Rune of Armaments (3.5e Spell)

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Rune of Armaments
Transmutation
Level: Cleric 4, Wizard/Sorcerer 4, Dwarf 3, Rune 3
Components: V, S
Casting time: 1 full round
Range: Touch
Target, Effect, or Area: Weapon touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You use your finger to draw an arcane rune onto a weapon, shield, or 50 projectiles. It gains an enhancement bonus of +1 per four caster levels (rounded up, maximum of +5 at 17th level). Alternatively, you can grant the weapon or shield a special property whose total is equal to or less than the maximum enhancement bonus you could grant, though it must have a minimum of a +1 enhancement bonus. For example, an 18th level sorcerer could use rune of armamenents to turn an ordinary longsword into a +4 flaming longsword. He could not, however, create a vorpal longsword because it lacks a +1 enhancement bonus.


Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsSorcerer/Wizard

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