Palefire (3.5e Equipment)
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Palefire
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 dungeonv |
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Author | the bluez in the dungeon + |
Cost | +2 + |
Identifier | 3.5e Equipment + |
Rating | Unrated + |
Summary | An enhancement that allows to infuse ghostflame in your weapon. + |
Title | Palefire + |