Difference between revisions of "Flame Blade (spell)"
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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. | 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. | ||
− | == | + | == Fright == |
− | Creatures with an [[Intelligence (ability stat)|intelligence]] of 6 or less | + | Creatures with an [[Intelligence (ability stat)|intelligence]] of [[Combat Intelligence|6 or less]] tend to yield ground when confronted by the flame blade, avoiding [[Melee|melee]] [[Combat|combat]] unless they find themselves cornered. This behavior extends to even very large creatures, which can be made to back away and retreat in the face of the blade's fiery presence. |
− | [[Category: Druidical Spells]][[Category: | + | Any reluctance fades, however, once the flame blade is snuffed. |
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+ | [[Category: Druidical Spells]][[Category: Reviewed]] |
Revision as of 22:22, 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.
Fright
Creatures with an intelligence of 6 or less tend to yield ground when confronted by the flame blade, avoiding melee combat unless they find themselves cornered. This behavior extends to even very large creatures, which can be made to back away and retreat in the face of the blade's fiery presence.
Any reluctance fades, however, once the flame blade is snuffed.