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Plasmatic Glow (3.5e Equipment)

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Author: Frankie Sammich (talk)
Date Created: 4-17-16
Status: Complete
Editing: Clarity edits only please
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Plasmatic Glow weapons make the fire/lightning weapon enhancements grow with power with every strike. Plasmatic Glow can only be placed on weapons which possess some form of a fire and a lightning (or a plasma) weapon enhancement. For each cumulative hit the weapon deals in a round, its fire/lightning damage is increased by +1d6 points. For example a flaming shocking longsword would deal 1d8 slashing and 1d6 fire/lightning on its first hit, 1d8 slashing and 2d6 fire/lightning on the second hit, 1d8 slashing and 3d6 fire/lightning on the third hit, and so forth. Burst effects are similarly multiplied, such as dealing 3d10 points of damage on the third hit if it is a confirmed critical.

Note that elemental resistances/immunities only apply to this damage if there is both a fire and a lightning resistance/immunity (immunities may be crossed with resistances). For example, an individual who is immune to fire and is hit with 3 fire/lightning damage, still takes 3 damage. If the individual has resist Fire 5 and resist lightning 2 and is hit with 3 fire/lightning damage, they resist 2 damage (lowering both the fire and the lightning resistance by 2 each) and take the final 1 damage. Combined with an immunity to fire or lightning and a resistance, treat the resistance as normal.

Plasmatic Glow weapons are immune to fire and lightning damage. They obtain a plasmatic glow the more times you strike with it. Only attacks made by the weapon count towards increasing its damage, attacks by other weapons do not increase the total.

Strong Evocation; CL 13th; Craft Magic Arms and Armor, at least one fourth level or above fire and lightning spell (or a plasma spell); Price: +1.



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