Heart of Fire
+5 Astral Forge Lance
Bringing closure to the legend of Pargon and Tarna has changed the blade significantly.
This +5 Flaming Burst Brilliant Energy Lance burns with white flame and grants its wielder uncanny foresight into the immediate future.
Damage: 1d8 +5
Weapon Feature(s): reach
Benefit: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
In the hands of a mythic wielder, the spear’s fire damage bypasses fire resistance and fire immunity. As a swift action, the wielder can expend one use of mythic power to enable the OMEN to damage nonliving creatures (such as constructs and undead) for 1 round, though the sword still can’t damage inanimate objects.
A wielder of at least 3rd tier can absorb OMEN into her body as a swift action, and call it back to hand with another swift action. While the lance is stored in this way, her eyes burn with orange flame and she gains a +5 deflection bonus to AC and a +2 luck bonus on all saving throws.
The Wielder of Omen may cast Foresight at Will (CL 20th) the lance must be in hand to cast
School divination; Level druid 9, sorcerer/wizard 9, witch 9; Domain knowledge 9
Casting Time 1 standard action
Components V, S, M/DF (a hummingbird’s feather)
Range personal or touch
Target see text
Duration 10 min./level
Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Once per week this item can cast Divination (as the spell) with a %90 success rate. The lance must be in hand to cast.
School divination; Level cleric/oracle 4, inquisitor 4, witch 4; Domain knowledge 4
Casting Time 10 minutes
Components V, S, M (incense and an appropriate offering worth 25 gp)
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.