Upon casting this spell, you must also expend a spell slot of 5th level or lower. Then choose one of the following effects to place on the weapons. You may choose a number of targets equal to your spell casting ability modifier within range.
If a creature successfully saves against one effect, it is immune to that effect for the remainder of the spells duration. You may change elements as a bonus action as long as you are concentrating on this spell.
1. Fire. The weapon deals 1d8 fire damage per slot level spent. The creature hit then takes the same amount of fire at the start of their turns for the duration of the spell. A successful con save will end the effect.
2. Acid. The target takes 1d8 acid damage per slot level spent, and other creatures of the attackers choice within 5ft of the Target take half as much acid damage.
3. Lightning. The target takes 1d8 lightning damage per slot level spent, and suffers paralysis for the duration of the spell. A successful con save will end the effect early.
4. Poison. The target takes 1d8 posion damage per slot level spent, and the target is poisoned for the duration. A successful con save ends the effect early,
5. Cold. The target takes 1d8 cold damage per slot level spent and suffers the effects of slow. A successful con save ends the effect early.
6. Wind. The target takes 1d8 additional weapon damage per slot level spent. The weapons range also increase by 15 feet. Lastly, weapons that deal bludgeoning or slashing damage can make an attack in a 15ft cone, and piercing attacks can attack in a 5x30ft line. Ranged weapons don’t suffer disadvantage from long range, and attack all creatures in line of the weapons range.
7. Light. The target takes 1d8 radiant damage per slot level spent, is blinded, has disadvantage in stealth checks, can’t benefit from being invisible, and all attacks against the creature will have advantage. This effect lasts for the duration of the spell, but a con save will end the effect early.
8. Dark. The target takes 1d8 necrotic damage per slot level spent. The target also becomes blinded, and suffers an additional 1d8 necrotic damage per attack hit against it at the start of its turn. A successful con save at the end of its turn will end the effect early.
All con saves are made until the end of the creature’s turn, and Dark Rune is the only rune with a stacking effect.
Previous Versions
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11/27/2019 10:40:22 PM
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Coming Soon
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