Melting 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.

==== Melting Ray ====

Summary::This odd weapon is useful for disarming foes without harming them. A rust-colored ray, it fires a rippling silver beam, with a range of 40 ft. A non-magical metal item weighing up to 35 lbs. can be melted by the ray if it is struck, becoming a liquid and flowing like water for one round. After that round, it re-solidifies in the form of a solid metallic puddle, rendered completely useless. This does not change the temperature of the metal. An item in the possession of a creature may attempt a DC 16 Will save to avoid being melted, using its wielder's saving throw bonus in place of its own unless its own is higher. Before it can be fired, a melting 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 9th. Craft Magic Arms and Armor, Craft Wondrous Item, stone shape. Cost 30,000 gp + 2,400 xp. Price Cost::60,000 gp. Weight 3 lbs.