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What are the propterties of the Torch of the Burning Sky?
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<blockquote data-quote="Daern" data-source="post: 5259217" data-attributes="member: 81800"><p>Alright, RW setting me straight. So, this is what I'm thinking:</p><p></p><p><strong>Torch of the Burning Sky</strong></p><p><strong></strong><em>This fiery brand burns with the unholy fires of the Abyss. As you grasp the knotted haft, you feel the power of life and death surge through you, tearing your breath away with a gasp as visions of untold vistas open before your eyes, veiled by a torrent of flames, you see your enemies burn before you as your armies step through fiery gates to conquer all at your command.</em>Club +5 dmg: 1d6 crit: +5d6</p><p>Properties: All attack damage can be fire damage; may be used as an implement.</p><p> Resist Fire 10; +5 Intimidate</p><p>Flames of the Burning Sky: Close Burst 5; Prime Stat vs Fort; </p><p> Damage: 5d8+prime modifier</p><p> Recharge by killing creature 10th level or higher.</p><p>Dimension Door</p><p> Move action: Teleport up to 10 squares. Creature takes 1hp per square.</p><p>Opening the Fiery Gates: <em>"The Torch can open the fiery gates of hell and all may pass through for the price of a few mere souls."</em></p><p>Casting Time: 1hr. Distance Unlimited. </p><p>Caster takes 1hp per creature teleported unless that damage is transferred to another. One death transports 100 people.</p><p></p><p>This seems to me to model the pain an sacrifice involved with the Torch and also continues the themes of fiery teleportation. </p><p>I don't mind if this is unbalancing in the long-term. I have made it possible to acquire the torch during the final battle, so it should be a game changer. </p><p>I also would like the Torch to be able to be used to quickly win the war once they have it. Possessing the Torch should allow the heroes to set themselves up as rulers if they wish. It's the end of the campaign, why not?</p></blockquote><p></p>
[QUOTE="Daern, post: 5259217, member: 81800"] Alright, RW setting me straight. So, this is what I'm thinking: [B]Torch of the Burning Sky [/B][I]This fiery brand burns with the unholy fires of the Abyss. As you grasp the knotted haft, you feel the power of life and death surge through you, tearing your breath away with a gasp as visions of untold vistas open before your eyes, veiled by a torrent of flames, you see your enemies burn before you as your armies step through fiery gates to conquer all at your command.[/I]Club +5 dmg: 1d6 crit: +5d6 Properties: All attack damage can be fire damage; may be used as an implement. Resist Fire 10; +5 Intimidate Flames of the Burning Sky: Close Burst 5; Prime Stat vs Fort; Damage: 5d8+prime modifier Recharge by killing creature 10th level or higher. Dimension Door Move action: Teleport up to 10 squares. Creature takes 1hp per square. Opening the Fiery Gates: [I]"The Torch can open the fiery gates of hell and all may pass through for the price of a few mere souls."[/I] Casting Time: 1hr. Distance Unlimited. Caster takes 1hp per creature teleported unless that damage is transferred to another. One death transports 100 people. This seems to me to model the pain an sacrifice involved with the Torch and also continues the themes of fiery teleportation. I don't mind if this is unbalancing in the long-term. I have made it possible to acquire the torch during the final battle, so it should be a game changer. I also would like the Torch to be able to be used to quickly win the war once they have it. Possessing the Torch should allow the heroes to set themselves up as rulers if they wish. It's the end of the campaign, why not? [/QUOTE]
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What are the propterties of the Torch of the Burning Sky?
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