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Run'karo (Fire) in Dungeons & Dragons 5e

The Traveler's Guide to Aellorah

Run'karo (Fire)

0-level (Cantrip) Evocation

Casting Time: 1 action
Components: Somatic
Attack/Save: Dexterity
Damage/Effect: fire

Invoked [Cost: 1] - When invoked, the rune gathers energy for a moment before exploding. After invoking the rune, it will explode at the end of your next turn, dealing 2d6 fire damage to all creatures in a 5 ft. radius. This burst will also ignite combustible objects within the area.

Scribed - When scribed onto an object, if the object is combustible, it immediately bursts into flames. These flames deal 1d4 fire damage at the start of each turn a creature is touching them, and spreads to nearby combustible objects within 5 ft. If the object is not combustible, its temperature increases sharply, making it hot to the touch; enough to deal 1d4 fire damage at the start of each turn a creature maintains contact with it. A number of cubic feet of material equal to your Rune Potency can be affected. Non-combustible objects remain heated until dispelled or you dismiss the rune. Cannot be scribed onto a creature.

Synthesis - Combining this rune with another intensifies the effects of the other rune, increasing the damage die of its effects by 1 per 2 points of Flow Reserve expended.

Available for: Runescribe

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