Implosion Cannon (3.5e Equipment)
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- This page details a weapon with special rules for enhancing and using its magic properties; for more information, see Ray Weapons in Eberron.
Implosion Cannon
The single most powerful superweapon in all the Five Nations, the implosion cannon is more powerful iteration of the disintegration ray. Their weight is such that they require two hands to aim and fire, although they can be held in one hand. An implosion cannon fires an oscillating wave of green light, a ray with a range of 300 ft. that deals 40d6 damage. A Fortitude save, DC 16 + the firer’s highest mental ability modifier, reduces the damage to 5d6. All creatures and objects within 5 ft. of the target take 20d6 damage, and may attempt a Fortitude save to reduce the damage to 1d6. All creatures and objects within 10 ft. of the target take 10d6 damage, and may attempt a Fortitude save to negate the damage. Before it can be fired, an implosion cannon must first be charged, as a move action. To charge it, the wielder must expend a 9th-level arcane spell or spell slot, or a 6th-level infusion. A single such charge lasts for 24 hours, allowing the cannon to be fired without limit in that period.
Strong Transmutation, CL 20th. Craft Magic Arms and Armor, Craft Wondrous Item, disintegrate. Cost 125,000 gp + 10,000 xp. Price 250,000 gp. Weight 20 lbs.
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Cost | 250,000 gp + |
Identifier | 3.5e Equipment + |
Rating | Undiscussed + |
Summary | The single most powerful superweapon in all the Five Nations, the implosion cannon is more powerful iteration of the disintegration ray. + |
Title | Implosion Cannon + |