Difference between revisions of "Shrink Ray (3.5e Equipment)"
(uploaded with permission from author) |
m (Adding NavBoxes back.) |
||
(One intermediate revision by one other user not shown) | |||
Line 35: | Line 35: | ||
|} | |} | ||
− | A character shrunk by a ''shrink ray'' can be restored to full size by a ''[[SRD:Greater Restoration|greater restoration]]'' spell, | + | A character shrunk by a ''shrink ray'' can be restored to full size by a ''[[SRD:Greater Restoration|greater restoration]]'' spell,which causes the size change to wear off in 24 hours. Incorporeal or gaseous creatures are immune to the ''shrink ray'', and a creature with the [[SRD:Shapechanger Subtype|shapechanger subtype]] can revert to its natural size as a standard action. Before it can be fired, a ''shrink ray'' must first be charged, as a move action. To charge it, the wielder must expend a 5th-level arcane spell or spell slot, or a 4th-level infusion. A single such charge lasts for 24 hours, allowing the ''ray'' to be fired without limit in that period. |
Moderate Transmutation, CL 10th. [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], [[SRD:Craft Wondrous Item|Craft Wondrous Item]], ''[[SRD:Baleful Polymorph|baleful polymorph]]''. Cost 30,000 gp + 2,400 xp. Price [[Cost::60,000 gp]]. Weight 5 lbs.</onlyinclude> | Moderate Transmutation, CL 10th. [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], [[SRD:Craft Wondrous Item|Craft Wondrous Item]], ''[[SRD:Baleful Polymorph|baleful polymorph]]''. Cost 30,000 gp + 2,400 xp. Price [[Cost::60,000 gp]]. Weight 5 lbs.</onlyinclude> | ||
Line 48: | Line 48: | ||
[[Category:Weapon]] | [[Category:Weapon]] | ||
[[Category:Magic]] | [[Category:Magic]] | ||
+ | |||
+ | {{Navboxes}} |
Latest revision as of 08:46, 19 September 2012
| |||||||||
Rate this article Discuss this article |
- This page details a weapon with special rules for enhancing and using its magic properties; for more information, see Ray Weapons in Eberron.
Shrink Ray
Developed by an obsessive-compulsive gnomish artificer, this weapon never saw much use outside of the laboratory, but despite that, it is a potent magical weapon. Despite its function, the ray weapon itself is large and somewhat bulbous, a claptrap mechanism of patched-together iron. The shrink ray fires a crackling blue-and-yellow burst of sparks, a ray with a range of 50 ft. An enemy hit by the ray must make a Fortitude save, DC 15 + the wielder's highest mental ability score, or be shrunk, permanently, to Fine size. They take a penalty to their Strength, Constitution, and natural armor, but gain a bonus to their Dexterity (the penalties to Strength and Constitution cannot reduce the score below 1). The penalties and bonus depend on the creature's original size, as below:
Original Size | Str | Dex | Con | Natural Armor |
---|---|---|---|---|
Colossal | -42 | +12 | -18 | -14 |
Gargantuan | -34 | +12 | -14 | -9 |
Huge | -26 | +12 | -10 | -5 |
Large | -18 | +10 | -6 | -2 |
Medium | -10 | +8 | -2 | -0 |
Small | -6 | +6 | -0 | -0 |
Tiny | -2 | +4 | -0 | -0 |
Diminutive | -0 | +2 | -0 | -0 |
Fine | -0 | -0 | -0 | -0 |
A character shrunk by a shrink ray can be restored to full size by a greater restoration spell,which causes the size change to wear off in 24 hours. Incorporeal or gaseous creatures are immune to the shrink ray, and a creature with the shapechanger subtype can revert to its natural size as a standard action. Before it can be fired, a shrink ray must first be charged, as a move action. To charge it, the wielder must expend a 5th-level arcane spell or spell slot, or a 4th-level infusion. A single such charge lasts for 24 hours, allowing the ray to be fired without limit in that period.
Moderate Transmutation, CL 10th. Craft Magic Arms and Armor, Craft Wondrous Item, baleful polymorph. Cost 30,000 gp + 2,400 xp. Price 60,000 gp. Weight 5 lbs.
Back to Main Page → 3.5e Homebrew → Equipment → Magic Weapons
Back to Main Page → 3.5e Homebrew → Other → Ray Weapons in Eberron