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http://www.dlnexus.com/fan/rules/14425.aspx
Emma's FlameD&D 3e (3.0/3.5) Rulesby Clive SquireEmma's FlameTransmutation Level: Sor/Wiz 3 Calling on primordial magic, you imbue great potential into the weapon you touch, leaving it apparently normal, except for a faint pulsing red glow in the weapons metal, until it is needed. With your touch, you enchant the touched weapon to become a magical flaming weapon when a specific condition, which you set when enchanting the weapon, is met. The condition which triggers the spell must be clear, but can be general. Thus you could use the condition of 'when touched by a man...' or 'when taken underground...' as your condition. The magic of the spell allows you to turn the weapon into a flaming weapon. The weapon gains a +1 enhancement bonus to attack and damage rolls and deals an extra 1d6 points of fire damage per successful strike. Once the condition is made, the weapon is treated as a magic item for a 1 minute per caster level. Unlike true item creation, this does not cost you any XP or the normal cost in raw materials and the weapon need not be of a masterwork quality in order to be enchanted and the magic fades at the end of the spells duration. Intelligent weapons are allowed a Willpower saving throw to negate the effects of the spell. Magic weapons that already have a special quality or an enhancement bonus that is higher than that granted by Emma's flame are suspended for the spells duration. Material Components: A specially scribed mundane scroll which contains the description of the effects of the fireball spell. Focus: The weapon. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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