Annihilation (Melee Weapon Magic Property)

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Annihilation
  • Price: +9 bonus
  • Aura overwhelming transmutation; CL 32nd; Weight

An annihilation weapon appears shabby and well worn, although very sturdily constructed. If seen in strong light it is oddly dim, as if the light does not affect it as much as it properly should.

When activated, an annihilation weapon becomes an eldritch rent in reality, impossible to look at directly as the brain refuses to see it. The wielder of an annihilation weapon gains a gaze attack which inflicts dazzled upon anyone looking at him, with a reflex save DC of the CL of the annihilation weapon +10.

As an annihilation weapon is moved, space itself seems to crackle and shatter around the horrendous fracture in reality, fractures of space radiating in every direction from the dreadful rent. All creatures within ten feet of an activated annihilation weapon must make a fort save versus a DC of the CL of the annihilation weapon plus ten or be deafened for the rest of the encounter. This save is rolled once in each round in which the Annihilation weapon is used to make an attack.

Stealth rolls automatically fail while wielding an Annihilation weapon.

Activating an annihilation weapon is an free action instead of a standard action. Deactivating an annihilation weapon is a full round action, and requires that the wielder not be disturbed while he forces the devouring well closed.

While wielding it, the wielder of an annihilation weapon is immune to all melee-triggered effects of the weapon. If he is disarmed or otherwise drops the annihilation weapon, if it strikes a solid surface while uncontrolled it erupts in an annihilation burst as detailed below.

While activated an annihilation weapon delivers all of its damage as force damage.

An annihilation weapon does a bonus 5d6 of damage on all attacks. On a critical hit this is doubled to a bonus of 10d6. If an annihilation weapon has a critical modifier of x3, the bonus damage becomes 15d6. If an annihilation weapon has a critical modifier of x4, the bonus damage becomes 20d6.

In addition, on each successful attack the wielder of an annihilation weapon must choose one square of the target that is within his reach. That square is the center of the area of effect of a 5x5 blast of force damage which inflicts the same 5d6 of force damage. All creatures, friend or foe, within that space take the same 5d6 bonus damage roll. On a critical hit, this area of effect damage is also multiplied, becoming 10d6, 15d6, or 20d6 depending upon the base weapon. This damage is inflicted upon the terrain as well, ignoring 30 points of hardness, and if damage is inflicted upon the surfaces they are converted to difficult terrain.

An annihilation weapon grants the wielder some measure of control of the terrible energies it unleashes. The wielder may choose up to five allies who are not affected by the area of effect damage generated by melee attacks. The wielder of an annihilation weapon is always immune to the force damage of his own weapon when it is generated by melee attacks. The wielder chooses which allies are not affected when he makes his first attack roll in the encounter. None of these immunities apply to an annihilation burst(see below).

While active, an annihilation weapon adds +1 to the threat range of the weapon. This bonus is a straight adder that is applied after such affects as Keen or Improved Critical, and is always a simple +1 increase to the threat range.

Annihilation weapons ignore the first 50 points of hardness of all physical objects when used to damage objects or attempt sunders. Annihilation weapons inflict full damage on incorporeal or phased creatures, both those directly struck and those affected by the area of effect damage.

If the wielder of an annihilation weapon is disarmed, an annihilation burst is triggered if the weapon strikes a solid surface.

The annihilation burst power also occurs if the weapon is deliberately dropped or thrown. Note that in no case may more than one annihilation burst be triggered per round, even if an annihilation weapon is thrown multiple times in a round.

Lastly, once per encounter as a minor action, the wielder of an annihilation weapon may unleash an annihilation blast even while holding the weapon. This annihilation blast is an 8x8 area which must be centered within thirty feet of the wielder's space. All creatures, objects, and terrain in the annihilation burst suffer 30d6 of force damage, with a fortitude saving throw against a DC of the CL of the weapon +10 to take half damage.


  • Craft Magic Arms and Armor, wall of force