Speartember Day 18 - Energy
Weapon (lance), very rare (requires attunement)
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The Luminous Lance is a modern recreation of a siege weapon from the Lahanagis Grand Empire era, developed by engineers of the Azalis Empire. The original device, known as the "Arcane Concentrator," was one of many artifacts unearthed from the ruins of a Lahanagian walking fortress found buried deep in the Azalia Desert. By the direct order of Emperor Archard Ta’azir Al-Azalia, the empire’s royal mages spent years studying the artifact in utmost secrecy.
The Grand Library received only fragments of information obtained from intercepted encrypted letters and documents detailing the research activities. However, a Wallflower within the empire has confirmed the successful testing of a weapon equipped with technology based on the Arcane Concentrator, code-named the "Luminous Lance," as well as the Emperor's eagerness to begin mass production of this formidable weapon.
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You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use the lance as a spellcasting focus. When you cast a spell through the lance, your spell attack rolls and spell save DC increase by 1.
As a bonus action, you can create an energy lance at the tip, converting its damage type to force damage and adding an extra 1d6 force damage to each attack. The energy lance lasts for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
Energy Converter. The Luminous Lance allows you to channel your life force or spells into a powerful concentrated beam:
Force Beam: As an action, you can expend up to 3 Hit Dice to create a 30-foot line of energy that is 5 feet wide. Each creature in the line must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d10 force damage plus additional 1d10 and extend the line by 5 feet for each additional Hit Die expended beyond the first. On a successful save, it takes half as much damage.
Arcane Concentrator: When you cast a spell of 1st level or higher which has instantaneous duration through the lance that deals acid, cold, fire, lightning, necrotic, radiant, or force damage, you can transform its area of effect into a line that extends 30 feet plus 10 feet per spell level above 1st. Each creature in the line must make a Dexterity saving throw against your spell save DC, taking full damage on a failed save or half as much on a success.
Overcharge Threshold. The lance can safely channel a total of 10 Hit Dice and spell slot levels per long rest when using its Energy Converter features. If you exceed this limit, each additional use requires you to make a DC 15 Constitution saving throw immediately after using the ability. On a failed save, the lance backfires: you take half the damage intended for the targets, and the lance becomes a mundane weapon and can’t use its features until repaired. Repairing the lance requires 250 gp in materials, 8 hours of work, and someone with proficiency in Smith’s Tools and Arcana.
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All the files will be added to a new Speartember 2024 folder that you can find in the Vault
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