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The arcane buster is a unique graft in that it is created by sampling the material of living spells, melting them down to their core components, combining them with alchemical essences, and granting them life. While similar to a construct or living construct, the resulting creature is useless without a host. When properly grafted with magical surgury to a host, its real strength comes to bear.
The arcane buster bonds to one arm of a arcane spellcasting host, making it appear as if wrapped in a shell of stone and alchemical gel which can take on several forms, but is always slightly more bulky than a normal arm. As long as the creature has at least arcane spell per day remaining, the user can fire bolts of elemental energy as an attack action. You may choose to deal acid, cold, electric, or fire damage at the beginning of each round. It deals 2d6 damage with a 20/x2 critical range, a normal ranged attack roll, and a range increment of 50 feet. The user may enhance the arcane buster as if it were a maneufactured weapon, and insert enhanced magical stones, consuming them as special ammunition, which functions in an antimagic field. Unenhanced masterwork stones are 325 gp for 50. The arcane buster has unlimited normal ammunition, which does not work an antimagic field.
By expending a spell slot, you can instead fire a charged shot as a standard action which deals normal damage plus +2d6 damage for every level of the spell sacrificed (up to 20d6 for 9th level spells), plus the user's Charisma (if positive). If you have the arcane fire ability of the archmage the damage die for charged shots rises to d10s.
The arcane buster consumes the use of one hand when deployed, and you can get two grafts, one for each arm. If using both at once, you take penalties as if fighting with two light weapons. In addition while the arcane buster is in use the weapon completely encloses your hand making it unavailable, which gives a -2 penalty on ability and skill checks which involve the use of hands, and may make some tasks impossible. You can "sheathe" or "draw" your arcane buster as a move action. When sheathed, the weapons membrane pulls back to allow your hand access and permit you to use your hand. Because the graft is part of you, you cannot be disarmed.
The arcane buster only functions when applied to arcane spellcasting creatures; applied to any other creature and they rot away over the course of 2d4 days. During construction, spells are employed to bond the two creatures, but once applied it is forever a mundane part of the creature.
Graft Flesh (any), caster level 5th; scorching ray; Price 4,500 gp
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