Seraph Weapons And Armor
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The City of 7 Seraphs
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Many of the weapons, armor, and special effects on this page are used particularly often by certain organizations. These entries are tagged with the name of that organization, but are usually not limited exclusively to the organization's members.

New Weapons

Purgeblade [Ashlords]

Aura strong evocation and transmutation; CL 8th; Cost 20,315 GP
Slot none; Weight 4 lbs.
Description
The blade of this +1 greater purifying longsword features engravings of embers just above its crossguard. It possesses the greater purifying special ability despite being a weapon and the former being an armor special ability.

The blade ignites in black flames when the wielder uses the weapon’s greater purifying ability, dealing an additional 4d4 points of fire damage for 1 minute afterwards.

Additionally, once per day when the purgeblade’s wielder is subject to an effect that would cause a condition removable by the greater purifying ability, black flames erupt to metaphysically purge the effect and gird the wielder’s physiology. The wielder is immune to the triggering condition until the end of their next turn, and the blade deals additional fire damage as if the wielder had activated its greater purifying ability. While immune to the condition, ash flakes emerge and float from the wielder’s skin; coupled with a purgeblade’s black flames, this has given rise to the word “sootsword” as a derogatory word for members of the Ashlords.
Construction Requirements
Craft Magic Arms and Armor, heat metal, restoration; Cost 10,315 gp


New Armor Special Abilities

Purifying (+1 Bonus) [Ashlords]

Aura faint transmutation; CL 3rd

Three times per day as a swift action, a purifying armor can emit a blast of supernatural flames that deal 2d4 fire damage to the wielder, but cleanse them of the bleeding condition and one other of the following: the fatigued, shaken, or sickened conditions, or 1d2 ability damage. Preventing or absorbing the purifying ability’s fire damage negates the condition removal affect.

Construction
Craft Magic Arms and Armor, heat metal, lesser restoration

Purifying, Greater (+2 Bonus) [Ashlords]

Aura strong transmutation; CL 7th

Three times per day as a swift action, a greater purifying armor can emit a blast of supernatural flames to cleanse its wielder. This can damage and remove conditions as the purifying special armor ability, or instead deal 4d4 fire damage to remove the bleeding condition and one of the following: the exhausted, frightened, or nauseated conditions, 2d2 ability damage, or 1d2 ability drain. Preventing or absorbing the purifying ability’s fire damage negates the condition removal affect. Note that a frightened or nauseated wielder can still activate their weapon’s greater purifying ability.
Construction
Craft Magic Arms and Armor, heat metal, restoration


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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