Shrink Ray (3.5e Equipment)


 * 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:

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 Cost::60,000 gp. Weight 5 lbs.