Mystic Ray (3.5e Feat)

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Author: ValravenApocalypse (talk)
Date Created: 03/05/2025
Status: Conceptually complete, but could use some finetuning
Editing: Clarity edits only please
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Mystic Ray [Reserve] One of the most fundamental abilities a magic user can learn is to harness raw magic and turn it into a bolt of energy, without taxing their ability to use more utilitarian or specialized spells.Prerequisites: Ability to cast 2nd level spellsBenefit: As long as you have a conjuration, evocation or necromancy spell of 2nd level or higher available, you may spend a standard action to launch a burst of magical energy as a ranged touch attack with a range of 60 ft which deals 1d6 untyped damage per level of the highest level conjuration, evocation or necromancy spell you have available to cast.

At your option, you may reduce the damage dealt by 1d6 to change the blast according to the school of magic you have available from the following options

  • Evocation: The blast's damage type changes to match the descriptor of a spell you have available to cast (from acid, cold, electricity, fire, force, light or sonic).
  • Necromancy: The blast's damage type changes to your choice of positive or negative energy.
  • Conjuration: You may choose to expend a conjuration spell as you fire the blast to deliver the spell through the blast, in which case the blast deals its damage then the target takes the effect of the expended spell, or is the center of the spell's area.




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ValravenApocalypse's Homebrew (37 Articles)
ValravenApocalypsev
Article BalanceHigh +
AuthorValravenApocalypse +
Identifier3.5e Feat +
PrerequisiteAbility to cast 2nd level spells +
RatingUndiscussed +
SummaryYou know how to channel your magic into a ray of lashing energy. +
TitleMystic Ray +
TypeReserve +