Golden Blade of Mzali
1d6P·Simple·Spear·One-handed
Runes +2, greater striking, returning
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 ↺ 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 ◆◆ 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.
Traits
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.
[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}
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.
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.
The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.