Arcstone (3.5e Equipment)
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Arcstone[edit]
Price: | 40,000 gp |
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Body Slot: | Ring |
Caster Level: | 11th |
Aura: | Moderate evocation |
Activation: | Use-activated (continuous) |
Weight: | — |
This elektrum band inlaid with a ring of black tourmaline gemstones generates potent electrical currents that seem to lash out intermittently, as though eager to find something to arc to. An arcstone grants its wearer the following benefits:
- Resistance to electricity 30.
- All natural weapons (including unarmed strikes) and all manufactured weapons wielded by the wearer benefit from the shocking burst quality.
- All enemy creatures attacking or otherwise physically touching the wearer in melee receive 2d6 points of electricity damage.
- The wearer casts spells with the electricity descriptor with a +2 enhancement bonus to caster level. These two bonus caster levels ignore a spell's damage cap; a level 10 sorcerer casting lightning bolt will deal 12d6 electricity damage.
Every round, the wielder of an arcstone leaves behind an electricity orb within the 5-foot square he starts his turn in. Any creature moving through or starting its turn within a 5-foot square that is adjacent to or containing an electricity orb takes 4d6 points of electricity damage. Each electricity orb spawned by the arcstone lasts for 3 rounds.
Furthermore, for every electricity orb that exists at the end of the wearer's turn, roll a d4. A line arcs between any two orbs that rolled the same result, provided they are within 60 feet of one another. An arc deals 4d6 points of electricity damage (Reflex DC 19 half).
Prerequisites: Forge Ring, lightning bolt, chain lightning.
Cost to Create: 20,000 gp, 1,200 EXP, 40 days.
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