Control - Galeforce Rune
How it's obtained: Bought with 0 Aethyr points, or taken with a free pick that allows it.
- Aethyrpoint Cost
- 0
- Level Requirement
- 1
- Technique Requirement
- General
- Source Reference
- Possession Artifact Enchantment Rune
- Source Requirement
- Possession
- Prerequisite Features
- Runesmith
- Activation Time
- Free
- Domain Requirement
- General
- Feature Category
- Artifact Enchantment Rune
- Recharge Type
- Long Rest
- Concentration?
- No
Description
This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature).
When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage.
The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level.
In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13.
- Level 1: Once per turn, when you hit a creature with this weapon, if the creature is no more than 1 size category larger than you, you can force the creature to be moved 5 feet away from you in a direction of your choice.
- Level 7: Once per turn, when you hit a creature with this weapon, if the creature is no more than 1 size category larger than you, you can force the creature to be moved 10 feet away from you in a direction of your choice. If that direction collides with another creature or object, the creature must make a dexterity saving throw against your Aethyrflame Spell Save DC or be knocked prone.
- Level 13: Once per turn, when you hit a creature with this weapon, if the creature is no more than 1 size category larger than you, you can force the creature to be moved 15 feet away from you in a direction of your choice. If that direction collides with another creature or object, the creature must make a dexterity saving throw against your Aethyrflame Spell Save DC or be knocked prone.
Alternatively, you can choose to knock the creature upward or downward. If you knock the creature upward, they are sent 10 feet into the air and take 1d6 falling damage when they land. If you knock the creature downward, they are knocked prone and their movement becomes 0 until the end of your next turn.