Spell level: sorcerer/wizard 2
Innate level: 2
School: evocation
Descriptor: weapon enchantment
Components: verbal, somatic
Range: touch
Area of effect: creature or melee weapon
Duration: 1 2 minutes / level
Save: none
Spell resistance: no
Description: Sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.
Notes[]
- Requires Hordes of the Underdark.
- Contrary to the spell's description, this spell lasts for two turns per level instead of one.
- When cast on a creature, the spell affects the melee weapon in the creature's main hand (if there is one).
- This spell can be cast on seemingly unarmed creatures (such as animals) to target one of their natural weapons. The "right" slot is targeted if possible; the "bite" slot otherwise. A creature with only a "left" weapon (e.g. some polymorphs) will not benefit from this spell.
- The damage is implemented as an on-hit property. This has a few notable consequences.
- Damage from on-hit properties is not multiplied for critical hits.
- Damage from on-hit properties stacks with all damage bonuses on the weapon.
- Only one on-hit property will ever be applied for a single hit. Thus this spell will not stack with darkfire, nor is it effective on weapons with permanent on-hit properties.
Custom content notes[]
- script:
X2_S0_FlmeWeap
- On hit fire damage script:
X2_S3_Flamingd
External links[]
- Flame weapon on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Flame Weapon on the NWN2Wiki, a wiki for the Neverwinter Nights 2 games.