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

Category IV = d8s

Category III = d6s

Category II = d6s

Category I = d4s

Duration: 10t min - t(t-1)/2

Range: d ft -d(d+1)/2

Notes:

  1. Cast upon a single Target Melee or Thrown Weapon.  May not be Cast upon Ranged Weapons.
  2. 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).
  3. 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.
  4. 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.
  5. 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.
  6. 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.