Arcanamm:
Fire Bends To Your Will
Shaping Time:
One Day
Effect Occurs:
Immediately after activation
Usable By:
The runegraver or the possessor of the rune
Abilities
The Ild rune, lineal rune of fire giants, is often inscribed on a skin, stone, or metal gauntlets.
1st Level
- The rune allows you to hurl a mote of fire at a creature or object within range. Make a ranged attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
3rd Level
- When you inscribe the Ild rune on
an edged weapon, it becomes a flaming edged
weapon, dealing an additional 1D8 fire damage.
- When you inscribe the Ild rune on a bludgeoning
weapon, the weapon does an addition 1D8 Fire damage and double damage
against structures.
- When you inscribe the Ild rune
on a ranged weapon, it delivers an additional 1D8
Fire damage. This damage is delivered on each
successful hit for a maximum of 10 minutes.
8th Level
- A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
12th Level
- When you inscribe the Ild rune on
an edged weapon, it becomes a flaming edged
weapon, dealing an additional 3D8 fire damage.
- When you inscribe the Ild rune on a bludgeoning
weapon, the weapon does an addition 3D8 Fire damage and double damage
against structures.
- When you inscribe the Ild rune
on a ranged weapon, it delivers an additional 3D8
Fire damage. This damage is delivered on each
successful hit for a maximum of 10 minutes.
16th Level
- When you inscribe the Ild rune on
your body, you radiate heat and light. All
creatures within 10 feet of you take 4D6 fire
damage. All creatures within 20 feet of you take
2D6 fire damage. Waves of heat radiate from you,
and you are considered obscured. Unless your
enemies can see through heat distortions, you
gain a +4 to your armor class. You become
resistant to cold and energy damage. You gain 40
temporary hit points. These effects last
up to 10 minutes. You can only benefit from this
one time per day. Too much risks consuming
yourself in the heat you generate. Any remaining
temporary hit points vanish at the end of 10
minutes.