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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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