Item: Radiant Lance
When wielded in battle, these silver lances blaze with light. A radiant lance is a +2 greater striking Holy Flaming silver lance.
When wielded in battle, the radiant lance sheds bright light in a 60-foot radius.
On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 Fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw.
Success The undead is unaffected.
Failure The undead is Slowed 1 for 1 round.
Critical Failure The undead is slowed 1 for 1 minute.
Activate 2 command, Interact
Frequency once per day
Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-rank Holy Light.
Trait Effects
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a _greater striking rune_ and three dice if the weapon has a _major striking rune_. For instance, a rapier with a _greater striking rune_ deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
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.
Good: Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment.
Holy: Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
Jousting: The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. As a part of your action to Mount a creature, you can switch your grip on a jousting weapon to one-handed. After that, changing your grip takes the same actions described on page 268. If you dismount while wielding a jousting weapon onehanded, you can switch to using two hands as part of that action if you have a hand free at that point. If not, you’ll still be holding the weapon in one hand, but not wielding it.
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.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
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 |
|---|---|---|---|
| Knight Captain's Lance | 13 | Uncommon | 1d8 |
| Lance of Sun's Radiance | 11 | Rare | 1d8 |
| Alicorn Lance | 5 | Uncommon | 1d8 |
| Cavalry Commander's Lance | 6 | Uncommon | 1d8 |
| Lance | - | Common | 1d8 |
| Blast Lance (Greater) | 8 | Uncommon | 1d8 |
| Blast Lance | 4 | Uncommon | 1d8 |
| Songbird's Brush | 14 | Rare | 1d8 |
| Azarim | 7 | Unique | 1d6 |
| Elven Branched Spear | - | Uncommon | 1d6 |
| War Lance | - | Uncommon | 1d8 |
| Brilliant Rapier | 14 | Uncommon | 1d6 |
| Grounding Spike | 10 | Uncommon | 1d6 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Guiding Star | 7 | Common | 1d4 |
| Whisperer of Souls | 28 | Unique | 1d8 |
| Breaching Pike | - | Uncommon | 1d6 |
| Dancer's Spear | - | Common | 1d6 |
| Gill Hook | - | Uncommon | 1d10 |
| Injection Spear | - | Uncommon | 1d8 |