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.