Ray Focus

Xath

Moder-gator
This is an idea that I've been toying around with.

Simple Weapons - Ray Focus
Cost - 2gp
Dmg (S) - 1 (special)
Dmg (M) - 1d2 (special)
Critical - x2
Range Increment - Special
Weight - 1lb
Type - Bludgeoning

A Ray Focus is a small, perfectly spherical object, generally weighing about 1lb. On its own, it may resemble a perfectly formed sling bullet, but it is not usable by mundane means. Spellcasters who use "ray" spells may chose to add a Focus component to their spell by adding a Ray Focus. When casting a ray spell with a focus, the Ray Focus acts as the head or focal-point of the ranged attack. The spellcaster makes a ranged-touch attack as normal. If it hits the target's Touch AC, the spell functions as normal with no additional effect. If, however, the Ray spell attack roll exceeds the target's normal AC, the extra damage of the Ray Focus applies. A Ray Focus has a range increment of the spell it is used in.

Ray Foci are most commonly made of steel, but may also be made of silver, mithril, adamantine, cold iron, or any other reasonably substitutable metal. Masterwork Foci may be enchanted as ranged weapons.
 

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So with this, you could have a +4 Ray focus which adds 4 to attack and a +4 to damage provided that the attack beats the target's AC.

You could also grant it special abilities. (Returning would be a good one) But here's a balance question. If you put the "merciful" ability onto the foci, would that grant a "Scorching Ray" the "non-lethal substitution" ability? Or would it only effect the damage of the focus itself?
 

From the description of Merciful I would say it would only apply to the weapon damage.

From the SRD
Merciful
The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage.

Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
 


Generally speaking, a Focus Component is a component that stays in your hand -- that you get to keep, in other words. I think you mean for this little (1 lb!) sphere to fly out of the caster's hand and actually thwack the target, right?

Are these little things ammo (free draw) or thrown weapons (move action to draw)?

Are they consumed by use in a spell?

Cheers, -- N
 

Xath said:
Do you think the item itself is balanced?
do you find all ray spells to be significantly underpowered? (compared to other attack spells of their levels)
if no, then its probably not balanced

essentially, it appears to allow the caster to make a free ranged attack whenever they cast a ray
currently, standard action = cast ray
with this item, standard action = cast ray and make ranged attack (using d20 roll for both attacks and costing 2gp)

an extra d2 dmg isnt going to break your game, but a few enchantments on it could
 

Felnar said:
an extra d2 dmg isnt going to break your game, but a few enchantments on it could

Worse would be if it counts as ammo, then you can greater magic weapon (and perhaps flame arrow) 50 of them.

All in all it seems a very expensive way to get in a little extra damage... not to mention a very heavy way, for a Wizard whose dump stat was probably Strength.

-- N
 


I was thinking of it as a thrown weapon, not consumed by use. I figured the most common enchantment on the thing would be "returning." Primarily, I thought that by enchanting it, it would be a way for a caster to boost their "to hit" on a common form of ranged spell. After all, at higher levels, weapons can be enchanted to grant higher to hit, but spells do not (and yes, I realize that rays are touch attacks, but at higher levels, even touch ACs can get really high).
 

Xath said:
I was thinking of it as a thrown weapon, not consumed by use. I figured the most common enchantment on the thing would be "returning." Primarily, I thought that by enchanting it, it would be a way for a caster to boost their "to hit" on a common form of ranged spell. After all, at higher levels, weapons can be enchanted to grant higher to hit, but spells do not (and yes, I realize that rays are touch attacks, but at higher levels, even touch ACs can get really high).
I'd say that in general at high levels, ranged touch attacks are actually your most reliable hitters, even without a buff (your mileage may certainly vary, of course). I suppose it depends on how high your casting stat is, but most critters have way highers saves than they do touch ACs. Mainly only NPC foes of certain classes will have great touch ACs, and they usually have one save that will kill them every time (unless they're a Monk, but the Monk's shtick is being good against spells).
 

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