Entropic,Greater (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: the greater ability should be better than the regular ability not just add 1 to the saving throw.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Recycle.png This page was marked as abandoned on 01:14, 22 May 2013 (MDT)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be deleted.

Edit this Page | All abandoned pages


As Entropic, except in addition to the normal effects of a critical hit the target is also struck by a negative energy burst as the spell cast by a level 15 spellcaster. The negative energy burst only occurs if a natural 20 is made on the critical roll. Those within the area of effect are also subject to damage by the burst. This property cannot be applied to ammunition.

(Major Necromancy) Caster level 20, Caster must be evil, Craft Magic Arms and Armor , Greater Harm , Energy drain , Negative Energy Burst, Entropic, Price +4 bonus, Must be crafted in a major negative energy-dominant area.

Back to Main PageDungeons and DragonsEquipmentMagical Weapon Enhancements.

Personal tools
admin area
Terms and Conditions for Non-Human Visitors