Nerukath's Wondrous Weapon (3.5e Spell)

From D&D Wiki

Jump to: navigation, search
Nerukath's Wondrous Weapon
Transmutation
Level: Clr 6, Pal 4, Sor/Wiz 5
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)


The caster enhances a weapon with a magical property. Nerukath's wondrous weapon gives a weapon any combination of applicable special abilities (as outlined in the DMG), up to the equivalent of +1 per four caster levels (maximum +5). For example, a 9th-level wizard could grant a melee weapon flaming burst (+2 bonus), or both keen (+1 bonus) and human bane (+1 bonus), or any other such combination. A given weapon or projectile can only benefit from one casting of Nerukath's wondrous weapon at a time.

You can’t cast this spell on a natural weapon, such as an unarmed strike. A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

Arcane Material Component: A handful of rooster feathers.


Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsPaladin
Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsSorcerer/Wizard

Home of user-generated,
homebrew pages!


Advertisements: