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 fiends. Once per day, the ansuz rune can be sketched on an object to ward off giants and fey hostile to the Aesir. The 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 attacks 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 effective for 1 hour.

Rune Power (7th level): Sketching ansuz on the floor or a wall allows all worshipers of the Aesir within 10 feet of it to add 1d4 to each of their attack rolls, similar to a bless spell. Sketching the rune takes 2 actions, and it remains effective while you concentrate, for up to 1 minute.

Rune Mastery Power (11th level): When 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 effect 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.

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