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 +5d6 electricity and fire damage, only resistance or immunity to both applies. On a confirmed critical hit a plasma damage deal an extra 10d6 electricity/fire damage (which stack with the base electricity/fire damage for a total of 15d6) and [[SRD:Blinded|blind]] the struck creature for 1 round (no save). A plasma weapon emit light as a [[SRD:Daylight|''daylight'']] effect.  
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[[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.
  
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.  
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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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Author: Leziad (talk)
Date Created: 6th June 2015
Status: Finished
Editing: Clarity edits only please
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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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Leziad's Homebrew (4510 Articles)
Leziadv
AuthorLeziad +
Cost+5 +
Identifier3.5e Equipment +
Rated BySpanambula +
RatingRating Pending +
SummaryA plasma weapon is a made of superheated matter kept within a magical magnetic containment field. +
TitlePlasma +