Fiery (Melee Weapon Magic Property): Difference between revisions
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(Created page with "{{Magic Property <!-- Enchantable On:--> | Melee Weapons = Y | Ranged Weapons = Y | Implements = | Armor = | Shields = | Limitations = <!-- e.g. "bludgeoning only"--> |...") |
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| Components = [[Flame Blade (Spell)]], [[Flame Strike (Spell)]], or [[Fireball (Spell)]] | | Components = [[Flame Blade (Spell)]], [[Flame Strike (Spell)]], or [[Fireball (Sorcerer/Wizard Spell)]] | ||
}} | }} |
Revision as of 15:17, 29 March 2019
Fiery (Melee Weapon Magic Property)
Enchant Cost: +3
Upon command, as a standard action, a fiery weapon becomes a raging brand that deals an extra 3d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given to extinguish. When activated, if the wielder wishes, all of the weapon damage is inflicted as fire damage.
While the flaming effect is active, the weapon gives off light as a torch (30 feet of bright light, 30 additional feet of dim light). Note that entering a stealth stance is impossible while carrying a light source.
- Creation: Creator (Feat), Bailiwick Check (DC 30), a pale remnant (tier 2), and an item symbolic of the enchantment.