Difference between revisions of "Flame Blade (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
(6 intermediate revisions by one other user not shown)
Line 1: Line 1:
 
[[File:Flame Blade (spell).jpg|right|490px|thumb]]
 
[[File:Flame Blade (spell).jpg|right|490px|thumb]]
'''Flame blade''' sets a bladed [[Weapons List|weapon]] ablaze, so that it burns with a continuous [[Magical Fire|magical fire]] for the duration of the spellThe weapon can be one used by any person — but must have an edge, such as a [[Sword (weapon)|sword]], [[Scimitar (weapon)|scimitar]] or [[Pole Arm (weapon)|pole arm]].
+
'''Flame blade''' is a spell that's able to set bladed [[Weapons List|weapons]] ablaze with a continuous [[Magical Fire|magical fire]].  This can be applied to any bladed weapon, provided it possesses an edge, such as a [[Sword (weapon)|sword]], [[Scimitar (weapon)|scimitar]] or [[Pole Arm (weapon)|pole arm]].  Any wielder can be designated the recipient by the spell.
  
 
{{Spelltable
 
{{Spelltable
Line 6: Line 6:
 
| range = touch
 
| range = touch
 
| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]
 
| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]
| area of effect = 1 bladed weapon
+
| area of effect = recipient's bladed weapon
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = objects [[Saving Throws for Items|save vs. fire]]
 
| save = objects [[Saving Throws for Items|save vs. fire]]
 
| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
}}
 
}}
 +
__TOC__
 +
The dweomer doesn't grant [[Weapon Proficiencies|proficiency]] with the weapon nor any bonuses [[Roll to Hit|to hit]].  Nevertheless, when the flame makes contact, it inflicts an additional +2 [[Damage (hit points)|damage]].  Moreover, the transformed weapon is classified as "magical," allowing it to strike creatures that can only be harmed by [[Magic to Hit|magic]], including those creatures that need "+1 to hit."
  
The dweomer cannot make a character [[Weapon Proficiencies|proficient]] with the weapon and it offers no benefits [[Roll to Hit|to hit]].  However, the flame '''causes +2 [[Damage (hit points)|damage]]''' whenever it hits, and the transformed weapon is counted as "magical," enabling attacks against creatures that can only be [[Magic to Hit|hit by magic]].
+
In encounters with [[Undead|undead]] or [[Cold-based Attacks|cold-based]] creatures, the damage bonus increases to +4.  It gives no bonus whatsoever against [[Heat-based Attacks|heat]] and [[Fire-based Attacks|fire-based] creatures, nor those immune to fire.
  
Against [[Undead|undead]] or [[Cold-based Attacks|cold-based]] creatures, the damage bonus is +4; but it has no special effect at all against [[Heat-based Attacks|heat]] and [[Fire-based Attacks|fire-based]] creatures, or creatures 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 [[Saving Throws for Items|save vs. magical fire]].
  
== Setting on 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 roundAs such, a wielder may attempt to deliberately attack an enemy's shield or clothing, in the hopes of causing a burst of flame.
Because the flame blade burns with a magical fire, it's touch has a potential of lighting virtually ''anything'' on fire, including hard metal and stones.  When the blade hits a target, or is used to touch an object, one item that's touched must make a saving throw against magical fire.  A suit of [[Armour List|armour]] or opponent's weapon needs a 2, [[Clothing|clothing]] needs a 14, a wooden [[Shield (armour)|shield]] needs a 10 and so on.  If the saving throw is made, the blade fails to bestow its fire that round; but it may succeed in the nextThe wielder of the flame blade chooses which object must make save when a hit occurs.
 
  
Once an object catches fire, the bearer must divest his or her self of the object or spend a round slapping away the flames.  Dousing the flame is assured, but if used as an option the bearer '''suffers 1-6 additional damage'''Otherwise, he or she may accept 1-6 damage each round if they prefer to go on fighting.
+
=== 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.  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 ==
+
== Fright ==
Creatures with an [[Intelligence (ability stat)|intelligence]] of 6 or less will give ground before the flame blade and resist entering [[Melee|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.
+
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: Don't Review until 2023]]
+
Any reluctance fades, however, once the flame blade is snuffed.
 +
 
 +
 
 +
[[Category: Druidical Spells]][[Category: Reviewed]]

Revision as of 01:13, 23 October 2023

Flame Blade (spell).jpg

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. Any wielder can be designated the recipient by the spell.

Flame Blade
Range touch
Duration 1 round per level
Area of Effect recipient's 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. 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.