Eldritch Shard (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Eldritch Shard
Range Increment:
Size Cost1 Damage Weight1 hp
Fine * *
Diminutive * *
Tiny * *
Small 15 gp
Medium 15 gp
Large 15 gp
Huge * *
Gargantuan * *
Colossal * *
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

Eldritch Shards are used as ammo or fuel for a wide variety of purposes. The shards do not operate precisely like any other type of ammo due to the fact that they will recharge over time. When far removed from their mother crystal, however, this puts stresses on the fragment that will eventually render it useless.

Recharging: Shards take 8 hours to recharge. If a shard is used in a battle, it cannot be used for the remainder of that battle and is placed in a pool of drained shards, which will all recharge 8 hours from the end of combat--their natural regeneration is delayed by the frenetic magical activity nearby.

Damaged Shards: Whenever a shard is recharged, it has a 1-in-3 chance of taking damage if it is further than one mile from its mother crystal. Roll 1d6, and on a 1 or 2 the shard in question is now considered Chipped, or slightly damaged. If it was already Chipped, it is now Cracked, or seriously damaged. If it was already Cracked, it is broken and no longer of any use.

Repairing Shards: If a Chipped shard is left undisturbed for 3d6 days, it will repair itself. A Cracked shard cannot repair itself in this fashion. Alternatively, the shards can be taken to a Lampir specialist to be repaired. It costs 5 gp to repair a Chipped shard, and 10 gp to repair a Cracked shard. If you have any ruined shards on you, such specialists may be willing to purchase them for study.

Backlash: If a damaged shard is used for any stressful purpose—DM's discretion, although combat certainly qualifies—there is a chance it will suffer further damage and cause a violent surge of magical energy. For each damaged shard in use, roll 1d8. On a 1 or 2, the integrity of the shard in question has been compromised. If the shard was Chipped it is now Cracked, but it remained intact enough to prevent a backlash. If the shard was Cracked, it is broken and releases a burst of destructive energy: everything within 5 feet takes 1d6 damage. Any other damaged shards in the same check are caught in the backlash and receive damage as if they, too, had failed their integrity roll. All damage from these explosions is rolled as one event. Unless you were actually holding or directly working with the shards, you are permitted a reflex save to half the damage taken.

Back to Main Page3.5e HomebrewEquipmentWeapons

Home of user-generated,
homebrew pages!