- Cost: Varies
- Weight: 0 Bulk (0 kg / 0 lbs)
- Item Power Level: 5
- Magic Power Lvl: Rank x 3
- Magic Aura: Varies, Evocation, Not Hidden
- Attunement?: Yes
- Composition: Wind Ability, Rank 1-5
- Rarity: Rare
Upon creating this enchant, it gains a command word, for activation.
You may speak the command word
Verbal as a free action once per turn. If you do, the weapon whistles, becoming encased in a magical gale. A casting focus gives a hint of magical wind instead (the caster's gear or hair/fur billows with magical wind, the caster flavorfully floats above the ground, etc). The wind does not deafen the caster or affect their sound in any way, and the effect remains until the wielder speaks the command word again.
While channeling the wind, the weapon or focus deals an extra
1d6 Wind damage on each successful attack, and the weapon gains the Wind Trait. If an attack made with the weapon critically hits, the weapon scars the wind, dealing the attack's total damage as Wind damage to all enemies in a cone eminating from the wielder.
The cone's length is equal to 5 ft times the wielder's Proficiency Bonus (with a minimum of 15 ft).
Windshear Rank # |
Price |
Damage |
MPL # |
1 |
250 gp |
1d6 |
3 |
2 |
500 gp |
2d6 |
6 |
3 |
1000 gp |
3d6 |
9 |
4 |
2,000 gp |
4d6 |
12 |
5 |
4,000 gp |
5d6 |
15 |
The cost, and effectiveness, of the Fiery enchant depends on the rank of the ability that went into it. The ability's rank matches the enchant's rank.
E.g., Making a Windshear r5 Rune requires the right amount of gold or materials, time, and a Wind ability of Rank 5.
The magic of this item can be placed or transferred to a Rune for storage and/or later enchanting via the
corresponding activity. The new item would be called a "Rune of Windshear Weapon 1-5".
This Rune can be placed on any appropriate weapon or casting focus.