Spellblade (3.5e Equipment)
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Spellblade
Price: | 6000 |
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Body Slot: | Held |
Caster Level: | 7th |
Aura: | Moderate universal (DC 19) |
Activation: | Use-activated |
Weight: | 2 lb. |
Spellblades are a recreation of ancient magitechnology, even though the modern spellblades are a pale imitation of the real thing, which could alter the very course of the weave and manipulate the waves of the aether itself. The weapon itself is nothing but a hilt, but when imbued with the energies of a spell or spell-like ability, a deadly blade of magical energy shoots forth from the hilt, allowing it to be used as a weapon.
An activated spellblade counts as a bastard sword for the purpose of proficiency feats, and is normally wielded in two hands. Exotic Weapon Proficiency is required to allow one to wield it one-handed. That said, the only prerequisite for wielding a spellblade normally is having an arcane caster level and ranks in Spellcraft.
Casting an arcane spell on the spellblade imbues the weapon with the spell's energy, conjuring a blade of combined anima and magical energy that cuts physically, as well as magically. The spellcaster and the wielder must be the same person, as the spellblade functions by actively channeling the magical energy of the spell through the weapon, requiring a high degree of control.
Spellblade Statistics
The power of an imbued spellblade depends on the level of the spell channeled through it. To imbue a spellblade, you must have minimum ranks in Spellcraft equal to twice the level of the spell.
An imbued spellblade remains active for a number of minutes equal to the imbued spell's level + 1.
The spellblade gains an effective enhancement bonus to attack and damage equal to the imbued spell's level. The wielder gains no Strength or Dexterity related bonuses to attack and damage rolls, and instead gains the bonus of the ability score that governs her spellcasting to both attack and damage rolls (Intelligence for wizards, and Charisma for sorcerers, and so forth).
The spellblade's base damage depends on its effective enhancement bonus, as per the below table.
Enhancement Bonus |
Base Damage |
Enhancement Bonus |
Base Damage | |
---|---|---|---|---|
+0 | 1d4 | +5 | 1d10 | |
+1 | 1d6 | +6 | 1d10 | |
+2 | 1d6 | +7 | 2d6 | |
+3 | 1d8 | +8 | 2d6 | |
+4 | 1d8 | +9 | 2d8 |
A spellblade's damage is mixed. The base damage and the damage gained from ability scores is magical and slashing, while the damage from the enhancement bonus is typeless, borne of raw arcane energy.
The spellblade's normal critical rate is 19-20/x2.
Spellblade Effects
A spellblade's functionality changes depending on what kind of spell it is imbued with. Both the spell's school and its descriptors determine the range and scope of this special effect.
Schools
If the imbued spell is a dual school spell, one school must be chosen as the focus.
Abjuration: The spellblade gains the defending quality.
Conjuration: The spellblade lasts twice as long.
Divination: The spellblade's critical threat range doubles, and its critical multiplier goes up by 1.
Evocation: The spellblade gains +2 damage per point of enhancement bonus instead of +1.
Necromancy: The spellblade restores hit points to the wielder equal to the level of the imbued spell + 1 on every successful hit.
Transmutation: The spellblade becomes a reach weapon, that can also still strike adjacent targets.
Descriptors
If the imbued spell has multiple descriptors, one must be chosen as the focus. All save DCs are 10 + imbued spell's level + wielder's relevant casting ability score bonus. Bonuses to save DC from feats like Spell Focus carry over.
An active spellblade always casts light as per the light cantrip. The color of said light is added in parentheses.
Acid [Green]: The spellblade deals +2d6 points of additional damage, and all the damage dealt by the blade becomes both acid.
Air [White]: The spellblade becomes a reach weapon. If it already was a reach weapon, its reach increases by another 5 feet. It can still strike adjacent creatures. The Air-imbued spellblade may strike two creatures adjacent to each other (with separate attack rolls), provided both creatures are within reach.
Chaotic [Random]: The spellblade gains the anarchic quality. The blade's colour changes every round (roll as per the prismatic spray table)
Cold [Cyan]: The spellblade deals +2d6 points of additional damage, and all the damage dealt by the blade becomes cold.
Darkness [Black]: The spellblade confers a bonus to sneak attack damage equal to +1d6 for every two spell level of the imbued spell (rounded up, max +5d6).
Death [Purple]: The spellblade inflicts 1 negative level on a successful attack.
Earth [Brown]: The spellblade counts as adamantine, as well as both bludgeoning and slashing.
Electricity [Yellow]: The spellblade deals +2d6 points of additional damage, and all the damage dealt by the blade becomes both electricity.
Evil [Red]: The spellblade gains the unholy quality.
Fear [Indigo]: The spellblade deals extra typeless damage depending on the target's level of fear; +1d6 (shaken), +2d6 (frightened), +3d6 (panicked), and +4d6 (cowering).
Fire [Orange]: The spellblade deals +2d6 points of additional damage, and all the damage dealt by the blade becomes both fire.
Force [Shimmering]: The spellblade gains the forceblade quality.
Good [Gold]: The spellblade gains the holy quality.
Lawful [Teal]: The spellblade gains the axiomatic quality.
Light [White]: The light effect of the spellsword is much brighter, functioning as daylight. The spellsword deals +2d6 damage to undead. Any successful attack against a creature mortally baned by daylight (such as a vampire) is an automatic critical threat, ignoring immunity to critical hits.
Mind-Affecting [Pink]: The spellblade gains the mind rending quality, though the extra damage is +2d6
Sonic [Transparent]: The spellblade deals +2d6 points of additional damage, and all the damage dealt by the blade becomes both sonic.
Water [Blue]:
Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 10 ranks, Knowledge (architecture and engineering) or Knowledge (xeno) 10 ranks, imbue with spell ability, caster level 7th.
Cost to Create: 3,000 gp, 240 EXP, 6 days.
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