Balefire (Melee Weapon Magic Property): Difference between revisions

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| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|+7 (epic)
| PlusCost|+8 (epic)
}}</onlyinclude>
 
| IsEpic=<onlyinclude>{{#ifeq:{{{transcludesection|IsEpic}}}
| IsEpic| Y
  <!-- Values: Y (for yes) or leave blank (for no) -->
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| 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 surroundingsA 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.
| 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}} on a successful hit. The fire does not harm the wielderThe 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 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.
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 turn it off.


A balefire weapon adds {{WeapAug|Fire}} to all successful attacksIn addition, on each successful attack the wielder must choose one square of the target that is within their reach. That square is the center of the area of effect of a 5x5 blast of fire damage which inflicts the same 5d10 of fire damage.  All creatures, friend or foe, within that space take the same 5d10 bonus damage roll.  
The fire damage granted by this property is bonus damage, which is not increased by a critical hitHowever, upon a successful critical hit, the wielder inflicts the [[Singed]] condition on the target, in addition to the weapon's normal critical damage. The damage inflicted by Singed is based on the character level of the wielder.


A balefire weapon grants the wielder fine control of the terrible energies it unleashes.  At the start of each encounter, the wielder may choose up to four allies, one of which may be the wielder themselves, who are not affected by the area of effect damage. This immunity persists for the chosen allies until the end of the encounter.
In addition, if the wielder wishes, each successful attack can blast forth in 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 flat against some portion of your space). The same attack roll is compared against the AC of all creatures in the area of effect, and if struck, they also take the full weapon damage of the attack. Note that this effect is indiscriminate of friends or foes and selective effects, such as the [[Selective Spell (Feat)|Selective Spell]] feat cannot be applied to it; aim carefully!


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 5d10 of fire damage any time a creature enters them, even if they enter as a result of forced movement (as always, forced movement may be averted by falling prone).  This effect persists until the end of the encounter.  If an area is affected multiple times with this effect, it does not stack.
If this weapon is used with a single attack that includes multiple targets or multiple attacks (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 per attack action.


Note: If used with a single attack that includes multiple targets or multiple attacks (such as Whirlwind Attack or a Monk's Echoing Strike), the blast is only applied to one successfully struck target, chosen by the wielder.
While the Balefire 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.
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| StealthEffect=<onlyinclude>{{#ifeq:{{{transcludesection|StealthEffect}}}
| StealthEffect=<onlyinclude>{{#ifeq:{{{transcludesection|StealthEffect}}}
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Deals 5d10 bonus fire damage in a 5x5 area with each hit.
| ShortDesc|Adds 3d6+18 fire damage to all attacks, and can affect a 2x7 square area with each attack.
}}</onlyinclude>
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Revision as of 00:32, 21 May 2019

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+31 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 turn it off.

The fire damage granted by this property is bonus damage, which is not increased by a critical hit. However, upon a successful critical hit, the wielder inflicts the Singed condition on the target, in addition to the weapon's normal critical damage. The damage inflicted by Singed is based on the character level of the wielder.

In addition, if the wielder wishes, each successful attack can blast forth in 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 flat against some portion of your space). The same attack roll is compared against the AC of all creatures in the area of effect, and if struck, they also take the full weapon damage of the attack. Note that this effect is indiscriminate of friends or foes and selective effects, such as the Selective Spell feat cannot be applied to it; aim carefully!

If this weapon is used with a single attack that includes multiple targets or multiple attacks (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 per attack action.

While the Balefire 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), Epic Creator (Feat), Bailiwick Check (DC 65), a vital remnant (tier 6), and an item symbolic of the enchantment.