Elder Runes Deck

DeckWDMMp. 3182014

Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast the symbol spell can learn an elder rune and add it to the selection of symbols that can be created with the spell. Halaster has spent lifetimes studying elder runes, inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain as hazards.

Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is drawn from this deck to determine which rune appears and what it does.

Elder runes function as symbols cast using the symbol spell, with these changes:

  • An elder rune has two possible effects: one beneficial (called the boon effect) and the other harmful (called the bane effect). The elder rune's creator chooses which effect occurs or can randomize it so that a die is rolled to determine whether the bane effect (odd die roll) or the boon effect (even die roll) is triggered.
  • A triggered elder rune targets one or more creatures within 60 feet of it, according to the caster's specifications. Once the effect activates, the elder rune disappears and the spell ends.

A creature doesn't make a saving throw against an elder rune's boon effect. Saving throws made to resist the bane effect of Halaster's elder rune have a spell save DC of 22.

Printable assets are available here.

Raw data
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        "{@i Elder Rune of Protection and Sacrifice}",
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            "The target must succeed on a Constitution saving throw or it gains vulnerability to all damage and a โˆ’2 penalty to death saving throws for 24 hours."
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            "When the target hits with an attack, the target can turn that hit into a critical hit, after which this boon effect ends."
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      "name": "Laebos",
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        "{@i Elder Rune of Fire}",
        {
          "name": "Bane Effect:",
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            "The target must make a Dexterity saving throw, taking {@damage 10d10} fire damage on a failed save, or half as much damage on a successful save."
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            "The target gains a pool of ten {@dice d6|d6s}. Up to two of these dice can be expended at a time and added to any damage roll the target makes when it hits with a weapon attack. The damage added by these dice is fire damage."
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      "name": "Lammath",
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        "{@i Elder Rune of Security}",
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        {
          "name": "Boon Effect:",
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            "Once within the next 24 hours, the target can use its reaction to reduce the damage it takes from one source by {@dice 10d6}."
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        "{@i Elder Rune of Decision}",
        {
          "name": "Bane Effect:",
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            "The target must succeed on a Wisdom saving throw or be {@condition incapacitated} for 1 hour. While {@condition incapacitated} in this way, the target gains the following personality flaw, which supersedes any opposing flaw: \"I fundamentally disagree with everything anyone else says.\""
          ]
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          "name": "Boon Effect:",
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            "The target can cast the {@spell augury} spell as an action three times, requiring no components and with no chance of a random reading."
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        "{@i Elder Rune of Goblinkind}",
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            "All nonmagical coins and gems on the target's person vanish."
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            "The target must succeed on a Wisdom saving throw or be {@condition restrained} for 24 hours."
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                "The effects of the {@spell freedom of movement} spell",
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    "Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast the {@spell symbol} spell can learn an elder rune and add it to the selection of symbols that can be created with the spell. Halaster has spent lifetimes studying elder runes, inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain as hazards.",
    "{@adventure Appendix B|WDMM|26} presents several {@deck elder runes deck|WDMM|elder runes on paper cards} that you can photocopy and cut out to create an {@deck Elder Runes Deck|WDMM}. When circumstances call for the appearance of an elder rune, a card is drawn from this deck to determine which rune appears and what it does.",
    "Elder runes function as symbols cast using the {@spell symbol} spell, with these changes:",
    {
      "type": "list",
      "items": [
        "An elder rune has two possible effects: one beneficial (called the boon effect) and the other harmful (called the bane effect). The elder rune's creator chooses which effect occurs or can randomize it so that a die is rolled to determine whether the bane effect (odd die roll) or the boon effect (even die roll) is triggered.",
        "A triggered elder rune targets one or more creatures within 60 feet of it, according to the caster's specifications. Once the effect activates, the elder rune disappears and the spell ends."
      ]
    },
    "A creature doesn't make a saving throw against an elder rune's boon effect. Saving throws made to resist the bane effect of Halaster's elder rune have a spell save DC of 22.",
    "{@note Printable assets are available {@adventure here.|WDMM|26}}"
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