Two casters must expend a 9th level spell slot for this spell to be cast. Only one of the casters need to know the spell to cast it.
You take apart a weapon to learn it's secrets and learn a rune to recreate it's effects. You can use it's effects by viping the effects of another weapon and putting on runes. A weapon's effect collection ability depends on it's rarity. A common item consumes 1 rune slot, uncommon 2, rare 3, very rare 5, legendary 7 and artifact 10. A rune from the same rarity of weapon has triple the amount of slots. For example, you can have an artifact (30 slots) with either 30 common runes, 15 uncommon runes, 10 rare runes, 6 very rare runes, 4 legendary and 1 uncommon runes, 3 artifact rune or any other combination, as long as it doesn't exceed the rune slots. You only need to learn a specific rune once per weapon, but different effects on the same rarity need to be learnt each.
Same effects can only stack 3 times. The magic item can be put back together with the magic still intact by working on it for 10 minutes. These effects of the spell can be altered if your DM decides that magic is too rare in the setting for this spell to be viable. A table for better understanding has been added as the image in the details. (if you can't make it out, open it as a new tab or copy it)
You don't need to cast the spell to learn a rune (takes the same amount of time and the same material component but not consumed) or vipe the effects of a weapon. Casting is only needed to add the rune.
* - (a magical weapon (consumed))Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/9/2022 11:29:10 AM
|
4
|
0
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jun 9, 2022This is intentionally too op. For a more balanced version, check "weapon rune" spell. Unless it was taken down or something.