Wizard Special Weapon


Homebrew and House Rules


Alright, so this is just an idea and I'm unsure of how to go about it, but here's what I'm thinking in any case.

I'm thinking of presenting my DM with a weapon made especially for my wizard, using the Craft Wondrous Items feat or the Craft Magical Arms and Armor feat. I'm thinking something along the lines of a floating orb like that of Viola from Soul Calibur 5. Linked Here

Yeah, basically a floating orb. So, for it to be a weapon I'm thinking it could be made of stone, steel or other materials of the creators choice. Damage, perhaps something like the dorn dergar would fit, so 1d10 and x2. Needed spell to make, telekinesis I'd guess.

But it's the magical effects mechanically that I'm trying to figure out. Basically the orb can float, be sent out to attack (a sort of ranged attack) but can be brought back to the owner as an attack from the side or behind as well, hitting the opponent on the way back.

Would this instead be an odd ranged weapon?

Is this even feasible or reasonable?

I think it would be cool to be able to magically enhance it as one wished (ala fire, acid, keen and such).

Any ideas or suggestions on how to make this work?

Thanks in advance.


An auto guided weapon, possibly with control restricted to the user...

Sounds like a spiritual weapon (cleric 2) to me.

Research it or craft wondrous a command activated item that casts your "orb"


Nidho is right; a spell that symbolizes a weapon that can attack on its own or on a command is perfect, and spells such as Mage's Sword, Spiritual Weapon, or Spiritual Ally is what you're looking for. It can be sent out on a target indefinitely until it's dead or you choose to attack someone else with it.

As far as gauging out how strong it's supposed to be; Spiritual Weapon may be stronger due to it having iteratives, but since it goes based off of your Wisdom, Mage's Sword is the better bet. In addition, you use your CL as your effective BAB, plus Int, plus an additional 3, making hits fairly concise and devastating. The only downside is that it's only one attack.

If you want to make the weapon usable on its own, I suggest getting it made into an Intelligent Weapon. (I don't know how this is done, but it makes it much more powerful and self-reliant if you do.)

Some recommended properties that would work; +5 (a given, and adds to its special capabilities), Called, Dancing. This set-up gives it very effective DR Piercing capabilities, and symbolizes that you can send the weapon out on its own. With the Called property, once the Dancing effect fades, you call it back (Swift Action), send it out again (Standard Action), and rinse/repeat until the encounter ends.

If it is Intelligent, it is capable of doing all of that on its own, freeing you up for Spellcasting stuff. Many people underestimate the power of Intelligent weaponry, and is something that I have noticed quite a lot with my campaign's Ranger; his Intelligent Bow (a Legacy Item) casts True Strike 3/day and Gravity Bow 1/day, being active while he shoots at them with these benefits.

If your GM is lucky, you might be able to get away without having the Dancing Property (it's a +4 Property; very hefty, but very versatile).

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Wizard Special Weapon All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules