Balefire (Melee Weapon Magic Property): Difference between revisions
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| Description| The wielder of this weapon may activate this property with a [[swift action]], causing the weapon to become sheathed in fire, dealing {{WeapAug|Fire|3}} on a successful hit. The fire does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first. | | Description| The wielder of this weapon may activate this property with a [[swift action]], causing the weapon to become sheathed in fire, dealing {{Hi|{{WeapAug|Fire|3}}}} on a successful hit. The fire does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first. | ||
As an additional swift action, if the wielder wishes, they may declare that all of the weapon's damage is dealt as fire damage. This effect persists for as long as the fire effect is active, or until another swift action is spent to return the weapon's damage back to normal. | As an additional swift action, if the wielder wishes, they may declare that all of the weapon's damage is dealt as fire damage. This effect persists for as long as the fire effect is active, or until another swift action is spent to return the weapon's damage back to normal. | ||
The fire damage granted by this property is [[bonus damage]], which is not increased by a critical hit. However, upon | The fire damage granted by this property is [[bonus damage]], which is not increased by a critical hit. However, upon any successful hit, the wielder inflicts the [[Immolated]] condition on the target, in addition to the weapon's normal damage. The damage inflicted by Immolated is based on the character level of the wielder. | ||
Up to once per round while the property is active, an attack made with this weapon can blast a 2x7 square area (10 feet x 35 feet), where one square of the short side must be adjacent to a flat edge of the wielder's space (i.e., it cannot be made to attack diagonally, and the short side of the rectangle is always flush with a flat edge of your space, not a corner). This attack must include at least one target within this area of affect that is within the wielder's normal melee reach (that is, this blast effect cannot be used to gain additional reach; it can only be used if it is started from an attack against a foe within reach). | |||
The wielder rolls to hit all targets within the area of effect. All struck targets take the full weapon damage (including the bonus damage from this property). Damage is only rolled once, and that result is applied to all successfully struck targets. Successfully struck targets only take damage once, no matter how many of their squares are included in the area of the blast effect (i.e. you can't hit a large creature twice just because two squares of the effect fall within two squares of its 4-square space). | |||
If | This blast effect is optional, and the wielder can decide whether they are using it or not with each attack. Note that this blast effect is indiscriminate — it will hit both friend and foe alike, and it '''cannot''' be used with selective effects such as the [[Selective (Feat)|Selective]] feat. Aim carefully! | ||
If the blast effect is used with a single attack that targets multiple creatures as part of a single attack action (such as Cleave, Whirlwind Attack, or a Monk's Echoing Strike), the bonus damage applies to all creatures struck, but the blast effect can only be used once during the attack (not once for each target). However, the blast's area must always start at a flat edge of the wielder's space, regardless of reach. | |||
While the Balefire effect is active, the weapon gives off light much brighter than a torch (50 feet of bright light, 50 additional feet of dim light). Note that entering a stealth stance is impossible while carrying a light source. | While the Balefire effect is active, the weapon gives off light much brighter than a torch (50 feet of bright light, 50 additional feet of dim light). Note that entering a stealth stance is impossible while carrying a light source. | ||
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| ShortDesc|Adds | | ShortDesc|Adds {{WeapAug|Fire|34}}, and can strike targets in a 2x7 square area once per round. | ||
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Latest revision as of 15:41, 5 November 2020
Balefire (Melee Weapon Magic Property)
You must be level 21 or higher to equip, wield or wear an item with this property.
The wielder of this weapon may activate this property with a swift action, causing the weapon to become sheathed in fire, dealing 3d6+34 points of bonus Fire (energy, common) damage on a successful hit. The fire does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first.
As an additional swift action, if the wielder wishes, they may declare that all of the weapon's damage is dealt as fire damage. This effect persists for as long as the fire effect is active, or until another swift action is spent to return the weapon's damage back to normal.
The fire damage granted by this property is bonus damage, which is not increased by a critical hit. However, upon any successful hit, the wielder inflicts the Immolated condition on the target, in addition to the weapon's normal damage. The damage inflicted by Immolated is based on the character level of the wielder.
Up to once per round while the property is active, an attack made with this weapon can blast a 2x7 square area (10 feet x 35 feet), where one square of the short side must be adjacent to a flat edge of the wielder's space (i.e., it cannot be made to attack diagonally, and the short side of the rectangle is always flush with a flat edge of your space, not a corner). This attack must include at least one target within this area of affect that is within the wielder's normal melee reach (that is, this blast effect cannot be used to gain additional reach; it can only be used if it is started from an attack against a foe within reach).
The wielder rolls to hit all targets within the area of effect. All struck targets take the full weapon damage (including the bonus damage from this property). Damage is only rolled once, and that result is applied to all successfully struck targets. Successfully struck targets only take damage once, no matter how many of their squares are included in the area of the blast effect (i.e. you can't hit a large creature twice just because two squares of the effect fall within two squares of its 4-square space).
This blast effect is optional, and the wielder can decide whether they are using it or not with each attack. Note that this blast effect is indiscriminate — it will hit both friend and foe alike, and it cannot be used with selective effects such as the Selective feat. Aim carefully!
If the blast effect is used with a single attack that targets multiple creatures as part of a single attack action (such as Cleave, Whirlwind Attack, or a Monk's Echoing Strike), the bonus damage applies to all creatures struck, but the blast effect can only be used once during the attack (not once for each target). However, the blast's area must always start at a flat edge of the wielder's space, regardless of reach.
While the Balefire effect is active, the weapon gives off light much brighter than a torch (50 feet of bright light, 50 additional feet of dim light). Note that entering a stealth stance is impossible while carrying a light source.
- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 65), a vital remnant (tier 6), and an item symbolic of the enchantment.