Control - Riftbreaker’s Seal
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 or an object with this weapon, you can cause a rift to form from the Aethyrweave centered around the impact. You can only have 1 effect created by this rune. When you do so, choose one of the effects below. Only 1 effect created by this rune can persist at a time.
- Gravity Warp: The gravity in a 15-foot radius around the impact point becomes intensified. All creatures in the area must succeed on a Strength saving throw against your Aethyrflame Spell Save DC or be knocked prone and moved 5 feet closer to the center of the effect. The area becomes difficult terrain for creatures moving away from the center for the next minute.
- Aethyrflame Vortex: Fiery energy from the Aethyrweave swirls in a 10-foot radius around the impact, dealing fire damage equal to your proficiency bonus to all creatures other than you which begin their turn in the area. The area remains on fire for up to a minute or until extinguished (such as by a blast of air or a wave of water).
- Temporal Distortion: Time is distorted in a 5-foot radius around the impact. All creatures other than yourself in the area must make a Wisdom saving throw against your Aethyrflame Spell Save DC or be affected by the spell.
- 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 or an object with this weapon, you can cause a rift to form from the Aethyrweave centered around the impact. When you do so, choose one of the effects below. Only 2 effects created by this rune can persist at a time.
- Gravity Warp: The gravity in a 20-foot radius around the impact point becomes intensified. All creatures in the area must succeed on a Strength saving throw against your Aethyrflame Spell Save DC or be knocked prone and moved 10 feet closer to the center of the effect. Creatures who succeed on the saving throw are moved 5 feet closer and are not knocked prone. The area becomes difficult terrain for creatures moving away from the center for the next minute.
- Void Burst: The rift explodes in a burst of void energy in a 20-foot radius. All creatures in the area must make a Constitution saving throw or take 2d10 force damage and be pushed 10 feet away from the center.
- Aethyrflame Vortex: Fiery energy from the Aethyrweave swirls in a 15-foot radius around the impact, dealing fire damage equal to your twice your proficiency bonus to all creatures other than you which begin their turn in the area. The area remains on fire for up to a minute or until extinguished (such as by a blast of air or a wave of water).
- Temporal Distortion: Time is distorted in a 10-foot radius around the impact. For the next minute, all creatures other than yourself in the area must make a Wisdom saving throw against your Aethyrflame Spell Save DC or be affected by the spell.
- Aethyric Chains: Ethereal chains emerge from the rift in a 5-foot radius, attempting to bind creatures. All creatures in the area other than yourself must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or be restrained until they use their action to make a successful Strength check against your Aethyrflame Spell Save DC to break free.
- 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 or an object with this weapon, you can cause a rift to form from the Aethyrweave centered around the impact. When you do so, choose one of the effects below. Only 3 effects created by this rune can persist at a time.
- Gravity Warp: The gravity in a 30-foot radius around the impact point becomes intensified. All creatures in the area must succeed on a Strength saving throw against your Aethyrflame Spell Save DC or be knocked prone, moved 10 feet closer to the center of the effect, and take 1d10 force damage. Creatures who succeed on the saving throw are moved 15 feet closer, are not knocked prone and take no damage. The area becomes difficult terrain for creatures moving away from the center for the next minute. Any creature who begins their turn within the field has their movement reduced by half.
- Void Burst: The rift explodes in a burst of void energy in a 30-foot radius. All creatures in the area must make a Constitution saving throw or take 4d10 force damage and be pushed 15 feet away from the center. Creatures who succeed on the saving throw are pushed 5 feet and take half damage.
- Aethyrflame Vortex: Fiery energy from the Aethyrweave swirls in a 20-foot radius around the impact, dealing fire damage equal to your thrice your proficiency bonus to all creatures other than you or creatures you choose which begin their turn in the area. The area remains on fire for up to a minute or until extinguished (such as by a blast of air or a wave of water).
- Temporal Distortion: Time is distorted in a 15-foot radius around the impact. For the next minute, all creatures other than yourself and creatures of your choice in the area must make a Wisdom saving throw against your Aethyrflame Spell Save DC or be affected by the spell.
- Aethyric Chains: Ethereal chains emerge from the rift in a 10-foot radius, attempting to bind creatures. All creatures in the area other than yourself or creature you choose must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or be restrained until they use their action to make a successful Strength check against your Aethyrflame Spell Save DC to break free.
- Negation Zone: A field of anti-magic radiates from the rift, forming a 30-foot radius around the impact point. Within this area, creatures cannot be targeted or affected by spells, and any ongoing magical effects on creatures or items are suppressed for the duration. This includes magical item properties, active spells, and summoned creatures. The zone lasts for 1 minute.
- Suspension Field: The rift generates a field of levitating energy in a 30-foot radius around the impact point. All creatures other than you without a fly speed within the area are suspended 10 feet into the air and are rendered immobile. Creatures suspended this way are restrained and cannot move, but they can take actions and reactions as normal. If a creature steps into the area, their step causes them to rise 10 feet in the air before becoming suspended in the field. If a force is a applied to a suspended creature (such as being hit by you), they are moved 5 feet within the field in a direction chosen by the source of the force. The Suspension Field lasts for 1 minute.
Creatures in the area can make a Strength saving throw against your Aethyrflame Spell Save DC at the end of each of their turns; on a success, they break free and fall to the ground, ending the restrained condition for them. - Seclusion Dome: The rift forms a transparent dome of force with a 30-foot radius around the impact point. The dome blocks all matter and effects from passing through, effectively isolating everything inside from everything outside. Any creatures on the edge of the dome are pushed to one side or the other when it’s created (your choice). Creatures and objects cannot move into or out of the dome, and attacks and spells cannot penetrate it. The dome is impervious to all damage and lasts for 1 minute. The dome can be destroyed by an anti-magic effect such as Antimagic - Dispel Magic or a large amount of magical force damage such as with .