Runesmithing is a delicate craft, to imbue a weapon with magical energy takes both skill and knowledge most do not possess.
Taking this Feat allows you to etch magic runes into a weapon, adding extra damage specific to each rune. Each weapon may only have one rune etched upon it, and the weapon must be attuned to its wielder to gane this benefit.
Runes and their components -
Fulgur - lightning damage - 150gp worth of sapphire dust
Ignis - fire damage - 150gp worth of ruby dust
Acidum - acid damage - 150gp worth of emerald dust
Frigus - cold damage - 150gp worth of aquamarine dust
Ilustris - radiant damage - holy water and 150gp worth of diamond dust
Mortalatis - necrotic damage - a dead man's ashes and 150gp worth of amethyst dust
The damage for these runes is determined by your dm, but the suggested scaling is this
1d4 at 1st level
1d6 at 8th level
1d8 at 12th level
1d10 at 18th level
It takes 2 hours of work to etch the runes, and 2 more hours to line the etchings with the components. This work is not considered light and will interfere with a long/short rest. It must be completed in 2 hour blocks
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