Balefire (Melee Weapon Magic Property): Difference between revisions
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=== Balefire === | |||
* '''Price:''' +7 bonus | * '''Price:''' +7 bonus |
Revision as of 17:53, 28 January 2015
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Balefire
- Price: +7 bonus
- Aura overwhelming evocation; CL 30th; Weight —
When activated, a balefire weapon becomes a horrifying brand of brilliant blue-white flame encased in roiling billows of liquid orange-yellow fire and heaving liquid gouts of bright flame in all directions. These gouts scatter and spread on every successful attack, possibly damaging both friend and foe and inflicting fiery conditions upon the surroundings. A Balefire weapon sheds bright light to a radius of 50 feet, and dim light for another 50 feet. Note that it is impossible to Stealth while displaying a light source.
As a swift action the wielder may choose to apply all of the damage of a balefire weapon as fire damage until the end of the encounter. To change it back requires another swift action. This choice has no effect on the area of effect damage, which is always fire damage.
A balefire weapon adds 3d10 of bonus fire damage to all successful attacks. In addition, on each successful attack the wielder must choose one square of the target that is within his reach. That square is the center of the area of effect of a 5x5 blast of fire damage which inflicts the same 3d10 of fire damage. All creatures, friend or foe, within that space take the same 3d10 bonus damage roll.
A balefire weapon grants the wielder fine control of the terrible energies it unleashes. The wielder may choose up to four allies who are not affected by the area of effect damage. These allies may include the wielder. The wielder may choose himself if he does not wish to take the damage of his own weapon. The wielder chooses which allies are not affected when he makes his first attack roll in the encounter.
In addition, the fiery gouts rage and flare up from any surface within the area, walls, floors, the surface of any liquid (even ice), etc. All squares so affected inflict 3d10 of fire damage any time a creature enters them, even if they enter as a result of forced movement. As always, forced movement into a hazardous square may be disallowed or allow a saving throw to end the movement. This effect persists until the end of the encounter. If an area if affected multiple times with this effect, it does not stack.
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