Dungeons and Dragons RPG Greater Rune - Fire
Also known as - Kaunna - Kenaz - Ild - The Eternal Flame - Teine - Flame
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 Fire Runic Rules
Runic Overview
Base Rune - Fire - Mystara
- Magical Item - Artefact - Greater Rune of Fire
- Standard - This rune signifies elemental fire. The Eternal Flame. items with this rune are connected to the sphere of fire, and can have their effects altered to this element. You can power the rune by casting a fire spell or dealing fire 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 flame dealing a extra dice of damage with fire lasting for a minute. A item allows you to start a campfire or cast the cantrip flame bolt once per day.
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - The rune glows with a red light, does not illuminate. The powered rune provides you with resistance to cold 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 red light, illuminating out to 5ft. The powered rune provides resistance to anyone within 5ft. The powered rune makes your fire attacks deadlier. When you have successfully made an attack that deal fire daamge, you may spend a reaction to to deal an extra dice of fire damage powered by the fire rune. Using the reaction deactivates the rune. A practitioner of the Fire 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 red 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 Fire 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 red 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 Fire 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 red 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 Fire 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 red 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 Fire secret craft can use the rune to power a 5th Circle ability without Soul Burn, which deactivates the rune.
- Ritual - Greater Rune of Fire (Must have learnt the greater rune)
- Scribe Rune Power (Initiate/Tier 1/DC 14) - As an action, you scribe the rune using ash onto a flammable object. That object immediately bursts into flame in the shape of the rune. While it burns, the fire extends 1 ft out from the rune you scribed each round you concentrate on it up to 1 minute. Once you no longer concentrate the rune fades.
- Scribe Rune Power (1st Circle/Tier 2/DC 16) - As an action, you scribe this rune using ash onto a creature within your reach, the rune bursts into flame. The creature takes 1d10 fire damage. You can expend a spell slot to deal an additional 1d10 fire damage per level of the expended spell slot. Then the rune fades away.
- 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 yellow flame and deals fire 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 fire 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 fire. You can as an action, scribe this rune into an existing spell to change the energy type to fire.
- Scribe Rune Power (5th Circle/Tier 6/DC 24) - You can draw the rune of fire 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 Eternal Flame - Mystara
Dragon Rune - Flame - Mystara
A dragon may appy the rune to their breath weapon.
Dwarven Rune - Kenaz - Fire - Mystara
A dwarf may appy the rune to their ring magic.
This is used to represent Flaming Torch, elightenment and Ulcers.
- Magical Item - Artefact - Greater Rune of Fire
(Additional Powers)
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - You gain darkvision (30ft). If you already have darkvision, you gain proficieny on Wisdom (Perception) checks.
- Ritual - Greater Rune of Fire (Must have learnt the greater rune)
(Additional Powers)
- Scribe Rune Power (1st Circle/Tier 2/DC 16) - When 1 minute is spend tracing this rune on the ground, it burns like a campfire for up to 8 hours. The fire is 2ft in diameter and the flames are magica;, causing 2d6 fire damage per round to any creature in the fire. Neither the rune nor the fire can be moved once created; but the fire can spread normally to inflammable materials.
- Scribe Rune Power (2nd Circle/Tier 3/DC 18) - Tracing this rune onto a weapon causes that weapon to shed bright light in a 10ft radius plus dim light for another 10ft, and the weapin does an extra dice of fire damage on a hit. Tracing the rune takes 1 action, and the effects last while you concrentrate, for up to 1 hour.
- Scribe Rune Power (3rd Circle/Tier 4/DC 20) - When traced on a living creature, this rune burns away illness and ailments the same way as a remove disease spell. Invoking the rune takes 1 action.
Other Source (midgard-kob-5e-mhh p133)
Giant Rune - Ild - Fire - Mystara
Halfling Rune - Teine - Fire - Mystara
This is used to represent warmth giving hearth, the light giving torch and the destructive power of wildfire.
- Magical Item - Artefact - Greater Rune of Fire
(Additional Powers)
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - The rune burns like a torch for two hours, yet does not consume the material the rune is inscribed upon. The fire burns even in heavy rain, but not while submerged.
Other Source (dnd-becmi-gaz-07 p29)
Norse Rune - Kaunna - Fire - Mystara
This is used to represent Fire, Knowledge, Creativity, Revelation and Inspiration.
Reversed - This is used to represent False Hope, No creativity.
- Magical Item - Artefact - Greater Rune of Fire
(Additional Powers)
- Powered Rune Bonus (Initiate/Tier 1/DC 14) - You gain darkvision (30ft). If you already have darkvision, you gain proficieny on Wisdom (Perception) checks.
- Ritual - Greater Rune of Fire (Must have learnt the greater rune)
(Additional Powers)
- Scribe Rune Power (1st Circle/Tier 2/DC 16) - When 1 minute is spend tracing this rune on the ground, it burns like a campfire for up to 8 hours. The fire is 2ft in diameter and the flames are magica;, causing 2d6 fire damage per round to any creature in the fire. Neither the rune nor the fire can be moved once created; but the fire can spread normally to inflammable materials.
- Scribe Rune Power (2nd Circle/Tier 3/DC 18) - Tracing this rune onto a weapon causes that weapon to shed bright light in a 10ft radius plus dim light for another 10ft, and the weapin does an extra dice of fire damage on a hit. Tracing the rune takes 1 action, and the effects last while you concrentrate, for up to 1 hour.
- Scribe Rune Power (3rd Circle/Tier 4/DC 20) - When traced on a living creature, this rune burns away illness and ailments the same way as a remove disease spell. Invoking the rune takes 1 action.
Other Source (midgard-kob-5e-mhh p133)
Nithian Hieroglyph - Fire - Mystara
Runic Fire Items - Mystara
- Ild Rune Circlet (W019)
- Ild Rune Stones (F019)
Content Updates
- 2022-12-04 - Added in more detail around the rune powers.
- 2022-12-03 - Starting to migrate rune rules.
- 2021-05-05 – Cleaning up the links for Ild Rune Circlet.
- 2021-05-01 - Published on WordPress.