You imbue your weapon with the power of Fire, Ice, Thunder, Wind, Dark, or Light Rune. You can choose any one of these runes to deal an additional damage. The damage is added onto melee and ranged weapon attacks. The damage type is based on which rune you choose. Fire is fire damage. Ice is cold damage. Thunder is thunder damage. Wind is force damage. Dark is necrotic damage. Light is radiant damage. Only one rune can be active at a time on a creature. If a new rune is activated on a creature, while they have a rune already active, the new rune takes priority and dispels the old one and is replaced by the new one. When attacking with a rune active, you can add 1d6 damage of fire, cold, thunder, force, necrotic, or radiant damage depending on the rune. If this spell is used in tandem with Transfer Rune, the targeted creature can only use the effects of Elemental Runes once per attack action.
The spell does more damage and lasts longer when you reach a higher level: deals 2d6 and lasts 3 rounds at the 5th level, deals 3d6 and lasts 4 rounds at the 11th level, and deals 4d6 and lasts 5 rounds at the 17th level. (This damage stacks with other damage modifiers).
Previous Versions
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8/30/2020 4:53:45 AM
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126
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8/30/2020 4:59:53 AM
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40
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1.1
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8/30/2020 6:25:25 AM
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41
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8/30/2020 6:48:42 AM
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40
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8/30/2020 7:10:53 AM
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40
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9/13/2020 4:26:03 AM
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42
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9/13/2020 4:54:23 AM
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42
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2.0
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9/13/2020 5:04:27 AM
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42
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9/13/2020 5:39:10 AM
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42
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3.0
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3/15/2021 12:42:55 PM
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46
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3.0
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3/15/2021 1:02:35 PM
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45
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4.0
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