Item: Storm Flash
This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.
Activate—Lightning Stab 2 (concentrate, manipulate)
Frequency once per day
Effect You cast a 6th-rank Lightning Bolt (DC 33).
Activate—Divert Lightning R (concentrate)
Frequency once per 10 minutes
Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area
Effect You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.
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.
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Electricity: Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
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.
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.
Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Storm Flash (Greater) | 18 | Common | 1d6 |
| Castrovel's Beacon | 14 | Unique | 1d6 |
| Final Stand | 17 | Unique | 1d6 |
| Azarim | 7 | Unique | 1d6 |
| Brilliant Rapier | 14 | Uncommon | 1d6 |
| Rime Foil | 11 | Uncommon | 1d6 |
| Piereta | 20 | Unique | 1d6 |
| Viper Rapier | 20 | Common | 1d6 |
| Protector's Final Gift | 5 | Rare | 1d6 |
| Rapier | - | Common | 1d6 |
| Four-Ways Dogslicer | 12 | Uncommon | 1d6 |
| Blade of Four Energies | 13 | Common | 1d6 |
| Blade of the Black Sovereign | 15 | Unique | 1d12 |
| Blade of the Rabbit Prince | 15 | Rare | 1d6 |
| Soulcutter | 15 | Unique | 1d8 |
| Celestial Peachwood Sword | 17 | Rare | 1d6 |
| Luck Blade | 17 | Rare | 1d6 |
| Blade of Four Energies (Greater) | 18 | Common | 1d6 |
| North Wind's Night Verse | 10 | Uncommon | 1d6 |
| Blood-Drinker Blade (Greater) | 9 | Uncommon | 1d6 |