Dungeons and Dragons RPG Greater Rune - Air
Also known as - Ansur - Doineann - The Howling Hatred - Storm - Vind - Vindr
Type - Greater Rune
Rarity - Artifact
Original Source -
Northern Reaches Gazetteer (dnd-bemci-gaz-07),
Unearthed Arcana #9 Runes,
Princes of the Apocalypse (dnd-5e-wiz-adv-pota),
Midgard Heroe's Handbook (midgard-kob-5e-mhh)
Greater Air Runic Rules
Runic Overview
Base Rune - Air - Mystara
- Magical Item - Artefact - Greater Rune of Air
- Standard - This rune signifies elemental air. The Howling Hatred. items with this rune are connected to the sphere of air, and can have their effects altered to this element. You can power the rune by casting a air spell or dealing lighting damage to the rune. You can then make a secret craft check to activate the rune.
- Unpowered Rune Bonus (DC 12) - As an action, can cause a weapon with this rune to surroud itself in lighting dealing a extra dice of damage with lighting lasting for a minute. A item allows you to start a mechanical device or cast the cantrip flame bolt (lighting damage) once per day.
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - The rune glows with a white-blue light, does not illuminate. The powered rune provides you with resistance to acid damage. The unpowered options can be used at will instead of daily.
- Powered Rune (1st Circle/Tier 2/DC 16) - The rune glows with a white-blue light, illuminating out to 5ft. The powered rune provides resistance to anyone within 5ft. The powered rune makes your lighting attacks deadlier. When you have successfully made an attack that deal lighting daamge, you may spend a reaction to to deal an extra dice of lighhting damage powered by the air rune. Using the reaction deactivates the rune. A practitioner of the Air secret craft can use the rune to power a 1st Circle ability without Soul Burn, which deactivates the rune.
- Powered Rune (2nd Circle/Tier 3/DC 18) - The rune glows with a white-blue light, illuminating out to 10ft. The powered rune provides resistance to anyone within 10ft. The powered rune damage increases to an extra two dice. A practitioner of the Air secret craft can use the rune to power a 2nd Circle ability without Soul Burn, which deactivates the rune.
- Powered Rune (3rd Circle/Tier 4/DC 20) - The rune glows with a white-blue light, illuminating out to 15ft. The powered rune provides resistance to anyone within 15ft. The powered rune damage increases to an extra three dice. A practitioner of the Air secret craft can use the rune to power a 3rd Circle ability without Soul Burn, which deactivates the rune.
- Powered Rune (4th Circle/Tier 5/DC 22) - The rune glows with a white-blue light, illuminating out to 20ft. The powered rune provides resistance to anyone within 20ft. The powered rune damage increases to an extra four dice. A practitioner of the Air secret craft can use the rune to power a 4th Circle ability without Soul Burn, which deactivates the rune.
- Powered Rune (5th Circle/Tier 6/DC 24) - The rune glows with a white-blue light, illuminating out to 25ft. The powered rune provides resistance to anyone within 25ft. The powered rune damage increases to an extra five dice. A practitioner of the Air secret craft can use the rune to power a 5th Circle ability without Soul Burn, which deactivates the rune.
- Ritual - Greater Rune of Air (Must have learnt the greater rune)
- Scribe Rune Power (Initiate/Tier 1/DC 14) -
- Scribe Rune Power (1st Circle/Tier 2/DC 16) - Sketching the rune takes an action, and the marked object reains effective for 1 hour. This sketched rune can be done once per day and can be used to ward off giants and fey hostile to the religion. The rune must be presented boldly towards such creatures, each must make a Charisma saving throw vs the craft DC. Creatures that fail the saving throw must stay at least 5ft 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 (requires an action each round).
- Scribe Rune Power (2nd Circle/Tier 3/DC 18) - Spending 10 minutes to scribe this rune onto melee and ranged weapon, or up to 20 pieces of ammunition. The weapon or ammunition gain a ghostly aura of white-blue lighting and deals lighting damage instead of piecing, slashing or bludgeoning damage. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage equal to the spell slots levels divided by three. The effects last for 24 hours, or until you use this property again. If you take soul burn, the effects last until you recover that loss. Once the effect passes the rune fades.
- Scribe Rune Power (3rd Circle/Tier 4/DC 20) - You can use this rune in a summoning circle to grant you a bonus to your check equal to your total circles in the craft when dealing with air elementals. It can be placed as part of a crafting check onto an item to become a permanent (unpowered) rune.
- Scribe Rune Power (4th Circle/Tier 5/DC 22) - As a reaction, you can scribe this rune into the casting of a spell to change the damage type to lighting. You can as an action, scribe this rune into an existing spell to change the energy type to lighting.
- Scribe Rune Power (5th Circle/Tier 6/DC 24) - You can draw the rune of air into the air as if it was a surface, and use it like the magical item or other effect. You can draw it on an item or weapon as a fully powered rune.
Alphatian Rune - The Howling Hatred - Air - Mystara

Dragon Rune - Storm - Air - Mystara

A dragon may appy the rune to their breath weapon.
Dwarven Rune - Vindr - Air - Mystara

A dwarf may appy the rune to their ring magic.
This is used to represent Gods and outsiders.
- Magical Item - Artefact - Greater Rune of Air
(Additional Powers)
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - You gain a +1 bonus on Intelligence (Arcana) checks to identify the type, powers, or weaknesses of aberrations, celestials, fey or fiends.
- Powered Rune (1st Circle/Tier 2/DC 16) - Detects the presence of magically diguised creatures, particualrly demons, Immortals, and various creature from beyond the primal plane.
- Ritual - Greater Rune of Air (Must have learnt the greater rune)
(Additional Powers)
- Scribe Rune Power (4th Circle/Tier 5/DC 22) - When traced on the forehead of a willing creature, the rune 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. Tracinf the rune takes 10 minutes, and the trance lasts for 1 round.
Other Source (midgard-kob-5e-mhh p133)
Giant Rune - Vind - Air - Mystara

Halfling Rune - Doineann - Air - Mystara

This is used to represent Immortals and their realms beyond the primal plane.
- Magical Item - Artefact - Greater Rune of Air
(Additional Powers)
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - You gain a +1 bonus on Intelligence (Arcana) checks to identify the type, powers, or weaknesses of aberrations, celestials, fey or fiends.
- Powered Rune (1st Circle/Tier 2/DC 16) - Detects the presence of magically diguised creatures, particualrly demons, Immortals, and various creature from beyond the primal plane.
- Powered Rune (2nd Circle/Tier 3/DC 18) - Creatures a circle of protection against demons, Immortals, and various creature from beyond the primal plane. The circle lasts until you stop concentrating or something else crosses the circle. While inside the circle you have advantage on all sacing throws vs the creatures it protects you from.
- Powered Rune (3rd Circle/Tier 4/DC 20) - Reveals the true appearence of magically diguised creatures, particualrly demons, Immortals, and various creature from beyond the primal plane.
- Powered Rune (4th Circle/Tier 5/DC 22) - Provides a +2 rune bonus to all saving throws.
- Ritual - Greater Rune of Air (Must have learnt the greater rune)
(Additional Powers)
- Scribe Rune Power (2nd Circle/Tier 3/DC 18) - Sketching the rune on the floor or a wall allows all worshippers of the religion within 10ft of it to add an inspiration dice to their attack rolls, similar to the bless spell. Sketching the rune takes an action, and the marked object remains effective while you concentrate for up to one minute.
- Scribe Rune Power (4th Circle/Tier 5/DC 22) - When traced on the forehead of a willing creature, the rune 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. Tracinf the rune takes 10 minutes, and the trance lasts for 1 round.
Other Source (dnd-becmi-gaz-07 p29)
Norse Rune - Ansur - Air - Mystara

This is used to represent Air, Vision, Power of words.
Reversed - This is used to represent Delision, Vanity and Boredom.
- Magical Item - Artefact - Greater Rune of Air
(Additional Powers)
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - You gain a +1 bonus on Intelligence (Arcana) checks to identify the type, powers, or weaknesses of aberrations, celestials, fey or fiends.
- Ritual - Greater Rune of Air (Must have learnt the greater rune)
(Additional Powers)
- Scribe Rune Power (2nd Circle/Tier 3/DC 18) - Sketching the rune on the floor or a wall allows all worshippers of the religion within 10ft of it to add an inspiration dice to their attack rolls, similar to the bless spell. Sketching the rune takes an action, and the marked object remains effective while you concentrate for up to one minute.
- Scribe Rune Power (4th Circle/Tier 5/DC 22) - When traced on the forehead of a willing creature, the rune 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. Tracinf the rune takes 10 minutes, and the trance lasts for 1 round.
Other Source (midgard-kob-5e-mhh p133)
Nithian Hieroglyph - Air - Mystara

Runic Air Items - Mystara
Content Updates
- 2022-12-04 - Created on new site.