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Defense - Purification 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
None
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 worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13.

  • Level 1: You have advantage on saving throws against being poisoned or diseased. You have resistance to poison damage. At the end of each of your turns, if you are poisoned, you can always repeat the saving throw against the poison to end its effect early.
    You have advantage on saving throws against effects that would charm or frighten you. You cannot be magically put to sleep. At the end of each of your turns, if you are charmed or frightened, you can always repeat the saving throw against the effect causing you to be charmed or frightened to end its effect early. If you end an effect early with this feature, you take 3d10 psychic damage.
  • Level 7: You are immune to being poisoned or diseased. When you resist a poison or disease with this feature, you take 3d10 necrotic damage.
    You are immune to being charmed or frightened. When you resist being charmed or frightened with this feature you take 5d10 psychic damage.
    You have advantage on saving throws against effects that would cause you to become incapacitated. At the end of each of your turns, if you are incapacitated, you can always repeat the saving throw against the effect causing you to be incapacitated to end its effect early. If you end an effect early with this feature, you take 5d10 force damage.
  • Level 13: You are immune to being poisoned or diseased. When you resist a poison or disease with this feature, you take 2d10 necrotic damage.
    You are immune to being charmed or frightened. When you resist being charmed or frightened with this feature you take 4d10 psychic damage.
    You are immune to effects which would cause you to become incapacitated. When you resist being incapacitated with this feature you take 6d10 force damage.