Difference between revisions of "Plasma (3.5e Equipment)"
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==Plasma== | ==Plasma== | ||
− | [[Summary::A plasma weapon is a made of superheated matter kept within a magical magnetic containment field.]] A plasma weapon ignore armor bonus and halves natural armor bonus to AC as well as any hardness of any material not immune to both electricity and fire. A plasma weapon is also capable of extreme destruction, it deal an extra + | + | [[Summary::A plasma weapon is a made of superheated matter kept within a magical magnetic containment field.]] A plasma weapon ignore armor bonus and halves natural armor bonus to AC as well as any hardness of any material not immune to both electricity and fire. A plasma weapon is also capable of extreme destruction, it deal an extra +2d6 electricity and fire damage, only resistance or immunity to both applies. On a confirmed critical hit a plasma damage deal an extra +5d6 electricity/fire damage (which stack with the base electricity/fire damage for a total of 8d6) and [[SRD:Blinded|blind]] the struck creature for 1 round (no save). A plasma weapon always shed light as a [[SRD:Torch|torch]] when in use. |
Finally a plasma weapon can be discharged as a standard action, reacting as a [[Bolt of Indra (3.5e Spell)|''bolt of indra'']] spell with a caster level equal to your base attack bonus and deal electricity/fire damage (DC is based on your highest mental ability score). Once you use this ability however the plasma enhancement on your weapon is suppressed for 5 rounds. | Finally a plasma weapon can be discharged as a standard action, reacting as a [[Bolt of Indra (3.5e Spell)|''bolt of indra'']] spell with a caster level equal to your base attack bonus and deal electricity/fire damage (DC is based on your highest mental ability score). Once you use this ability however the plasma enhancement on your weapon is suppressed for 5 rounds. |
Revision as of 23:21, 23 June 2017
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Plasma
A plasma weapon is a made of superheated matter kept within a magical magnetic containment field. A plasma weapon ignore armor bonus and halves natural armor bonus to AC as well as any hardness of any material not immune to both electricity and fire. A plasma weapon is also capable of extreme destruction, it deal an extra +2d6 electricity and fire damage, only resistance or immunity to both applies. On a confirmed critical hit a plasma damage deal an extra +5d6 electricity/fire damage (which stack with the base electricity/fire damage for a total of 8d6) and blind the struck creature for 1 round (no save). A plasma weapon always shed light as a torch when in use.
Finally a plasma weapon can be discharged as a standard action, reacting as a bolt of indra spell with a caster level equal to your base attack bonus and deal electricity/fire damage (DC is based on your highest mental ability score). Once you use this ability however the plasma enhancement on your weapon is suppressed for 5 rounds.
Strong Evocation; CL 11th; Craft Magic Arms and Armor, wall of plasma; Price: +5.
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