Prismatic

Price +4 bonus; Aura moderate transmutation; CL 15th; Weight —
 Upon scoring a Natural 20 on an attack roll with a prismatic weapon, the player must roll an 8 sided die, to determine which one of the following effects will trigger on-hit.
1. Red: The struck creature takes Fire damage equal to 2 times the weapon’s total enhancement bonus. (Maximum +20) This damage is not multiplied by critical hits.
2. Orange: The struck creature takes Acid damage equal to 3 times the weapon’s total enhancement bonus. (Maximum +30) This damage is not multiplied by critical hits.
3. Yellow: The struck creature takes Electricity damage equal to 4 times the weapon’s total enhancement bonus. (Maximum +40) This damage is not multiplied by critical hits.
4. Green: The struck creature is afflicted with the following poison; and must make a fortitude saving throw immediately after being struck.
Frequency: 1/Round, for 6 Rounds. Initial effect: Death, Secondary Effect: 1 Con/rd.; Cure: 2 consecutive Fort saves). (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default, Max DC 35)
5. Blue: Struck target is subjected to the effects of a Flesh to Stone spell (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default, Max DC 35)
6. Indigo: Target is affected by insanity (Per the insanity spell) on-hit (DC = 10 + ½ Wielder’s HD + Ability modifier used for the attack roll, which is normally the wielder’s STR modifier by default, Max DC 35)
7. Violet: Struck target is affected as if the weapon attack were from a Vorpal weapon.
8: Reroll 2d8, using both results, and rerolling any additional 8's.
Category:Magic Item
Category:Homebrew