Inspiration & Runes

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Inspiration Stones

Each player at a weekly table has 3 Inspiration Stones (refreshed at the start of each significant chapter), which can be used at any time throughout a campaign. For Escape or Colosseum sessions, the party will get three stones shared between all the players. When used, each stone will trigger one of the effects listed in the table below:

#StoneEffect
1RerollYou can reroll any single d20 roll made by yourself, an enemy, or an ally
2AdvantageYou  can give yourself (or a friend or enemy within 30ft) an Advantage on their next d20 roll
3DisadvantageYou can give yourself (or a friend or enemy within 30ft) a Disadvantage on their next d20 roll
4Free ReviveYou can revive one player within 30ft back to 1 hp.

Runes

Runes affect the battlefield and are randomly rolled for you from the table below (for specific sessions like Escape). If you choose to activate them, they will apply for 1d4 rounds (rolled when the rune becomes active).

#RuneEffect
1Armor FailArmor Class for everyone is flat ten while active
2Critical FailCritical Hit to kill, or stay at 1hp while active
3Free d20Roll a d20 once, add it to a single save/check/attack during the active period
4Elemental MeteorMeteor Swarm is cast on the field at four randomly rolled locations
5Gravity FailEveryone floats 5d100 feet up (no save), then falls after this rune ends
6Immunity FailAll Immunities change into Vulnerabilities (double damage)
7Inspiration BoostBless spell takes effect on everyone for the duration (add 1d4 to save/attack)
8Inspiration FailBane spell takes effect on everyone for the duration (subtract 1d4 to save/attack)
9Life GainEvery creature recovers 1d20 + 20 hp at the start of their turn
10Life StealEvery creature loses 1d20 + 20 hp at the start of their turn
11Luck of the DiceReroll a single save/check/attack roll (once) during the active period
12Magic BoostSpells do max damage, but the caster suffers 1d4 levels of Exhaustion
13Magic FailSpells suffer from an Antimagic Field suppression effect for a duration
14Polymorph RabbitMake a DC 24 Wis Save or become a rabbit
15Resistance FailResistances become Vulnerabilities (double damage)
16Summon BetrayalAll Summons, Familiars, or Pets betray their owners and attack them
17Potion FailPotions stop working if already in effect and have no effect if drunk
18Treasure GoblinKill this creature to earn Double Escape Rewards
19Attack FailThe next attack (normal or magical) for each creature does only 1 point of damage
20Wild MagicAll Spells cause an effect on the Wild Magic Table when cast, activated, or used.