SRD:Psionic Weapons
Weapons
Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy.
Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.
The rules for manifester level for weapons (called caster level), additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below).
Mentally Audible
Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed.
Activation
Usually a character benefits from a psionic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to project a command thought (a standard action).
Psionic Weapon Special Ability Descriptions
Most psionic weapons have only enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.
Minor | Medium | Major | Special Ability | Base Price Modifier |
---|---|---|---|---|
01–15 | 01–10 | — | Psychokinetic | +1 bonus1 |
16–45 | 11–25 | 01–09 | Dissipater | +1 bonus1 |
46–55 | 26–30 | 10–12 | Lucky | +1 bonus1 |
56–70 | 31–40 | 13–17 | Sundering | +1 bonus1 |
71–80 | 41–46 | 18–21 | Power Storing | +1 bonus1 |
81–99 | 51–56 | 22–30 | Collision | +2 bonus1 |
— | 57–65 | 31–37 | Mindcrusher | +2 bonus1 |
— | 66–71 | 38–41 | Psychokinetic Burst | +2 bonus1 |
— | 72–75 | 42–49 | Suppression | +2 bonus1 |
— | 76–78 | 50–58 | Psibane | +2 bonus1 |
— | 79–81 | 59–61 | Parrying | +8,000 gp |
— | 82–85 | 62–65 | Manifester | +16,000 gp |
— | 86–88 | 66–71 | Bodyfeeder | +3 bonus1 |
— | 89–91 | 72–77 | Mindfeeder | +3 bonus1 |
— | 92–93 | 78–83 | Soulbreaker | +3 bonus1 |
— | 94 | 84–86 | Psychic | +35,000 gp |
— | 95 | 87–90 | Coup de Grace | +5 bonus1 |
100 | 96–100 | 91–100 | Roll again twice2 | — |
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Minor | Medium | Major | Special Ability | Base Price Modifier |
---|---|---|---|---|
01–20 | 01–15 | — | Teleporting | +1 bonus1 |
21–40 | 16–30 | — | Psychokinetic | +1 bonus1 |
41–100 | 31–45 | 01–30 | Collision | +2 bonus1 |
— | 46–50 | 31–40 | Suppression | +2 bonus1 |
— | 51–66 | 41–65 | Psychokinetic Burst | +2 bonus1 |
— | 67–74 | 66–69 | Psibane | +2 bonus1 |
— | 75–78 | 70–73 | Manifester | +16,000 gp |
— | 79–82 | 74–79 | Dislocator | +3 bonus1 |
— | 83–98 | 80–90 | Great Dislocator | +4 bonus1 |
— | — | 91–97 | Coup de Grace | +5 bonus1 |
— | 99–100 | 98–100 | Roll again twice2 | — |
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