Elementalist Spell Specification
Class: Fire
4. Flaming Weapon
BTS: 65% (Wp) for Magic Weapons only (no st
against taking the Fire Damage when hit by the Flaming Weapon)
ULT: 100 hours
Materials: a flame and a weapon
Actions: touch flame to part of weapon that does
damage, or gesture towards it with flame if cast at Range
Effect of Throw:
3 to 12 Insanity
13 to 15 Caster takes 3 to 1 dice Fire Damage (no st)
16 to 19 No Effect
³ 20 (T-14)/6 FRD dice Fire Damage
The type of dice of Fire Damage depends upon the Target Weapon's
classification for Encumbrance purposes as follows:
Category V = d8s
- Pole Arms
- Lance / Pike
- Halberd
- Great Axe
- Great Sword
- War Hammer
Category IV = d8s
- Spear
- Flail / Whip
- Morning Star
- Broad Axe
- Bastard Sword
Category III = d6s
- Javelin / Short Spear
- Military Pick
- Heavy Hammer / Mace
- Taper Axe
- Broad Sword
Category II = d6s
- Quarterstaff
- Light Hammer / Mace
- Hand Axe
- Short Sword / Scimitar
- Throwing Axe
Category I = d4s
- Dagger
- Stiletto
- Throwing Knife
Duration: 10t min - t(t-1)/2
Range: d ft -d(d+1)/2
Notes:
- Cast upon a single Target Melee or Thrown Weapon. May not be
Cast upon Ranged Weapons.
- Target Weapon does the Fire Damage as additional Damage whenever it
hits a target and resolves Damage during the Duration. The Fire
Damage counts as a magical attack (so the Fire Damage does damage to a
Being with Invulnerability, even though the other damage caused by a
non-magical weapon on which it is Cast does not).
- Flaming Weapon is a Fire Spell. Fire-Vulnerable Beings take
double damage from it (multiply the result of the nd6 by *2 before rolling
the first st). It has no effect underwater.
- A st against Fire Damage halves the Damage taken
(FRU: e.g. 5 is halved to 2), and a further st may then
be made to halve it again. Once a st is failed, the
Target takes the remaining Fire Damage. The min ADS of
any armour that covers the majority of the body subtracts
from the Damage taken. All Damage taken is General
Damage.
- The Fire Damage does not burn or affect the Target Weapon or its
wielder (unless he does himself Damage with it). It may therefore be
Cast on a wooden weapon such as a club or quarterstaff without destroying
it or upon an all-metal weapon such as a mace without burning the
wielder's hands.
- The Target Weapon shines with Light Intensity +1 for 30 ft Radius as
per an Illuminate Elven Lamp Effect for the
Duration. Wielder may not use Infravision. In the second it is
doing Fire Damage it shines with Light Intensity +2 for 60 ft Radius as
per an Illuminate Torch Effect.