Adventuring Gear | Alchemical Items | Armor | Artifacts | Consumables | Drugs | Held Items | Materials | Runes | Services | Shields | Snares | Staves | Structures | Tattoos | Wands | Weapons | Worn Items

Armor Property Runes | Fundamental Armor Runes | Fundamental Weapon Runes | Weapon Property Runes

Weapon Property Runes

Source Core Rulebook pg. 583
Property runes add special abilities to armor or a weapon in addition to the item’s fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.

Rune abilities that must be activated follow the rules for activating magic items on page 532.

Click here for the full rules on Weapon Property Runes.

Kin-Warding352 gp
Returning355 gp
Ghost Touch475 gp
Disrupting5150 gp
Shifting6225 gp
Wounding7340 gp
Bloodbane8475 gp
Corrosive8500 gp
Flaming8500 gp
Frost8500 gp
Shock8500 gp
Thundering8500 gp
Grievous9700 gp
Serrating101,000 gp
Anarchic111,400 gp
Axiomatic111,400 gp
Holy111,400 gp
Unholy111,400 gp
Dancing132,700 gp
Spell-Storing132,700 gp
Greater Bloodbane132,800 gp
Keen133,000 gp
Disrupting (Greater)144,300 gp
Corrosive (Greater)156,500 gp
Flaming (Greater)156,500 gp
Frost (Greater)156,500 gp
Shock (Greater)156,500 gp
Thundering (Greater)156,500 gp
Ancestral Echoing159,500 gp
Speed1610,000 gp
Vorpal1715,000 gp