Alicorn Lance

Level 5150 gpWeaponBulk 2UncommonRemaster

1d8P·Martial·Spear·Two-handed

Runes +1, striking

This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. Strikes made with this lance gain the holy trait and deal an additional 1 spirit damage. You can make the lance glow like a torch or suppress its light by using an action, which has the concentrate trait.

Activate ◆◆ (magical, manipulate)

Frequency once per hour


Effect You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. Move up to twice your Speed and make a Strike with the alicorn lance; you gain the effects of the lance's jousting trait on this Strike. If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge.


Craft Requirements The initial raw materials must include a horn willingly gifted by a unicorn. In rare instances, an alicorn lance can be made with a forcibly taken horn. However, this heinous act pollutes the horn's magic, causing it to glow with a sickly red light; remove the holy trait, add the unholy trait to Strikes instead of the holy trait, and make the unicorn spirit evoked in the charge whinny visibly in pain.

Traits

Deadly d8

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.

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 1d6

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.

Reach

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Critical Specialization (spear)

The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.