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 +4d6 electricity/fire damage (which stack with the base electricity/fire damage for a total of 6d6 damage). A plasma weapon always shed light as a [[SRD:Torch|torch]] when in use. |
− | + | Special: This ability may be added to a [[SRD:Flaming|Flaming]] or [[SRD:Shock|Shock]] weapon at a cost of only an additional +4 bonus, or to a [[SRD:Flaming Burst|Flaming Burst]] or [[SRD:Shocking Burst|Shocking Burst]] weapon at a cost of only an additional +3 bonus. The bonus damage inflicted by plasma do not stack with these enhancements. | |
Strong Evocation; CL 11th; [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], [[Wall of Plasma (3.5e Spell)|''wall of plasma'']]; Price: [[Cost::+5]]. | Strong Evocation; CL 11th; [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], [[Wall of Plasma (3.5e Spell)|''wall of plasma'']]; Price: [[Cost::+5]]. |
Latest revision as of 06:50, 28 January 2020
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Plasma[edit]
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 +4d6 electricity/fire damage (which stack with the base electricity/fire damage for a total of 6d6 damage). A plasma weapon always shed light as a torch when in use.
Special: This ability may be added to a Flaming or Shock weapon at a cost of only an additional +4 bonus, or to a Flaming Burst or Shocking Burst weapon at a cost of only an additional +3 bonus. The bonus damage inflicted by plasma do not stack with these enhancements.
Strong Evocation; CL 11th; Craft Magic Arms and Armor, wall of plasma; Price: +5.
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