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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 +3d6 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.
Back to Main Page → 3.5e Homebrew → Equipment → Weapon Enhancements
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