Difference between revisions of "Flame Blade (spell)"

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[[File:Flame Blade (spell).jpg|right|490px|thumb]]
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'''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.
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{{Spelltable
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| name = Flame Blade
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| range = touch
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| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]
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| area of effect = recipient's bladed weapon
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| casting time = 1 round
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| save = objects [[Saving Throws for Items|save vs. fire]]
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| level = [[Druid 2nd Level Spells|druid (2nd)]]
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}}
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__TOC__
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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."
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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.
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== Setting Things Aflame ==
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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]].
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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.
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=== Fire Damage ===
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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.  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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== Fright ==
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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.
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Any reluctance fades, however, once the flame blade is snuffed.
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 23:13, 19 July 2024

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.