Conflagration ClubWeapon 6
Source Pathfinder Impossible Magic
Damage 1d10 Bludgeoning
Type Martial
Price 250 gp
Weight 2 bulk
A ring of magical crystals encircles the base of this +1 striking greatclub, allowing it to absorb and store magical energy. These crystals irregularly flash a deep crimson light.
Activate—Absorb Arcana r (concentrate)
Trigger You Cast a Spell from a spell slot, and the spell has the acid, cold, electricity, fire, or sonic trait
Requirements The club has no charges
Effect You mentally align the club's crystals to reverberate with energy from the triggering spell. The club gains a number of charges equal to the rank of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored.
Activate—Explosive Cone 2 (concentrate, magical, manipulate)
Requirements The club has at least 1 charge
Effect You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes 1d6 untyped damage per charge stored in the club, with a DC 20 reflex save. The damage type is the same type the charges were attuned to. The club loses all its charges.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BackswingYou can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
MagicalSomething 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.
ShoveYou can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.