Energy Weapons in The Reality Grid | World Anvil
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Energy Weapons

As worlds develop, they undoubtedly find new ways to heal and to cause harm. However, weapons are generally more focused on so that one isn't eaten by whatever comes out of a random tear. Stats: If you have the option to take a longbow, heavy crossbow, or hand crossbow, you can replace that weapon and any appropriate ammunition for its energy weapon counterpart.  

Thaum-Slingers

These guns take ambient magic from a micro-cell and use it to create blasts of energy. They're often seen as a rudimentary form of artifice, and are quite common on worlds with such advancements. Stats: Thaum-Slingers require a bonus action to reload once they run out of charges. They are commonly available to those are from magical worlds. Thaum-slingers cost an additional 10 gp on a dimension without magic.   Sidearm Slinger: This 5-chambered revolver is generally weaker. But its ease of storage, concealable nature, and energy efficiency have made it a common weapon on the grid. A Sidearm Slinger is commonly used in place of a hand crossbow in magical worlds, and can be taken as a replacement at character creation.
Sidearm Slinger Stats: ranged weapon (martial, magic blaster) Cost: 85 gp Damage: 1d6 Damage Type: Fire damage, or the micro-cell's affinity Item Rarity: Standard Properties: Light, Reload, Range Range: 30/120 Weight: 3 Charges per micro-cell: 20   The ThaumBolt: A classic piece of weaponry, the original design was made by early artificers long ago, and the patent has since reached public domain. Now it's a household name in some realities. A Thaumbolt is commonly used in place of a heavy crossbow or longbow in magical worlds, and can be taken as a replacement at character creation.
Thaumbolt Stats: ranged weapon (martial, magic blaster) Cost: 60 gp Damage: 1d12 Damage Type: Fire damage, or the micro-cell's affinity Item Rarity: Standard Properties: Heavy, Reload, Range, Two-Handed Range: 90/360 Weight: 18 lb Charges per micro-cell: 10  

Pearl Throwers

Sleek designs and silvery metals are popular in Pearl Thrower designs. Their construction is largely undertaken by constructs or a science mage's machines and are meant to be as accessible as possible to people used to revolvers and muskets. Stats: Pearl Throwers are commonly available to those are from scientific worlds. Pearl Throwers cost an additional 10 gp on a dimension without science.   Pearl Pistol: Modeled after a flintlock pistol, the firing mechanism is absurdly simple. A canister inside the handle charges with air and launches the pearl at subsonic speeds. On impact, the pearl's shell breaks and unleashes the primal energies within. A Pearl Pistol is commonly used in place of a hand crossbow in magical worlds, and can be taken as a replacement at character creation.
ranged weapon (martial, science blaster) Cost: 80 gp Category: Items Damage: 1d6 Damage Type: Fire Item Rarity: Standard Properties: Light, Loading, Range Range: 30/120 Weight: 3 lb   Pearl Rifle: These lever action rifles feature a belt for pearls along the back of the weapon. This allows for one to easily insert or cycle pearls into position along the belt before firing. Because of this, rifles with an open clip often glow slightly up top, revealing the sights to its user in the dark. A Pearl Rifle is commonly used in place of a heavy crossbow or longbow in magical worlds, and can be taken as a replacement at character creation.
ranged weapon (martial, science blaster) Cost: 55 gp Category: Items Damage: 1d10 Damage Type: Fire Item Rarity: Standard Properties: Heavy, Loading, Range, Two-Handed Range: 100/400 Weight: 18 lb
Thaum Micro-Cells
These miniature versions of thaum-cells are designed for general purpose use in smaller items such as Thaum-Throwers. Like their larger counterparts, they regain their power from absorbing ambient magic and can take on the properties of such.
Stats: Each Micro-cell has one general use charge (although this charge might be sub-divided in certain items) which is restored after being left out to charge for one hour. If charged in an area of strong magic (such as a wild-magic zone) they gain a property equal to that charge for 1d4 days. Cost: 5 gp Item Rarity: Standard Weight: 2 lb
Energy Pearls
These small spheres are charged in a special facility. While they look like pearls or exquisitely made ball bearings from the outside, they actually hold concentrated magic inside, which was put there via portal technology. Stats: A pack of standard pearls deals fire damage, representing laser light energy inside the sphere. Pearls can be loaded with other dimensional energies, at an extra cost. Cost: 1 gp for a standard pack of 20 pearls, 2 gp for an elemental pack of 20 pearls, or 3 gp for a necrotic, radiant, or force pack of 20 pearls. Item Rarity: Standard Weight: A pack of 20 Pearls weighs 1 lb, no matter it's damage type.

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