Control - Mindshackle 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: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature with this weapon, you can choose between Fear, Ferocity, or Fixate and expend one of these charges. The creature must succeed on a wisdom saving throw against your Aethyrflame Spell Save DC or suffer from one of the following effects according to your choice. Once a creature succeeds against this effect, they are immune until you complete a short rest. A creature automatically succeeds if it is immune to being frightened or charmed. A creature can only be effected by one of the effects of this rune at a time.
- Fear: For the next minute, the creature becomes frightened of you. It’s treated as though it’s under the effects of the spell.
- Ferocity: For the next minute, the creature can’t distinguish friend from foe. It’s treated as though it’s under the effects of the spell.
- Fixate: For the next minute, the creature has disadvantage on attack rolls against creatures other than you.
- Level 7: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature with this weapon, you can choose between Fear, Ferocity, Fixate, Fiction, Forget, or Fugue and expend one of these charges. The creature must succeed on a wisdom saving throw against your Aethyrflame Spell Save DC or suffer from one of the following effects according to your choice. Once a creature succeeds against this effect, they are immune to the chosen effect until you complete a short rest. A creature automatically succeeds if it is immune to being frightened or charmed. A creature can only be effected by one of the effects of this rune at a time.
- Fear: For the next minute, the creature becomes frightened of you. It’s treated as though it’s under the effects of the spell.
- Ferocity: For the next minute, the creature can’t distinguish friend from foe. It’s treated as though its under the effects of the spell.
- Fixate: For the next minute, the creature has disadvantage on attack rolls against creatures other than you. Any movement it takes in a direction away from you is treated as though it were difficult terrain.
- Fiction: You place a false memory into the creature’s mind. The false memory must continuous, no longer than 10 minutes long, and they must believe it occurred within the last 24 hours.
- Forget: You erase a memory from the creature’s mind. The erased memory must be continuous, no longer than 10 minutes, and it must have occurred within the last 24 hours. You must also already be aware of the memory you wish to erase as you do not gain insight into the creature’s memories when you use this ability.
- Fugue: For the next minute, the creature loses its sense of self and becomes bewildered. It’s treated as though it’s under the effects of the spell.
- Level 13: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature with this weapon, you can choose between Fear, Ferocity, Fixate, Fiction, Forget, Fugue, Foment, Freeze, or Feign. and expend one of these charges. The creature must succeed on a wisdom saving throw against your Aethyrflame Spell Save DC or suffer from one of the following effects according to your choice. Once a creature succeeds against this effect, they are immune to the chosen effect until you complete a short rest. A creature automatically succeeds if it is immune to being frightened or charmed. A creature can only be effected by one of the effects of this rune at a time.
- Fear: For the next minute, the creature becomes frightened of you. It’s treated as though it’s under the effects of the spell.
- Ferocity: For the next minute, the creature can’t distinguish friend from foe. It’s treated as though its under the effects of the spell. Additionally, you can shape the reality the creature experiences; it’s treated as though it’s under the effects of the spell.
- Fixate: For the next minute, the creature has becomes fascinated by swirling patterns in the weave that only it can see. It’s treated as though it’s under the effects of the spell.
- Fiction: You place a false memory into the creature’s mind. The false memory must continuous, no longer than 10 minutes long, and they must believe it occurred within the last 24 hours. This false memory behaves similarly to memories manipulated by the spell.
- Forget: You erase a memory from the creature’s mind. The erased memory must be continuous, no longer than 10 minutes, and it must have occurred within the last 24 hours. You must also already be aware of the memory you wish to erase as you do not gain insight into the creature’s memories when you use this ability.
- Fugue: For the next minute, the creature loses its sense of self and becomes bewildered. It’s treated as though it’s under the effects of the spell.
- Foment: If the creature is a humanoid or a beast, for the next minute you inspire rebellion in their heart and compel them to fight alongside you. The creature is treated as though it were under the effects of the or spell, depending on their creature type.
- Freeze: For the next minute, you lock the creature in their own mind. It’s treated as though it’s under the effects of the spell.
- Feign: For the next minute, the creature experiences death. It’s treated as though it’s under the effects of the spell.