Item: Bane
A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals 1d6 additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type.
The GM might allow bane runes for other creature traits, such as astral, dream, or demon. However, humanoids, undead, and specific types of humanoids (such as elves) are never a valid option.
Trait Effects
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Ghost Touch | 4 | Common |
| Merciful | 4 | Common |
| Reinforcing Rune (Minor) | 4 | Common |
| Striking | 4 | Common |
| Adamantine Echo | 5 | Rare |
| Armor Potency (+1) | 5 | Common |
| Assisting | 5 | Common |
| Authorized | 3 | Common |
| Bolka's Blessing | 5 | Uncommon |
| Crushing | 3 | Uncommon |
| Earthbinding | 5 | Common |
| Fearsome | 5 | Common |
| Hooked | 5 | Rare |
| Kols's Oath | 5 | Uncommon |
| Pacifying | 5 | Common |
| Raiment | 5 | Common |
| Returning | 3 | Common |
| Shadow | 5 | Common |
| Slick | 5 | Common |
| Stanching | 5 | Uncommon |