw, or an ability or skill check. With a swit 
  curse (“Unluck on that!”), you bring misfortune 
  to the target’s endeavor; the afected creature has 
  disadvantage on the roll.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 3rd level or higher, the range of the spell 
  increases by 5 feet for every spell slot beyond 1st.
  
  Deep Magic Rune Magic
  19
  WOLFSONG
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Instantaneous
  You let out a howl that can be heard up to 5 miles 
  away outdoors. he howl can convey a message of 
  up to nine words, and it will be understood by all 
  canine creatures within hearing and up to one speciic 
  creature that you name during the casting. he range 
  of hearing is 3 miles for creatures that are indoors or 
  1 mile underground. No creature is compelled to do 
  anything by the message; beasts with low intelligence 
  are unlikely to take any action unless they’re innately 
  curious or feel threatened.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, you can name another 
  speciic recipient for every slot above 3rd.
  WOTAN’S REDE
  2nd-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You recite a poem in the Northern tongue, sent to 
  your lips by Wotan himself, to gain supernatural 
  insight or advice. Your next Intelligence or Charisma 
  check within 1 minute is made with advantage, and 
  you can include twice your proiciency bonus. At the 
  GM’s discretion, this spell can instead provide a piece 
  of general advice equivalent to an augury.
  At Higher Levels. hen casting Wotan’s rede with a 
  spell slot of 4th level, it provides advice equivalent to 
  divination. hen casting with a 5th-level spell slot, 
  the spell provides advice equivalent to a single answer 
  from commune. hen casting with a 6th-level spell 
  slot, Wotan’s rede provides advice equivalent to three 
  answers from contact other plane.
  Magic Items
  ELK HORN ROD
  Wand, rare (requires atunement by a spellcaster)
  his rod is fashioned from elk or reindeer horn and 
  marked with the algiz rune. As an action, its wielder 
  can grant a +1 bonus on saving throws against spells 
  and magical efects to a target touched by the wand, 
  including him/herself. he bonus lasts 1 round. If 
  the elk horn rod is held when performing the somatic 
  component of dispel magic or comparable magic, it 
  grants a +1 bonus on the caster’s spellcasting ability 
  check.
  NITHING POLE
  Wondrous item, rare
  A nithing pole is crated to exact retribution for an act 
  of cowardice or dishonor. It’s a sturdy wooden stave, 
  6 to 10 feet long, carved with runes that name the 
  dishonored target of the stave’s curse. he carved shat 
  is draped in horsehide, topped with a horse’s skull, 
  and placed where its target is expected to pass by; 
  typically the pole is driven into the ground or wedged 
  into a rocky clet in a remote spot where the intended 
  victim won’t see it until it’s too late. 
  A pole is created to punish a speciic person for a 
  speciic crime. he exact target must be named on 
  the pole; a generic identity such as “the person who 
  blinded Lars Gustafson” isn’t precise enough. he 
  moment the named target approaches within 333 feet, 
  the pole casts bestow curse (with range 333 feet instead 
  of touch) on the target. 
  he DC for the target’s Wisdom saving throw is 15; 
  if the target’s saving throw succeeds, the pole recasts 
  the spell every round until the saving throw fails, 
  the target retreats out of range, or the nithing pole is 
  destroyed. Anyone other than the pole’s creator who 
  tries to destroy or knock down a nithing pole is also 
  targeted by a bestow curse spell, but only once. 
  he efect of the curse is set when the pole is created. 
  he pole becomes nonmagical once it has laid its curse 
  on its intended target; an untriggered and forgoten 
  nithing pole remains dangerous for centuries. he curse 
  lasts 8 hours and doesn’t require concentration.
  Conditions
  Snow Blindness
  Northerners believe that snow blindness is caused 
  by light glitering on snow or ice, and sometimes by 
  malevolent spirits. he real cause is intense ultraviolet 
  rays burning the eye.
  Snow blindness becomes a danger ater 4 hours of 
  exposure to a brightly sunlit snowscape. Starting at 
  the end of the 4th hour of exposure, a character must 
  make a Constitution saving throw at the end of every 
  hour; the DC equals 10 + hours exposed beyond 3 (or, 
  for simplicity, 7 + hours of exposure).
  Travelers have devised efective precautions. 
  Characters can avoid making a check by taking a 
  short rest ater 3 hours, or by wearing dark goggles 
  or snow visors (similar to goggles but made from 
  an opaque material such as bone with a narrow, 
  horizontal slit instead of tinted lenses). Monsters 
  native to the environment are immune, as are 
  constructs and undead.
  Failing the saving throw imposes the irst stage 
  of snow blindness: the character has disadvantage 
  on Wisdom (Perception) checks that rely on sight, 
  weapon and spell ranges (for visually targeted spells) 
  are halved, and all atack rolls are made with a –2 
  
  20
  penalty. A second failed saving throw brings on 
  the second stage of snow blindness: severe pain 
  in the eyes, sight range is limited to 15 feet, and 
  disadvantage on atack rolls and Wisdom (Perception) 
  checks that rely on sight. Spending two days in a 
  dimly-lit environment reduces snow blindness by one 
  stage. Sight is restored completely by lesser restoration 
  or comparable magic.
  FROSTBITE AND HYPOTHERMIA
  Basic rules for surviving cold weather can be found 
  in the Dungeon Master’s Guide. Characters who aren’t 
  prepared for cold weather or who are exposed to 
  extreme, unnatural, or magical cold can experience 
  both hypothermia and frostbite. Under those 
  conditions, characters must make Constitution 
  saving throws to avoid harm; the GM determines 
  when saving throws are called for and the DC for each 
  one. Each failed saving throw increases the risk and 
  damage, as described below.
  • Stage 1: Frostnipped. he skin itches, aches, and 
  becomes numb. Yellow and white patches form. 
  Frostnipped characters have a –2 penalty on 
  Strength and Dexterity checks.
  • Stage 2: Shiverstruck. he character gains one level 
  of exhaustion, shivers uncontrollably, and his or her 
  teeth chater. A shiverstruck spellcaster must make 
  a successful DC 10 Constitution check (with 
  disadvantage because of exhaustion) to cast a 
  spell with a verbal or somatic component; if 
  the check fails, the spell slot isn’t expended. 
  Tasks such as geting into or out of armor 
  take twice as long.
  • Stage 3: Kissed by the Ice Maiden 
  (Hypothermia). he character gains a 
  level of exhaustion and can’t recover 
  from exhaustion until ater a long 
  rest in a warm environment. he 
  character’s skin develops black 
  blisters but the character’s body is 
  numb—which may initially seem 
  a relief. A hypothermic character 
  is only supericially aware of his 
  or her surroundings and may 
  trudge past shelter or blunder 
  into monsters or hazards without 
  realizing it.
  Even simple activities such as drawing or 
  sheathing a weapon, loading a crossbow, 
  or retrieving something from a pouch or 
  pack require a successful DC 10 Dexterity 
  check (made with disadvantage from 
  exhaustion) to accomplish without fumbling 
  and dropping the item. his can be avoided if the 
  character takes four times longer than normal 
  to do simple things. More complex tasks, such as 
  starting a ire with lint and steel, are impossible.
  •Stage 4: Frostbiten. he character gains a level of 
  exhaustion and becomes incapacitated. Eventually 
  organs fail, lesh dies and becomes gangrenous, teeth 
  freeze and shater, ingers and toes snap of, and 
  other permanent injuries occur. he efect of such 
  losses is determined by the GM. Every additional 
  failed Constitution saving throw at this level of 
  exposure adds another level of exhaustion. he 
  character can survive and recover if rescued, but only 
  magic can restore lost limbs and damaged organs.
  Monsters
  GOLEM, TUPILAK
  Loping forward, eye ixed hungrily on its target, this 
  grotesque creature sports a rictus grin on its almost skeletal 
  face. he smell of death and brine surrounds it.
  Tupilaks are constructs created via ritual to atack 
  a hated enemy, oten a rival spellcaster. A tupilak 
  doggedly tracks its victim until it devours the prey 
  and steals a portion of its soul and magical power 
  
  Deep Magic Rune Magic
  21
  for the tupilak’s master. All tupilaks are animated by 
  a spirit of Ginnungagap, which resides in a tupilak 
  idol embedded in the creature’s body where its heart 
  should be.
  he tupilak is a hideous creature with a bony 
  carapace and bestial head. Wounds to its bone-and-
  ivory body reveal its innards of vine, seaweed, and 
  tiny, broken limbs. Its head is made from the skulls of 
  savage beasts—bears and wolves being favored— and 
  it usually sports a hideous, skeletal grin. Although 
  mindless, its eyes burn with an evil longing.
  Tupilaks have no sense of loyalty but only hunger 
  and anger, and this makes them risky to create. Once 
  set loose, a tupilak cannot be recalled but it can be 
  redirected; if dispel magic is cast successfully on the 
  construct, the golem is released from the magical 
  restraints placed on it when it was created and its 
  creator becomes the sole target of its homicidal 
  impulse. he original target is forgoten, and the 
  golem’s creator can save himself or herself only by 
  destroying the construct.
  TUPILAK GOLEM
  Medium construct, unaligned
  Armor Class 10
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  9 (–1) 
  16 (+3) 
  3 (–4) 
  11 (+0) 
  1 (–5)
  Damage Immunities lightning, poison, psychic; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petriied, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 4 (1,100 XP)
  Aversion to Fire. If the golem takes ire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn.
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form.
  Lightning Absorption. Whenever the golem is 
  subjected to lightning damage, it takes no damage 
  but instead regains hit points equal to the lightning 
  damage.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
  Relentless Pursuit. A tupilak golem knows the direction 
  and distance to its quarry as long as the two of them 
  are within 2 miles on the same plane of existence.
  Servant of Strength. A successful dispel magic spell cast 
  on the tupilak does not harm the golem but instead 
  turns it against its originator, who becomes the golem’s 
  target.
  Actions
  Multiattack. The tupilak makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  VAETIR
  A hulking form in ancient mail emerges rom its barrow, 
  bronze axe gripped in its withered hands. A rictus grin 
  stretches its moldering face as the stench of death ills the air.
  Vætir are ancestral spirits, sometimes protective and 
  helpful but demanding of reverence and wrathful if 
  ofended. Landvætir dwell in barrows while sjövætir 
  live beneath lakes, rivers, or the sea. Servants of the 
  land, they are favored by the Vanir, who grant them 
  the ability to curse those who disrespect the wild or 
  ancient laws and traditions.
  A wrathful vætir typically rises from its mound in 
  response to the thet of items they consider theirs 
  (including heirlooms passed on to living descendants) 
  or perceived disrespect (leaving the dragon prow 
  atached to a longship coming into land is a common 
  ofense, as is failing to make oferings to them). Vætir 
  jealously guard both honor and treasures, becoming 
  relentless enemies over maters as small as an 
  accidental word or a single coin.
  A vætir’s skin is typically blue-black in color, taut 
  over its bones and sinews, lips drawn back in a cruel 
  grimace. here exists a rarer, bone-white variety that 
  cares litle for material possessions, instead guarding 
  their honor or a patch of land with equal ruthlessness. 
  Both varieties can be called upon by descendants and 
  those who live nearby for aid, although there’s always 
  a price. A vætir’s ‘help’ is oten more than the asker 
  bargained for.
  VAETIR
  Medium undead, lawful evil
  Armor Class 15 (chain shirt)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 
  14 (+2) 
  16 (+3) 10 (+0) 
  12 (+1) 14 (+2)
  Saving Throws Dex +4, Con +5, Wis +3, Cha +4
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, poisoned
  Senses truesight 30 ft., darkvision 60 ft., passive 
  Perception 12
  
  22
  Languages the languages it knew in life
  Challenge 4 (1,100 XP)
  Covetous Bond. ‘Corpse-black’ vættir can see the face 
  of any creature in possession of any item the vættir 
  ever claimed as its own. It also detects the direction 
  and distance to items that were ever in its possession, 
  so long as that item is currently possessed by another. 
  If the item changes hands, then the new owner 
  becomes the target of the vættir’s hunt. ‘Bone-white’ 
  vættir instead detect individuals who have offended 
  them. Neither time nor distance affects these abilities, 
  so long as both parties are on the same plane.
  Deathless. The vættir is destroyed when reduced to 0 
  hit points, but it returns to unlife where it fell on the 
  next nightfall with full hit points. It can be killed only by 
  removing its head, burning the corpse, and dumping 
  the ashes in the sea, or by returning it to its burial 
  mound, placing an open pair of scissors on its chest, 
  and driving pins through its feet.
  Innate Spellcasting. The vaettir’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components:
  2/day each: gaseous form, hunter’s mark
  1/day each: enlarge/reduce, phantom steed
  1/week each: bestow curse, geas, remove curse
  Sunlight Sensitivity. Vættir avoid daylight. A 
  vættir in direct sunlight has disadvantage on 
  attack rolls and ability checks.
  Actions
  Multiattack. The vaettir makes two 
  greataxe attacks or two longbow 
  attacks.
  Greataxe. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (1d12 + 5) 
  slashing damage plus 3 (1d6) necrotic damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Corpse Breath (Recharge 5–6). The vættir spews forth 
  a 15-foot cone of putrid gas. Those caught in the area 
  must succeed on a DC 13 Constitution saving throw or 
  become poisoned for 1d4 rounds.
  Maddening Gaze (1/Day). The vaettir can lock eyes 
  with a creature and drive it mad. Any creature within 
  30 feet of a vættir that is the focus of its gaze must 
  make a successful DC 12 Charisma saving throw or 
  become confused (as the spell) for 1d4 rounds. If the 
  save is successful, the target is immune to the effect 
  for 24 hours.
  
  Deep Magic Rune Magic
  23
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the
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   System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
  on original material by E. Gary Gygax and Dave Arneson. 
  Deep Magic: Runes © 2016 Open Design; Author: Chris Harris.
  OPEN GAME LICENSE Version 1.0a
  
  ©2016 Open Design. Kobold Press logo is a trademark 
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  of Sasquatch Game Studio.
  Magic Knows a 
  Thousand Roads
  There’s more to spellcasting than lying and ireballs! The Deep Magic series
  gives you access to entire new schools of magic, including:
  • Clockwork Magic: Your hand on the levers of the universe!
  • Rune Magic: The ancient magic of giants and the North!
  • Blood Magic: Turning life’s blood into raw magical power!
  • Angelic Wardings: Signs and seals to repel evil!
  • Void Magic: Mysteries from the outer darkness!
  • Battle Magic: Martial spells of wrath and ruin!
  • …and more!
  Each installment comes with new spells, new archetypes, and new school-speciic 
  powers. Go beyond the ordinary, and unlock the power of Deep Magic!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Deep Magic 02 Rune Magic.pdf