Reflector Ray (3.5e Equipment)

A unique siege weapon, it is not a damage dealing weapon at all but rather a series of light sources, lenses, and mirrors which all focus onto a single point and is fired in a thin but potent beam. Little more than light, it is an excelent method of blinding a target from afar, leaving them open for further punishment from actual weapons. The base support contains several enclosed chambers for light sources (torches can work, but magical light sources are typically used such as everburning torches, so as not to have to deal with smoke and heat). From there the light is funneled up into a large dish shaped mirror and channeled through a telescope-like lens. A flap controls how much light is released from the apature. Though not terribly big, the mirrors require stability and so the siege weapon must be taken apart and re-assembled elsewhere to move it. It fills the space of a Large creature (10 x 10).

The reflector ray makes a blinding line of light out to 60 ft, and any creatures caught in it must make a Will save or be blinded while in the light and for 1 round after, DC 10 + 1/2 BAB + your ranged attack ability modifier. A successful save renders them dazzled instead. Beyond 60 ft to 120 ft, the reflector forces a save vs dazzle, save negates. It continues to illuminate out to 360 ft, and gives shadowy illumination out to 1440 ft, but gives no special penalties otherwise. Each round they remain in the light they get a saving throw against the effect.

Having the Exotic Weapon Proficiency (siege weapons) gives proficiency in all siege weapons, including this one. Not having the feat gives a -4 on the DC.

Some versions don't have a light source of their own, and rely on reflecting sunlight. Naturally these ones are limited to clear sunny days, limiting its use, but they don't need as complex array of focusing gear and cost half the price.