Difference between revisions of "Palefire (3.5e Equipment)"

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==Palefire==
 
==Palefire==
[[Summary::An enhancement that allows to infuse [[Ghostflame (3.5e Other)|ghostflame]] in your weapon.]] Upon command, a palefire weapon is sheathed in a pale, smokeless flame, almost soft, which sheds . The fire does not harm the wielder. The effect remains until another command is given.  
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[[Summary::An enhancement that allows to infuse [[Ghostflame (3.5e Other)|ghostflame]] in your weapon.]] Upon command, a palefire weapon is sheathed in a pale, smokeless flame, almost soft, which sheds a pale light. The fire does not harm the wielder. The effect remains until another command is given.  
  
 
A palefire weapon deals an extra 1d6 points of [[Ghostflame (3.5e Other)|ghostflame]] damage on a successful hit (half cold and half divine damage), and interacts with ethereal creatures as if it was a [[SRD:Force Effect|force effect]]. Like flame it is capable of igniting flammable objects and sheds a pale light, and is snuffed in water (though it does not actually require oxygen to propagate).  
 
A palefire weapon deals an extra 1d6 points of [[Ghostflame (3.5e Other)|ghostflame]] damage on a successful hit (half cold and half divine damage), and interacts with ethereal creatures as if it was a [[SRD:Force Effect|force effect]]. Like flame it is capable of igniting flammable objects and sheds a pale light, and is snuffed in water (though it does not actually require oxygen to propagate).  

Latest revision as of 08:10, 17 September 2022

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Author: the bluez in the dungeon (talk)
Date Created: 16/09/2022
Status: Complete
Editing: Clarity edits only please
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Palefire[edit]

An enhancement that allows to infuse ghostflame in your weapon. Upon command, a palefire weapon is sheathed in a pale, smokeless flame, almost soft, which sheds a pale light. The fire does not harm the wielder. The effect remains until another command is given.

A palefire weapon deals an extra 1d6 points of ghostflame damage on a successful hit (half cold and half divine damage), and interacts with ethereal creatures as if it was a force effect. Like flame it is capable of igniting flammable objects and sheds a pale light, and is snuffed in water (though it does not actually require oxygen to propagate).

It is effective against the undead, always treating undead as flammable objects with a Reflex save to resist ignition and being dealt 1d6 damage a round until snuffed (DC is 10 + weapon's enhancement + the modifier used to attack). Bows, crossbows, and slings so crafted bestow the palefire energy upon their ammunition.

It costs only as a +1 enhancement if added on weapons that already have the ghost touch enhancement.

Moderate Necromancy; CL 6th; Craft Magic Arms and Armor, creator must possess the Ghostflame Spell feat and be able to cast at least one [Fire] spell; Price: +2.


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the bluez in the dungeon's Homebrew (783 Articles)
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Authorthe bluez in the dungeon +
Cost+2 +
Identifier3.5e Equipment +
RatingUnrated +
SummaryAn enhancement that allows to infuse ghostflame in your weapon. +
TitlePalefire +