• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Even MOAR Fire!

If I have a fiery sword, is there anyway for it to do even more fire damage on a hit? For instance, instead of +1d6 fire could I get to +2d6 or even more? I know that the energy assault crystals in the MIC specifically state that they do not stack with any energy weapon enhancements. And I'm trying not to go with something like fiery burst, too.

In layman's terms I'm trying to turn a fiery sword into a fiery sword of flaming fire.
 

log in or register to remove this ad

Dannyalcatraz

Schmoderator
Staff member
Supporter
Well, fiery burst acts like a normal fires sword, but does extra fire damage on a crit. Generally not considered worth it for its cost, but it does sart you in the right direction.
 

radja

First Post
I don't think you can make your sword more firey by RAW...What can be done by RAW however is to add frost for an extra 1d6 cold damage. Applying the flame enchantment twice does not run into strange balance troubles. Talk to your DM, and there's a decent chance he'll allow it.
 

Rath the Brown

First Post
From the DMG II, the Flaming Surge property will do +2d6 fire damage x/day (where x = Con bonus).

From the MIC, the Energy Surge property will do +3d6 energy damage x+1/day.
 
Last edited:


Ahnehnois

First Post
Well, there's the epic fire enchantment if you've got infintite money.

Check PHBII for Energy Surge and its greater version, and Meteoric Strike, both spells that grant stacking energy damage.
 

captnq

First Post
FIRE! FIRE! heh heh FIRE!

WSAs Damage: Fire
(Burning, Energy Aura, Energy Surge, Flaming, Flaming Burst)
Fire is a middle of the road energy type of damage. It is the most commonly defended against but it’s got more options. You start with flaming, then upgrade to Energy Surge. Follow up with flaming burst to raise your base fire damage to +2d6. Next you look at burning, because it has a chance of setting your target on fire and doing damage for a few extra rounds. The save DC is 11, so by the time you might buy it for a weapon, it’s kinda useless. Still, a better fire damage choice then energy aura. Energy aura can be any of four different types of energy damage, but it’s the only way to get your base fire damage up to +3d6.

Now then... If you are willing to extrapolate...

BLAZING
- SHINING SOUTH (3.5)
- MAGIC ITEM COMPENDIUM (3.5)
[BLAZING LANCE]
Price: 6,000 gp.
Property: Reach
Caster Level: 5th
Aura: Faint (DC ) evocation
Activation: —
Three times per day, you can command this reach weapon to fire a 15-foot cone of searing flames from its tip, dealing 5d4 points of fire damage to targets within the cone’s area (Reflex DC 13 half).
Construction: Craft Magic Arms and Armor, burning hands
Editor: ARG! The original weapon says, “from its tip.” Well the original weapon had reach. Does that mean the 15’ cone can start from 10 feet away? I assume so. So that indicates to me this WSA only works on a reach weapon. Maybe the backwash will burn the user. Dunno. Whatever the reason, I’m sticking with reach weapons only.

CONFLAGRANT
- PLANAR HANDBOOK (3.5)
[CONFLAGRANT]
Price: 10,000 gp
Property: Throwing
Caster Level: 7th
Aura: Moderate (DC 18) evocation
Activation: Standard (mental) or Ranged Attack
Prerequisite: Flaming Burst
Range: 680 ft.
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half (DC 14)
Spell Resistance: Yes
This WSA retains the qualities of its prerequisite. In addition to its fiery traits, once per day the wielder can use fireball as a standard action. If the wielder wishes, he may choose to activate the fireball use for the day in conjunction with throwing the weapon (this attack does not require an extra standard action beyond making the ranged attack). In such a case, the fireball detonates only if the weapon successfully strikes its target.
Construction: Craft Magic Arms and Armor, fireball, creator must be of the fire subtype
Editor (fireball): A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (in this case 7d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your weapon and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Editor: It’s way more expensive then it has to be, but then again, it has the option to be fired as a fireball, of to attack and fireball. Combo attacks are always better.

EVERBURNING
- ARMS AND EQUIPMENT GUIDE (3.0)
[EVERBURNING CHAIN]
Price: 4,400 gp
Property: Reach
Caster Level: 10th
Aura: Moderate (DC 21) evocation
Activation: Standard (command)
Prerequisite: Flaming
This WSA retains the qualities of its prerequisite. As a standard action, the wielder can sweep the chain around her head, spreading flame in a radius equal to the reach of your weapon. This attack deals 1d6 points of fire damage to creatures within the area of effect (Reflex half DC 13) and can cause flammable materials to ignite. Trip attacks made with an everburning weapon may ignite the target’s clothing if it is flammable (Reflex half DC 13). The user is immune to the damage.
Construction: Craft Magic Arms and Armor, burning hands, fireball
Editor: Not that impressive, but on the cheap side. Meh.

EXPLOSION
- STRONGHOLD BUILDER’S GUIDEBOOK (3.0)
[EXPLODINGSTONE]
Price: 36,000 gp
Property: Ammo
Caster Level: 5th
Area: 20-foot radius
Aura: Moderate (DC 20) conjuration
Activation: Ranged Touch Attack
This ammunition becomes a 5d6 fireball on impact (DC 14).
Prerequisites: Craft Magic Arms and Armor, fireball
Editor: A wand of fireballs that does the same damage is 11,250 gp. The only advantage of this is that you get to hit the target then have the fireball go off. However, for the price, about the time you can afford exploding fireball arrows, your enemy will most likely make the saving throw and use evasion to avoid or laugh at the 17.5 points of fire damage that their fire resistance easily ate up. Still, maybe you could buy one or two for special occasions.

INFERNO
- ARMS AND EQUIPMENT GUIDE (3.0)
[PIERCING TONGUE OF KATH KADAN]
Price: 17,000 gp
Property: Melee
Caster Level: 10th
Aura: Moderate (DC 20) evocation
Activation: Standard (Attack)
Prerequisite: Flaming
It deals +1d8 points of bonus fire damage on a successful hit.
Construction: Craft Magic Arms and Armor, flame blade, flame strike, or fireball
Editor: Like all flat cost weapons, this depends on what other WSAs you have. If you are putting this in a +1 weapon, it’s too expensive. Flaming would be cheaper. If you are putting this in a +5 weapon, it’s more cost effective to buy this then flaming. Unlike flaming, this only works on a melee weapon.

PHOENIX
- BOOK OF EXALTED DEEDS (3.5)
[DART OF THE PHOENIX]
Price: 91,300 gp
Property: Thrown
Caster Level: 13th
Aura: Strong (DC 24) necromancy
Activation: Touch Attack
Throwing the weapon requires a sacrifice of 1d4 points of temporary Strength damage. However, any creature struck by the weapon, regardless of whether it takes damage, must succeed on a DC 20 Fortitude save or be instantly slain and reduced to a small pile of ashes. If the save succeeds, the creature takes 13d6 points of fire damage instead. If a creature makes its saving throw but is slain by the damage, it is reduced to a pile of ashes as well. Any creature reduced to ashes by the weapon reforms after 2d6 rounds, appearing in the exact spot where it died and in whatever state it was before being incinerated. Although damage from the actual weapon remains, all fire damage is instantly restored. Creatures immune to fire take no fire damage and are not incinerated. Fire resistance applies to damage dealt if a creature makes its Fortitude save.
Construction: Craft Magic Arms and Armor, phoenix fire
Editor: Wow. So, you are better off blowing your save then resisting. This is by far the strangest WSA I’ve ever seen. In my experience, it’s the weird exceptions that allow for the most powerful combinations. I’m not sure how this would work, but there is some bizarre killer combo in here somewhere.

RUBY RAY
- MAGIC ITEM COMPENDIUM (3.5)
[TALON SCEPTER]
Price: 2,000 gp
Property: Any Weapon
Caster Level: 10th
Aura: Moderate (DC 20) evocation
Activation: Swift (mental)
You can, as a swift action create a ruby colored ray that extends up to 30 feet. This requires a ranged touch attack and deals 1d6 points of fire damage.
Construction: Craft Magic Arms and Armor, flame blade
Editor: So, as a swift action I can do 1d6 damage to any target within 30 feet as a touch attack, all day long. This is, by far, one of the cost effective WSAs you can buy at low levels. At low levels you almost never use up your swift action. Now if you find yourself with nothing to do with your swift action, you can lance someone for 1d6 fire damage. Every fighter should have this. It gets long in the teeth about seventh level, but at that point, what’s 2,000 gp to you WBL?

VOLATILE
- HANDBOOK (3.0)
[EXPLOSIVE SLING]
Price: 34,000 gp
Property: Projectile
Caster Level: 15th
Aura: Strong (DC 22) evocation
Activation: —
This WSA imbues ammo launched from it with an explosive charge. When you hit a target with ammo fired from an volatile weapon, the stone explodes, dealing an extra 2d6 points of fire damage to the target (no save). In addition, each other creature within 10 feet of the target creature when the ammo explodes is engulfed in flame from the burst of fire and takes 2d6 points of fire damage (Reflex DC 22 negates).
Construction: Craft Magic Arms and Armor, fireball
Editor: You might thing this is the same as explosive WSA. Explosive does untyped damage, this does fire damage, one of the most common forms of energy resistance available. That said, it isn’t that impressive.

Also...

Take an Oil Chamber. Make it Masterwork. Make it +1. Make it quickloading. Now you have room for 100 "ammunition" in an extra dimensional space. Load it with oil onto your weapon.

Use an alchemy blade and do the same thing to the storage area if your DM nixs that idea.

And make an alchemy capsule retainer that is quickloading. A triple so you can add three doses of quick flame a round.

Oh, and don't use alchemy fire... that's for wimps.

LIQUID EMBERS is the only way to fly!
 

Empirate

First Post
I don't see anything in the rules that prohibits enchanting a weapon multiple times using the same enchantment each time. What's unbalancing about a +1 Flaming Flaming Flaming Flaming Flaming Flaming Flaming Flaming Flaming Longsword, anyway? As a +10 equivalent weapon, it just does an extra 9d6 fire damage on each hit. There's much worse out there.
 

Remove ads

Top