Flame Lance
A 10’ long shining steel lance, wrapped in rune-covered metal coils, with a handle wrapped in black leather, and which fires gouts of flame from the small ruby in its tip. The handle is wrapped in black leather and has a single, fiery rune just above the grip.
- +1 to attack and damage rolls (1d6+1).
Activation
- If it isn’t powered-up, a combat action may be used to press the rune on the handle, powering it up.
- While powered-up, a combat action may be used to again press the rune to fire it.
- When fired at target within 60’:
- Deals 3d6 damage to target (Save at -2 for half damage).
- Deals 1d4-1 damage to wielder.
- May overheat after each time it’s fired.
- Automatically powers down at the end of each round unless it was powered up or fired that round.
Fumble
On a fumble, the ruby tip temporarily burns out, and it can’t be used for the rest of the day.
- Additionally, there’s 25% chance the lance explodes, dealing 2d6 damage to wielder and everyone adjacent to them (Save for half damage).
Overheating
After every time the lance is fired, roll 1d8.
- If the rolled number is at or below the number of times the lance has been fired today, it overheats and can’t be used the next combat round.
Lance Properties
- Charge: While mounted, damage may be doubled by moving at least 60’ before attacking.