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Post by Dungeon Master on May 18, 2010 11:01:34 GMT 8
1) Flame Rune - 100GP - On a successful hit, deal additional 2 points of Fire damage
2) Water Rune - 100GP - On a successful hit, deal additional 2 points of Cold damage
3) Wind Rune - 100GP - On a successful hit, deal additional 2 points of Force damage
4) Lightning Rune - 100GP - On a successful hit, deal additional 2 points of Lightning damage
5) Thunder Rune - 100GP - On a successful hit, deal additional 2 points of Thunder damage
6) Necrotic Rune - 100GP - On a successful hit, deal additional 2 points of Necrotic damage
7) Divine Rune - 100GP - On a successful hit, deal additional 2 points of Radiant damage
8) Poison Rune - 100GP - On a successful hit, deal additional 2 points of Poison damage
9) Acid Rune - 100GP - On a successful hit, deal additional 2 points of Acid damage
10) Bleed Rune - 150GP - Roll percentage die after a hit, 85% and above deals ongoing 5 wound (save ends)
11) Bane Rune - 150GP - Roll percentage die after a hit, 75% and above causes target to be weakened until the end of its next turn
12) Life Rune - 150GP - Roll percentage die after a hit, 80% and above drains 5HP from the target and heals the wielder.
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