Fireflail
History:
The Fireflail's origin is lost in history. What we do know is
that it originated in AEgypt long ago, perhaps by a mage devoted to the
elements, a priest-mage in the service of Ra, or some powerful hermaturge.
Whatever, the case, the device has been studied and duplicated throughout
AErth, although the secrets of creating the weapon are better known in the
AEgypt and those that have mages from that culture, such as Hy Braseal,
Darfur, and Relantl.
Appearence:
The Fireflail is always a one-handed flail, designed like
other AEgyptian flails. The handle had runes of Hiero-AEgyptian, usually
dealing with fire, heat, dieties of flame, fire, heat, and sunlight. The
handle usually has some gemstones as well, those most likely dealing with
fire. Aural analysis will reveal strong dweomers dealing with fire,
elemental force, and a slight trace of postive heka and Empyreal
influences.
Powers:
- When the fireflail is held and a command word spoken, the flail's
"tails" ignite into flame. This flame does an extra 2D3 points of
fire damage, plus the normal chance for combustion occuring on a
target. The flames are equal to that of a torch for the purposes
of illumination.
- If the wielder of the fireflail is a full practioner mage, then
another power is available to the wielder. Once/day, if the
proper command word is spoken, the mage may call up Empyreal flame
into the ignited flail. The flame is very birght and sheds
illumination equal to that of a daylight cantrip...further more,
it does 2D10 points of fire damage--and only castings and immunities
that protect one from Supernatural Fire will protect the wielder.
The Empyreal flame only lasts 3D3 CTs.
Command:
One command word for ingite/extinguish the flames, another one to
activate the Empyreal flames (only by Full Practioner Mage).
Created by: John R. Troy