Corrupt Element infusion
Corrupt Elemental Infusion
What's better than regular ol' elements infused onto your weapon? Corrupted elements being used in the same manner!
Though they behave differently, you still can only have one at a time and must renew it daily to retain the infusion.
Adds 1d8 damage to the weapon you infused, adds the effects of the corrupted element to that weapon, too.
Note: This effect lasts until a Long Rest. If you cast this again on the same weapon, it will replace the previous element infused on it.
Corrupt Element | Effect |
---|---|
Dark Acid | Target hit loses all of their Defense & takes a bonus 1d12 damage for the next 5 turns |
Dark Fire | Target hit has a 1d12 chance to be instantly incinerated (bosses take 25% maximum HP damage instead) |
Dark Lightning | On a successful hit, before damage, roll 1d10; if the result is >5, the target is Stunned for 2 turns. Can stun bosses every other time |
Dark Air | Target hit gets displaced 1d20 tiles based on your position relative to them |
Dark Earth | Your weapon deals an additional 1d12 True Damage & damages all opponents in the adjacent tiles around your target for the same amount as this Infusion's bonus |
Dark Ice | On a successful hit: roll 2d6's, if the first one crits the tatget takes double damage from your weapon, if the second crits your target is frozen solid for 5 turns. If both crit, your target will become completely Frozen & shatters from the next attack, killing them instantly. |
Dark Water | Heals the user & the target hit for three times the damage of ypur weapon instead |
ORDER | Choose a potion effect to apply to the target with each attack. It has a Strength of 6 & a Duration of 2. |
Cost: 3 Spell Castings
Speed: Action
Damage: See Table
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