Item: Golden Blade of Mzali
Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by Walkena's decrees. Walkena retains a single golden blade, which he grants to his Master of Spears.
This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-rank Light. You can suppress or resume this light by using an action, which has the concentrate trait. When you hit a creature with the spear, it takes 1d6 additional fire damage. When you critically hit a creature with the spear, the creature takes 1d8 persistent,fire damage and 1d8 bleed as its blood boils away. Unlike normal when taking two types of persistent damage, a creature needs only a single successful flat check to remove both the fire and bleed damage.
Activate R envision
Frequency once per day
Trigger You critically hit a creature with the weapon
Effect You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options:
- The creature surrenders, immediately receiving the critical failure effects of Calm and Paralyze.
- The weapon casts 7th-rank Blindness on the creature with a DC 34 Fortitude.
Regardless of the choice, the spear loses its ability to glow with light until your next daily preparations.
Activate 2 envision, Interact
Frequency once per day
Effect The spear casts 7th-rank Elemental Form on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations.
Trait Effects
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Light: Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Fulminating Spear | 7 | Uncommon | 1d6 |
| Deepdread Claw | 14 | Rare | 1d6 |
| Anchor Spear | 13 | Uncommon | 1d6 |
| Splintering Spear | 13 | Common | 1d6 |
| Splintering Spear (Greater) | 17 | Common | 1d6 |
| Splintering Spear (Major) | 20 | Common | 1d6 |
| Preordained Spear | 9 | Rare | 1d6 |
| Shadowpiercer | 23 | Unique | 1d6 |
| Gluttonous Spear | 6 | Uncommon | 1d6 |
| Lionfish Spear (Greater) | 14 | Common | 1d6 |
| Lionfish Spear | 11 | Common | 1d6 |
| Spear | - | Common | 1d6 |
| Blast Lance (Greater) | 8 | Uncommon | 1d8 |
| Blast Lance | 4 | Uncommon | 1d8 |
| Hydra Spear | 8 | Unique | 1d6 |
| Scalding Gauntlets (Major) | 15 | Common | 1d4 |
| Icicle | 16 | Common | 1d8 |
| Staff of Power | 16 | Rare | 1d4 |
| Boreal Staff (Major) | 17 | Common | 1d4 |
| Dragon's Tongue (Greater) | 13 | Uncommon | 1d6 |