Disruption Screamer (3.5e Equipment)

''Named after the horrible screech it unleash, the disruption screamer is a long and evil-looking rifle. Made from starmetal it grow slightly and is as hard as adamantine. When fired the disruption screamer send a powerful, focused pseudo-beam beam of unstable arcane energy. If focused on a single target, the beam will greatly increase in power and can tear apart even the strongest foe.''

Strange weapons of unknown origin, disruption weapons send a blast of raw, chaotic arcane energy in it purest form causing a disruption in the laws of reality. A blast from such weapon can rip apart even the strongest creature, any attacks made with a disruption weapon ignore damage reduction, harness and any resistances and deal typeless damages.

A disruption weapon is alway masterwork by nature, it can hit and damage target on the ethereal plane. Disruption weapons add their user's Dexterity modifier to damage rolls (but cannot do so more than once). Disruption weapons do not need to be reloaded as it possess a refined proteum core but only possess X charges, each hours the disruption weapon recover a number of charge.

When scoring a natural 20 with a disruption weapon you cause a *rip* in reality, projecting a wave of power emanating from the target. It deal weapon damage to all creatures within X radius (see weapon entry lower) but allow a reflex save to halves he damages.

A disruption screamer has 25 charges, expend only one when firing and regain 7 charges per hours of non-activity. On a natural 20, the disruption pistol projectile explode in a 10 ft. radius, dealing weapon damages to all those within the radius reflex save (DC 10 + wielder base attack bonus + wielder dexterity modifier) for half. A disruption screamer need to be aimed at a full-action, but require ranged touch attacks to hit. For each consecutive hit on a target, add 2d6 damages to the weapon damages (if three attack hit first deal 3d6, second deal 5d6 and third deal 7d6).

A disruption screamer is already considered magical (the equivalent of a +3 weapon) and may be augmented further. It does not work in an antimagic field.