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Fuse Weapons (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 4-1-15
Status: Complete
Editing: Clarity edits only please
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Fuse Weapons
Transmutation
Level: Bard 2, Duskblade 2, Sorcerer/Wizard 3
Components: V
Casting time: 1 standard action
Range: Touch
Target: Two weapons
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

It's a sword! It's a hammer! It's a swordhammer!

With a word you combine up to two weapons, one held in each hand, into a single new weapon. In spite of its likely alien appearance, if you were proficient in both starting weapons you are proficient with the new weapon. The new hybrid weapon deals the damage of both starting weapons, all the traits of both weapons when beneficial, combined hp, the highest hardness, and the critical range and multiplier of one of the weapons at your choosing. The weapon's handedness is as the larger of the weapons. For example you can fuse a lance and a rapier for a two-handed weapon that deals 1d8+1d6 damage, reach but also the ability to hit adjutant squares, bonuses on charging, finesse, and either a 20/x3 or 18-20/x2 critical. You can even fuse ranged weapons with melee weapons (allowing it to be fired at range, or swung in melee). If the weapon is sundered or destroyed it falls into its component starting weapons with the starting weapons unharmed.

Intelligent weapons, already-fused weapons, and certain other special or unusual weapons cannot be fused.



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