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<blockquote data-quote="captnq" data-source="post: 6238606" data-attributes="member: 6761684"><p><strong>FIRE! FIRE! heh heh FIRE!</strong></p><p></p><p><strong><u>WSAs Damage: Fire</u></strong></p><p>(<em>Burning, Energy Aura, Energy Surge, Flaming, Flaming Burst</em>)</p><p>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 <em>flaming</em>, then upgrade to <em>Energy Surge</em>. Follow up with <em>flaming burst</em> to raise your base fire damage to +2d6. Next you look at <em>burning</em>, 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 <em>energy aura</em>. E<em>nergy aura</em> 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.</p><p></p><p>Now then... If you are willing to extrapolate...</p><p></p><p><strong>BLAZING</strong></p><p>- SHINING SOUTH (3.5)</p><p>- MAGIC ITEM COMPENDIUM (3.5)</p><p>[BLAZING LANCE]</p><p><strong>Price</strong>: 6,000 gp.</p><p><strong>Property</strong>: Reach</p><p><strong>Caster Level</strong>: 5th</p><p><strong>Aura</strong>: Faint (DC ) evocation</p><p><strong>Activation</strong>: —</p><p>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).</p><p><strong>Construction</strong>: Craft Magic Arms and Armor,<em> burning hands</em></p><p><strong>Editor</strong>: 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.</p><p></p><p><strong>CONFLAGRANT</strong></p><p>- PLANAR HANDBOOK (3.5)</p><p>[CONFLAGRANT]</p><p><strong>Price</strong>: 10,000 gp</p><p><strong>Property</strong>: Throwing</p><p><strong>Caster Level</strong>: 7th</p><p><strong>Aura</strong>: Moderate (DC 18) evocation</p><p><strong>Activation</strong>: Standard (mental) or Ranged Attack</p><p><strong>Prerequisite</strong>: <em>Flaming Burst</em></p><p><strong>Range</strong>: 680 ft.</p><p><strong>Area</strong>: 20-ft. radius spread</p><p><strong>Duration</strong>: Instantaneous</p><p><strong>Saving Throw</strong>: Reflex half (DC 14)</p><p><strong>Spell Resistance</strong>: Yes</p><p>This WSA retains the qualities of its prerequisite. In addition to its fiery traits, once per day the wielder can use <em>fireball </em>as a standard action. If the wielder wishes, he may choose to activate the <em>fireball </em>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 <em>fireball </em>detonates only if the weapon successfully strikes its target.</p><p><strong>Construction</strong>: Craft Magic Arms and Armor, <em>fireball</em>, creator must be of the fire subtype</p><p><strong>Editor</strong> (<em>fireball</em>): A <em>fireball </em>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 <em>fireball </em>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 <em>fireball </em>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 <em>fireball </em>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 <em>fireball </em>may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</p><p><strong>Editor</strong>: 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.</p><p></p><p><strong>EVERBURNING</strong></p><p>- ARMS AND EQUIPMENT GUIDE (3.0)</p><p>[EVERBURNING CHAIN]</p><p><strong>Price</strong>: 4,400 gp</p><p><strong>Property</strong>: Reach</p><p><strong>Caster Level</strong>: 10th</p><p><strong>Aura</strong>: Moderate (DC 21) evocation</p><p><strong>Activation</strong>: Standard (command)</p><p><strong>Prerequisite</strong>: <em>Flaming</em></p><p>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 <em>everburning </em>weapon may ignite the target’s clothing if it is flammable (Reflex half DC 13). The user is immune to the damage.</p><p><strong>Construction</strong>: Craft Magic Arms and Armor, <em>burning hands</em>, <em>fireball</em></p><p><strong>Editor</strong>: Not that impressive, but on the cheap side. Meh.</p><p></p><p><strong>EXPLOSION</strong></p><p>- STRONGHOLD BUILDER’S GUIDEBOOK (3.0)</p><p>[EXPLODINGSTONE]</p><p><strong>Price</strong>: 36,000 gp</p><p><strong>Property</strong>: Ammo</p><p><strong>Caster Level</strong>: 5th</p><p><strong>Area</strong>: 20-foot radius</p><p><strong>Aura</strong>: Moderate (DC 20) conjuration</p><p><strong>Activation</strong>: Ranged Touch Attack</p><p>This ammunition becomes a 5d6 <em>fireball </em>on impact (DC 14). </p><p><strong>Prerequisites</strong>: Craft Magic Arms and Armor, <em>fireball</em></p><p><strong>Editor</strong>: 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.</p><p></p><p><strong>INFERNO</strong></p><p>- ARMS AND EQUIPMENT GUIDE (3.0)</p><p>[PIERCING TONGUE OF KATH KADAN]</p><p><strong>Price</strong>: 17,000 gp</p><p><strong>Property</strong>: Melee</p><p><strong>Caster Level</strong>: 10th</p><p><strong>Aura</strong>: Moderate (DC 20) evocation</p><p><strong>Activation</strong>: Standard (Attack)</p><p><strong>Prerequisite</strong>: Flaming</p><p>It deals +1d8 points of bonus fire damage on a successful hit.</p><p><strong>Construction</strong>: Craft Magic Arms and Armor, <em>flame blade</em>, <em>flame strike</em>, or <em>fireball</em></p><p><strong>Editor</strong>: 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.</p><p></p><p><strong>PHOENIX</strong></p><p>- BOOK OF EXALTED DEEDS (3.5)</p><p>[DART OF THE PHOENIX]</p><p><strong>Price</strong>: 91,300 gp</p><p><strong>Property</strong>: Thrown</p><p><strong>Caster Level</strong>: 13th</p><p><strong>Aura</strong>: Strong (DC 24) necromancy</p><p><strong>Activation</strong>: Touch Attack</p><p>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.</p><p><strong>Construction</strong>: Craft Magic Arms and Armor, <em>phoenix fire</em></p><p><strong>Editor</strong>: 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.</p><p></p><p><strong>RUBY RAY</strong></p><p>- MAGIC ITEM COMPENDIUM (3.5)</p><p>[TALON SCEPTER]</p><p><strong>Price</strong>: 2,000 gp</p><p><strong>Property</strong>: Any Weapon</p><p><strong>Caster Level</strong>: 10th</p><p><strong>Aura</strong>: Moderate (DC 20) evocation</p><p><strong>Activation</strong>: Swift (mental)</p><p>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.</p><p><strong>Construction</strong>: Craft Magic Arms and Armor, <em>flame blade</em></p><p><strong>Editor</strong>: 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?</p><p></p><p><strong>VOLATILE</strong></p><p>- HANDBOOK (3.0)</p><p>[EXPLOSIVE SLING]</p><p><strong>Price</strong>: 34,000 gp</p><p><strong>Property</strong>: Projectile</p><p><strong>Caster Level</strong>: 15th</p><p><strong>Aura</strong>: Strong (DC 22) evocation</p><p><strong>Activation</strong>: —</p><p>This WSA imbues ammo launched from it with an explosive charge. When you hit a target with ammo fired from an <em>volatile </em>weapon<em>, </em>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).</p><p><strong>Construction</strong>: Craft Magic Arms and Armor,<em> fireball</em></p><p><strong>Editor</strong>: 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.</p><p></p><p>Also...</p><p></p><p>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.</p><p></p><p>Use an alchemy blade and do the same thing to the storage area if your DM nixs that idea.</p><p></p><p>And make an alchemy capsule retainer that is quickloading. A triple so you can add three doses of quick flame a round.</p><p></p><p>Oh, and don't use alchemy fire... that's for wimps.</p><p></p><p>LIQUID EMBERS is the only way to fly!</p></blockquote><p></p>
[QUOTE="captnq, post: 6238606, member: 6761684"] [b]FIRE! FIRE! heh heh FIRE![/b] [B][U]WSAs Damage: Fire[/U][/B] ([I]Burning, Energy Aura, Energy Surge, Flaming, Flaming Burst[/I]) 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 [I]flaming[/I], then upgrade to [I]Energy Surge[/I]. Follow up with [I]flaming burst[/I] to raise your base fire damage to +2d6. Next you look at [I]burning[/I], 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 [I]energy aura[/I]. E[I]nergy aura[/I] 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... [B]BLAZING[/B] - SHINING SOUTH (3.5) - MAGIC ITEM COMPENDIUM (3.5) [BLAZING LANCE] [B]Price[/B]: 6,000 gp. [B]Property[/B]: Reach [B]Caster Level[/B]: 5th [B]Aura[/B]: Faint (DC ) evocation [B]Activation[/B]: — 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). [B]Construction[/B]: Craft Magic Arms and Armor,[I] burning hands[/I] [B]Editor[/B]: 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. [B]CONFLAGRANT[/B] - PLANAR HANDBOOK (3.5) [CONFLAGRANT] [B]Price[/B]: 10,000 gp [B]Property[/B]: Throwing [B]Caster Level[/B]: 7th [B]Aura[/B]: Moderate (DC 18) evocation [B]Activation[/B]: Standard (mental) or Ranged Attack [B]Prerequisite[/B]: [I]Flaming Burst[/I] [B]Range[/B]: 680 ft. [B]Area[/B]: 20-ft. radius spread [B]Duration[/B]: Instantaneous [B]Saving Throw[/B]: Reflex half (DC 14) [B]Spell Resistance[/B]: Yes This WSA retains the qualities of its prerequisite. In addition to its fiery traits, once per day the wielder can use [I]fireball [/I]as a standard action. If the wielder wishes, he may choose to activate the [I]fireball [/I]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 [I]fireball [/I]detonates only if the weapon successfully strikes its target. [B]Construction[/B]: Craft Magic Arms and Armor, [I]fireball[/I], creator must be of the fire subtype [B]Editor[/B] ([I]fireball[/I]): A [I]fireball [/I]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 [I]fireball [/I]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 [I]fireball [/I]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 [I]fireball [/I]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 [I]fireball [/I]may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. [B]Editor[/B]: 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. [B]EVERBURNING[/B] - ARMS AND EQUIPMENT GUIDE (3.0) [EVERBURNING CHAIN] [B]Price[/B]: 4,400 gp [B]Property[/B]: Reach [B]Caster Level[/B]: 10th [B]Aura[/B]: Moderate (DC 21) evocation [B]Activation[/B]: Standard (command) [B]Prerequisite[/B]: [I]Flaming[/I] 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 [I]everburning [/I]weapon may ignite the target’s clothing if it is flammable (Reflex half DC 13). The user is immune to the damage. [B]Construction[/B]: Craft Magic Arms and Armor, [I]burning hands[/I], [I]fireball[/I] [B]Editor[/B]: Not that impressive, but on the cheap side. Meh. [B]EXPLOSION[/B] - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [EXPLODINGSTONE] [B]Price[/B]: 36,000 gp [B]Property[/B]: Ammo [B]Caster Level[/B]: 5th [B]Area[/B]: 20-foot radius [B]Aura[/B]: Moderate (DC 20) conjuration [B]Activation[/B]: Ranged Touch Attack This ammunition becomes a 5d6 [I]fireball [/I]on impact (DC 14). [B]Prerequisites[/B]: Craft Magic Arms and Armor, [I]fireball[/I] [B]Editor[/B]: 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. [B]INFERNO[/B] - ARMS AND EQUIPMENT GUIDE (3.0) [PIERCING TONGUE OF KATH KADAN] [B]Price[/B]: 17,000 gp [B]Property[/B]: Melee [B]Caster Level[/B]: 10th [B]Aura[/B]: Moderate (DC 20) evocation [B]Activation[/B]: Standard (Attack) [B]Prerequisite[/B]: Flaming It deals +1d8 points of bonus fire damage on a successful hit. [B]Construction[/B]: Craft Magic Arms and Armor, [I]flame blade[/I], [I]flame strike[/I], or [I]fireball[/I] [B]Editor[/B]: 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. [B]PHOENIX[/B] - BOOK OF EXALTED DEEDS (3.5) [DART OF THE PHOENIX] [B]Price[/B]: 91,300 gp [B]Property[/B]: Thrown [B]Caster Level[/B]: 13th [B]Aura[/B]: Strong (DC 24) necromancy [B]Activation[/B]: 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. [B]Construction[/B]: Craft Magic Arms and Armor, [I]phoenix fire[/I] [B]Editor[/B]: 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. [B]RUBY RAY[/B] - MAGIC ITEM COMPENDIUM (3.5) [TALON SCEPTER] [B]Price[/B]: 2,000 gp [B]Property[/B]: Any Weapon [B]Caster Level[/B]: 10th [B]Aura[/B]: Moderate (DC 20) evocation [B]Activation[/B]: 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. [B]Construction[/B]: Craft Magic Arms and Armor, [I]flame blade[/I] [B]Editor[/B]: 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? [B]VOLATILE[/B] - HANDBOOK (3.0) [EXPLOSIVE SLING] [B]Price[/B]: 34,000 gp [B]Property[/B]: Projectile [B]Caster Level[/B]: 15th [B]Aura[/B]: Strong (DC 22) evocation [B]Activation[/B]: — This WSA imbues ammo launched from it with an explosive charge. When you hit a target with ammo fired from an [I]volatile [/I]weapon[I], [/I]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). [B]Construction[/B]: Craft Magic Arms and Armor,[I] fireball[/I] [B]Editor[/B]: 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! [/QUOTE]
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