Energy Weapon (3.5e Spell)
Evocation [See text] | |
Level: | Armory 8, Sorcerer/Wizard 8 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | 0 ft. |
Effect: | A weapon made of pure energy |
Duration: | Up to 1 minute/level (D); see text |
Saving Throw: | None |
Spell Resistance: | Yes |
You make the gesture and speak the words of power, and a weapon composed of pure energy springs into being in your hand.
This spell functions like flame dagger[1], except that the weapon can take any form you want, can be made of any of the five elements, and deals damage appropriate to its weapon and energy type + 1 point per caster level (maximum +20). The energy weapon's damage die, threat range, and critical multiplier are identical to an ordinary weapon of the type you chose for your size category. (For example, a Medium energy kukri would do 1d4 energy damage, have a threat range of 18-20, and have a critical multiplier of x2. A Medium energy greataxe would do 1d12 energy damage, have a threat range of 20, and have a critical multiplier of x3.) If you chose a ranged weapon, you have unlimited ammunition for your energy weapon and do not have to reload it (allowing you to use the full attack action), but every shot subtracts 1 round from the duration of the spell. You may use any skills you have (such as Weapon Focus) with your energy weapon, assuming that it is the appropriate weapon type; however, you are always considered proficient with it. An energy weapon cannot be disarmed or sundered, but can be used to make disarm or sunder attempts. If your base attack bonus is high enough to allow for multiple attacks in a round, you can make them with the energy weapon. Attacks with an energy weapon are considered touch attacks, and its damage is considered energy damage (not slashing, piercing, or bludgeoning). An energy weapon is immaterial, and your Strength modifier is not applied to the damage. An energy weapon bypasses damage reduction just like any other spell would, but is susceptible to energy resistance or immunity.
In addition to the base traits of the spell, an energy weapon has special qualities based on the energy type you chose.
- A fire weapon can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on. It can also set a foe on fire if you hit them 3 or more times in the same round. In addition, by holding the fire weapon against a foe as a full-round action melee touch attack that provokes attacks of opportunity from all creatures except the target, you can inflict the appropriate damage for two blows (treat this as an automatic critical hit with a critical multiplier of x2, regardless of the actual critical multiplier of your energy weapon and whether or not the foe is immune to critical hits) and apply the effects of a combust[1] (set foe on fire) or heat metal (metal becomes hot enough to inflict damage) spell (no save). Either way, this subtracts 4 rounds from the spell's duration. If cast or brought underwater, a fire weapon disperses into a field of scalding heat; all creatures within 100 feet (including you) take 2d6 points of nonlethal fire damage once every 1d4 rounds, and the fire weapon itself is suppressed as if by an antimagic field until you exit the water.
- A cold weapon can cause numbness in any living creature it strikes; a successful attack forces the target to make a Fortitude save or be restricted to a single move or standard action during its next round, and this effect can stack with itself (the target is slowed for 1 round per successful attack). In addition, by holding the cold weapon against a foe as a full-round action melee touch attack that provokes attacks of opportunity from all creatures except the target, you can inflict the appropriate damage for two blows (treat this as an automatic critical hit with a critical multiplier of x2, regardless of the actual critical multiplier of your cold weapon and whether or not the foe is immune to critical hits) and apply the effects of a freeze[1] (immobilize foe in ice) or chill metal (metal becomes cold enough to inflict damage) spell (no save). Either way, this subtracts 4 rounds from the spell's duration. If cast or brought underwater, a cold weapon disperses into a field of numbing cold; all creatures within 100 feet (including you) take 2d6 points of nonlethal cold damage once every 1d4 rounds, and the cold weapon itself is suppressed as if by an antimagic field until you exit the water.
- An acid weapon can corrode almost any item. Whenever you strike an opponent with an acid weapon, you inflict damage to one of the opponent's items equal to 3/4 of your damage roll result, before accounting for acid resistance or immunity (the item's resistance/immunity to acid is regarded separately from it's wearer's). The usual order of likelihood for an item to be affected by a spell still applies (this function targets the foe's shield first, then his armor, then his headgear, then any nonshield object he has in hand, etc.). In addition, by holding the acid weapon against a foe as a full-round action melee touch attack that provokes attacks of opportunity from all creatures except the target, you can inflict the appropriate damage for two blows (treat this as an automatic critical hit with a critical multiplier of x2, regardless of the actual critical multiplier of your acid weapon and whether or not the foe is immune to critical hits) and apply the effects of a acid arrow (damage every round for 1 round/3 levels) or unaugmented dissolving touch (immediate 4d6 extra acid damage) spell/power (no save). Either way, this subtracts 4 rounds from the spell's duration. If cast or brought underwater, an acid weapon disperses into a field of dangerous acid; all creatures within 100 feet (including you) take 2d4 points of acid damage once every 1d4 rounds, and the acid weapon itself is suppressed as if by an antimagic field until you exit the water.
- An electricity weapon gains a +3 bonus to attack rolls and a +1 bonus to damage rolls against a target that is wearing metal armor. In addition, by holding the electricity weapon against a foe as a full-round action melee touch attack that provokes attacks of opportunity from all creatures except the target, you can inflict the appropriate damage for two blows (treat this as an automatic critical hit with a critical multiplier of x2, regardless of the actual critical multiplier of your electricity weapon and whether or not the foe is immune to critical hits) and apply the effects of a unaugmented gauss whip (gain temporary hit points equal to damage dealt) or unaugmented Magnetic Oscillation (3.5e Power) (metal weapon becomes harder to wield, -2 penalty on attack and damage rolls) power (no save). Either way, this subtracts 4 rounds from the spell's duration. If cast or brought underwater, an electricity weapon disperses into an electrical blast, dealing 5d6 points of electricity damage to creatures within 20 feet of you (including you), 4d6 points of electricity damage to creatures between 20 and 40 feet away from you, 3d6 points of electricity damage to creatures between 40 and 60 feet away from you, 2d6 points of electricity damage to creatures between 60 and 80 feet away from you, and 1d6 points of electricity damage to creatures between 80 and 100 feet away from you. After this damage is dealt, the electricity weapon is suppressed as if by an antimagic field for 3d4 rounds or until you exit the water (whichever comes first); if you are still underwater when the electricity weapon reappears, it immediately shocks everything in a 100-food radius and is suppressed again.
- A sonic weapon creates static noise all around you (30-ft. radius) that can alert foes to your approach (-2 to Hide and Move Silently checks to catch foes by surprise), but makes it quite difficult for them to discern your precise locations through means that rely on sound (you are treated as having concealment from creatures such as destrachans and ythraks that can only detect a creature's location through sound-based means). When you strike a creature, it must succeed on a Fortitude save or be deafened for 2d4 rounds (this duration can stack with itself if multiple blows are landed). In addition, by holding the sonic weapon against a foe as a full-round action melee touch attack that provokes attacks of opportunity from all creatures except the target, you can inflict the appropriate damage for two blows (treat this as an automatic critical hit with a critical multiplier of x2, regardless of the actual critical multiplier of your sonic weapon and whether or not the foe is immune to critical hits) and apply the effects of a shatter (damage fragile objects/creatures) or glossolalia (distract and bewilder creatures) spell (no save). Either way, this subtracts 4 rounds from the spell's duration. If cast or brought underwater, a sonic weapon disperses into a field of painful noise; all creatures within 100 feet (including you) take 1d8 points of nonlethal sonic damage and must make a Fortitude save against deafness once every 1d4 rounds, and the sonic weapon itself is suppressed as if by an antimagic field until you exit the water. (Deafness caused this way lasts for 1 hour, and this can stack with itself.)
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