Difference between revisions of "Flame Blade (spell)"

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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]].
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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."
  
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.
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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.
  
== Setting on Fire ==
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== Setting Things Aflame ==
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 next.  The wielder of the flame blade chooses which object must make save when a hit occurs.
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Though 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 next.  The 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.
 
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.

Revision as of 22:12, 22 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.

Flame Blade
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

Though 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 or opponent's weapon needs a 2, clothing needs a 14, a wooden 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 next. The 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.

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.