Golden Blade of MzaliWeapon 15
Source Pathfinder #172: Secrets of the Temple-City
Damage 1d6 Piercing
Type Simple
Price 6,500 gp
Weight 1 bulk
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-level 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 Persistent Bleed Damage 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 Emotions and Paralyze.
- The weapon casts 7th-level 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-level Elemental Form on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
FireEffects 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 magical connection to that element.
LightLight 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.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.
ThrownYou 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.