Author Topic: [3.5] Twin Weapon + Fuse Weapons (new spells)  (Read 510 times)

Offline Prime32

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[3.5] Twin Weapon + Fuse Weapons (new spells)
« Topic Start: November 06, 2011, 07:48:11 AM »
Twin Weapon
Conjuration
Level: Brd 1, Duskblade 1, Hexblade 1, Pal 1, Ranger 1
Components: S, F
Casting Time: 1 swift action
Range: Touch
Target: Item touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Originally developed by rangers who had access to only one magic weapon, this spell has since spread to other users.

Touching an item, you create a duplicate of it which shares its magical and mundane properties. This duplicate functions only for you, and vanishes if either it or the original item leaves your hands. If the original item has any abilities with a limited number of uses, the duplicate draws from the original's pool of uses. Effects which target one item affect both items, so that a magic weapon spell can enhance two swords at once, and damaging one of the pair damages both.

A dvati caster may have the duplicate materialise in the hands of his twin, and can pass it between both of his bodies without ending the effect.

Focus Component: The item to be duplicated. You must be capable of holding this item with one hand.


Fuse Weapons
Transmutation
Level: Brd 1, Duskblade 1, Hexblade 1, Pal 1, Ranger 1
Components: S, F
Casting Time: 1 swift action
Range: Touch
Target: 2 weapons touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Two weapons that you wield combine into one. This new weapon is two-handed, deals base damage equal to the combined base damage of both weapons (of both weapons' damage types), gains the special properties of both weapons (ability to trip, etc.), and the critical threat range/multiplier of one weapon chosen at casting time. It gains the enchantments of both weapons, which overlap (eg. a +2 flaming weapon and a +1 speed weapon would create a +2 flaming speed weapon).

If one of the component weapons could be used to make ranged attacks, the range increment of the combined weapon is the average of its components' (treat melee weapons as having a range increment of 0ft). The combined weapon cannot be used to make melee attacks unless both weapons could be used to make melee attacks.

You are proficient in the combined weapon only if you are proficient with both of its components. If the combined weapon leaves your grasp, it separates into its component weapons.

Focus Component: The weapons to be fused. You must be capable of holding each weapon with one hand.