Disintegration Ray (3.5e Equipment)
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- This page details a weapon with special rules for enhancing and using its magic properties; for more information, see Ray Weapons in Eberron.
Disintegration Ray
This superweapon is feared throughout all of the Five Nations. Small, easily concealed, and elegantly wrought from mithral, the sheer destructive power bound up within the disintegration ray is hard to conceive of. A disintegration ray fires a beam of green light with a range of 250 ft. that deals 30d6 damage. A Fortitude save, DC 16 + the firer’s highest mental ability modifier, reduces the damage to 5d6. Any creature reduced to 0 or fewer hit points by this ray weapon is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Before it can be fired, a disintegration ray must first be charged, as a move action. To charge it, the wielder must expend a 6th-level arcane spell or spell slot, or a 5th-level infusion. A single such charge lasts for 24 hours, allowing the ray to be fired without limit in that period.
Strong Transmutation, CL 15th. Craft Magic Arms and Armor, Craft Wondrous Item, disintegrate. Cost 65,000 gp + 5,200 xp. Price 130,000 gp. Weight 3 lbs.
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Cost | 130,000 gp + |
Identifier | 3.5e Equipment + |
Rating | Undiscussed + |
Summary | This superweapon is feared throughout all of the Five Nations. Small, easily concealed, and elegantly wrought from mithral, the sheer destructive power bound up within the disintegration ray is hard to conceive of. + |
Title | Disintegration Ray + |