Difference between revisions of "Flame Blade (spell)"
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== Setting Things Aflame == | == Setting Things Aflame == | ||
+ | While the flame blade burns with magical fire, its touch possesses the potential to ignite nearly anything, causing it to also burn with a magical fire, even affecting hard metals and stones. When the blade strikes a target or is used to touch an object, it must make a [[Saving Throws for Items|save vs. magical fire]]. | ||
+ | The required saving throw varies depending on the nature of the item. For example, A suit of [[Armour List|armour]] or opponent's weapon needs a 2 to save, [[Clothing|clothing]] needs a 14, a wooden [[Shield (armour)|shield]] needs a 10 and so on. If the saving throw is successful, the blade fails to imbue its fire during that round, but it may succeed in doing so in the following round. As such, a wielder may attempt to deliberately attack an enemy's shield or clothing, in the hopes of causing a burst of flame. | ||
− | + | === Fire Damage === | |
− | + | The flames of any object covering less than a quarter of the body, such as a shield or weapon, causes 1-6 damage flame damage. Setting clothing alight causes 2-12, while armour would cause 2-12 the first round, and an additional 1-6 damage the round after. All but the latter is consumed by the magical fire in a single round. | |
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== Fearfulness == | == Fearfulness == |
Revision as of 22:20, 22 October 2023
Flame blade is a spell that's able to set bladed weapons ablaze with a continuous magical fire. This can be applied to any bladed weapon, provided it possesses an edge, such as a sword, scimitar or pole arm.
Range | touch |
Duration | 1 round per level |
Area of Effect | 1 bladed weapon |
Casting Time | 1 round |
Saving Throw | objects save vs. fire |
Level | druid (2nd) |
The dweomer doesn't grant proficiency with the weapon nor any bonuses to hit. Nevertheless, when the flame makes contact, it inflicts an additional +2 damage. Moreover, the transformed weapon is classified as "magical," allowing it to strike creatures that can only be harmed by magic, including those creatures that need "+1 to hit."
In encounters with undead or cold-based creatures, the damage bonus increases to +4. It gives no bonus whatsoever against heat and [[Fire-based Attacks|fire-based] creatures, nor those immune to fire.
Setting Things Aflame
While the flame blade burns with magical fire, its touch possesses the potential to ignite nearly anything, causing it to also burn with a magical fire, even affecting hard metals and stones. When the blade strikes a target or is used to touch an object, it must make a save vs. magical fire.
The required saving throw varies depending on the nature of the item. For example, A suit of armour or opponent's weapon needs a 2 to save, clothing needs a 14, a wooden shield needs a 10 and so on. If the saving throw is successful, the blade fails to imbue its fire during that round, but it may succeed in doing so in the following round. As such, a wielder may attempt to deliberately attack an enemy's shield or clothing, in the hopes of causing a burst of flame.
Fire Damage
The flames of any object covering less than a quarter of the body, such as a shield or weapon, causes 1-6 damage flame damage. Setting clothing alight causes 2-12, while armour would cause 2-12 the first round, and an additional 1-6 damage the round after. All but the latter is consumed by the magical fire in a single round.
Fearfulness
Creatures with an intelligence of 6 or less will give ground before the flame blade and resist entering melee, unless they are cornered. Thus, even very large creatures can be made to back away and retreat before the blade. Once the flame subsides, however, the creature's agitation passes.