Volcanic Vent (Shield Magic Property): Difference between revisions

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As a move action, the wielder of the shield can command the blazing fire to move a distance equal to the wielder's Walk speed, using either [[Walk]] or [[Vaulting]] as its movement type. The mass of flames cannot hold or manipulate anything in any way. If not commanded to move, the raging fire remains at rest, occupying a square as an ally creature of the wielder and all of their allies.
As a move action, the wielder of the shield can command the blazing fire to move a distance equal to the wielder's Walk speed, using either [[Walk]] or [[Vaulting]] as its movement type. The mass of flames cannot hold or manipulate anything in any way. If not commanded to move, the raging fire remains at rest, occupying a square as an ally creature of the wielder and all of their allies.


Up to once per round, as a standard action, if the wielder of the shield has line of sight to the fiery sphere and it is within the distance they could cover with a [[Run]] maneuver, the wielder of the shield may command the deadly flames to blaze up at a creature it is adjacent to. The wielder of the shield makes a [[Maneuver Offense]] check against the [[Maneuver Defense]] of the targeted creature. If successful the targeted creature suffers {{Order|14}} as {{Dmg|balefire}} damage.
Up to once per round, as a standard action, if the wielder of the shield has line of sight to the fiery sphere and it is within the distance they could cover with a [[Run]] maneuver, the wielder of the shield may command the deadly flames to blaze up at a creature it is adjacent to. The wielder of the shield makes a [[Maneuver Offense]] check against the [[Maneuver Defense]] of the targeted creature. If successful the targeted creature suffers {{Order|14}} as {{Dmg|darkfire}} damage.


The mass of leaping flames is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the mass of flame is the Maneuver Defense of the Caster.  It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The raging flames gutter away into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder.
The mass of leaping flames is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the mass of flame is the Maneuver Defense of the Caster.  It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The raging flames gutter away into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder.

Revision as of 18:29, 28 June 2019

Volcanic Vent (Shield Magic Property)

Enchant Cost: +9 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

A shield with this special ability is typically decorated with some sort of a fiery motif. Raging forest fires, cheerful bonfires, or merry hearths are common motifs, as are depictions of fiery elementals, or depictions of fiends wreathed in flames. Even abstract designs reminiscent of burning are sometimes seen.

As a standard action, the wielder of this shield may cause a fiery mass of self-sustaining flame to manifest adjacent to their space, the raging bonfire being roughly spherical or circular and filling a fifteen foot unblocked, unoccupied square (a 3x3x3 square space). This fiery brand occupies a space as though it were a creature, and can be moved around by Combat Maneuvers or forced movement, or it can be moved into or through by such means as Clamber checks or Overruns. Any required checks are made against the Maneuver Defense of the wielder of the shield.

Any enemy creature which ends their turn adjacent to or inside the bonfire suffers (Order 12 damage): 1d6+11 points of damage per character level (max 28d6+308 at character level 28) as fire (energy, common) damage.

Any enemy creature which ends their turn inside of or adjacent to the fiery inferno gains the Immolated condition, inflicting fire (energy, common) damage according to the character level of the wielder of the shield. There is no save against this condition.

As a move action, the wielder of the shield can command the blazing fire to move a distance equal to the wielder's Walk speed, using either Walk or Vaulting as its movement type. The mass of flames cannot hold or manipulate anything in any way. If not commanded to move, the raging fire remains at rest, occupying a square as an ally creature of the wielder and all of their allies.

Up to once per round, as a standard action, if the wielder of the shield has line of sight to the fiery sphere and it is within the distance they could cover with a Run maneuver, the wielder of the shield may command the deadly flames to blaze up at a creature it is adjacent to. The wielder of the shield makes a Maneuver Offense check against the Maneuver Defense of the targeted creature. If successful the targeted creature suffers (Order 14 damage): 1d2 points of damage per character level (max 31d2 at character level 31) as darkfire (energy, rare) damage.

The mass of leaping flames is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the mass of flame is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The raging flames gutter away into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 72), a mythic remnant (tier 8), and an item symbolic of the enchantment.