Balefire (Melee Weapon Magic Property): Difference between revisions

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[[Category:Epic Path]]
{{Magic Property
[[Category:Magic Weapon Properties]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Magic Item Crafting Rules]] page.''
* ''Go back to the [[Magic Item Enchant - Magic Weapon Properties]] page.''


| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|+8 (epic)
}}</onlyinclude>


=== Balefire ===
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| 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.


* '''Price:''' +7 bonus
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.


* '''Aura''' overwhelming evocation; '''CL''' 30th; '''Weight''' —
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.


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 feetNote that it is impossible to Stealth while displaying a light source.
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).


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.
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).


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 reachThat 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.  
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 &mdash; 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!


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.
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.


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.
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.
}}</onlyinclude>


<!-- INCLUDE IN DESCRIPTION ANY AFFECTS TO SKILLS; REMEMBER BONUS TYPE (enhancement or competence) -->


* ''Craft Magic Arms and Armor, meteor swarm''
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Adds {{WeapAug|Fire|34}}, and can strike targets in a 2x7 square area once per round.
}}</onlyinclude>
 
}}

Latest revision as of 15:41, 5 November 2020

Balefire (Melee Weapon Magic Property)

Enchant Cost: +8 (epic)

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.