Shinespark Weapon (3.5e Spell)
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|Level:||Cleric 4, Duskblade 3, Paladin 2|
|Casting time:||1 standard action; see text|
|Target:||One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)|
|Duration:||1 round/level (D)|
|Saving Throw:||Fortitude negates (harmless, object)|
|Spell Resistance:||Yes (harmless, object)|
Your long sword lights up in ethereal starlight. As you swing, dots fill the air and burst into bright flashes.
You enhance your weapon, which deals an additional 1d10 points of magic damage per hit, and an additional 1d10 points of damage on a critical hit (or 2d10 for a x3 weapon, or 3d10 for a x4 weapon). When you miss, bright "stars" are left in your wake which explode at the beginning of your turn, dealing 1d10 points of magic damage (no save) to any creature other than yourself still within the square.
You can intentionally miss attacks, leaving them hanging in mid air or on a surface. If you do so, you can delay the explosion up to 5 rounds.
As part of a melee attack, you can choose to dismiss this spell early. Make a melee attack roll against any target within 120 ft. Your weapon fires a magical blade beam which deals your weapon damage entirely as magic damage, plus an additional 1d6 damage/level. This ends the spell.
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|Article Balance||High +|
|Component||V + and S +|
|Identifier||3.5e Spell +|
|Level||Cleric 4 +, Duskblade 3 + and Paladin 2 +|
|Summary||Enhance your weapon with magical light which not only deals more damage, but leaves explosive spheres upon a miss or critical hit. +|
|Title||Shinespark Weapon +|