d20srd/weapons/abilities.yml

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# Enhantment? ENCHANTMENT!
# Weapons
- name: Anarchic
slots: [weapon]
school: Evocation
grade: moderate
cl: 7
feats: [Craft Magic Arms and Armor]
spells: [Chaos Hammer]
alignments: [chaotic]
modifier: 2
description: >-
An anarchic weapon is chaotically aligned and infused with
the power of chaos. It makes the weapon chaos-aligned and thus
bypasses the corresponding damage reduction. It deals an extra
2d6 points of damage against all of lawful alignment. It bestows
one negative level on any lawful creatureattempting to wield it.
The negative level remains as long as the weapon is in hand and
disappears when the weapon is no longer wielded. This negative
level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the
weapon is wielded. Bows, crossbows, and slings so crafted bestow
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the chaotic power upon their ammunition.
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- name: Axiomatic
slots: [weapon]
school: Evocation
grade: moderate
cl: 7
feats: [Craft Magic Arms and Armor]
spells: [Order\'s Wrath]
alignments: [lawful]
modifier: 2
description: >-
An axiomatic weapon is lawfully aligned and infused with the
power of law. It makes the weapon law-aligned and thus bypasses
the corresponding damage reduction. It deals an extra 2d6 points
of damage against all of chaotic alignment. It bestows one negative
level on any chaotic creature attempting to wield it. The negative
level remains as long as the weapon is in hand and disappears when
the weapon is no longer wielded. This negative level never results
in actual level loss, but it cannot be overcome in any way
(including restoration spells) while the weapon is wielded. Bows,
crossbows, and slings so crafted bestow the lawful power upon thier
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ammunition.
- name: Aberration Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Animal Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Construct Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Dragon Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Elemental Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Fey Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Giants Bane
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aliases: [Giant Bane]
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slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Aquatic Humanoid Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Dwarven Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Elven Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Gnoll Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Gnome Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Goblinoid Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Halfling Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Human Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Reptilian Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Orc Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Magical Beast Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Monstrous Humanoid Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Ooze Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Air Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Chaotic Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Earth Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Evil Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Fire Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Good Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Lawful Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Water Outsider Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Plant Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Undead Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Vermin Bane
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Summon Monster I]
modifier: 1
description: >-
A bane weapon excels at attacking one type or subtype of creature.
Against its designated foe, its effective enhancement bonus +2
better than its normal enhancement bonus (so a +1 longsword is a +3
longsword against its foe). It deals extra 2d6 points of damage
against the foe. Bows, crossbows, and slings so crafted bestow the
bane quality upon their ammunition.
- name: Brilliant Energy
slots: [weapon]
weapon:
ranged: 0
school: Transmutation
grade: strong
cl: 16
feats: [Craft Magic Arms and Armor]
spells: [Gaseous Form, Continual Flame]
modifier: 4
description: >-
A brilliant energy weapon has its significant portition - such as
the blade, axe head or arrowhead - transformed into light, although
this does not modify the item's weight. It always gives off light as
a torch (20 foot radius). A brilliant energy weapon ignores nonliving
matter. Armor bonuses to AC (including any enhancement bonuses to
that armor) do not count against it because the weapon passes
through armor (dexterity, deflection, dodge, natural armor and other
such bonuses still apply). A brilliant energy weapon cannot harm
undead, constructs and objects. This property can only be applies to
melee weapons, thrown weapons and ammunition.
- name: Dancing
slots: [weapon]
school: Transmutation
grade: strong
cl: 15
feats: [Craft Magic Arms and Armor]
spells: [Animate Objects]
modifier: 4
description: >-
As a standard action, a dancing weapon can be loosed to attack on
its own. It fights for 4 rounds using the base attack bonus of the
one who loosed it and then drops. While dancing it cannot make
attacks of opportunity, and the person who activated it is not
considered armed with the weapon. In all other respects it is
considered wielded or attened by the creature for all maneuvers
and effects that target items (such as the sunder action or a heat
metal spell). While dancing, it takes up the same space as the
activating character and can attack adjacent foes (weapons with
reach can attack opponents up to 10 feet away). The dancing weapon
accompanies the person who activated it everywhere, whether she
moves physically or by magical means. If the wielder who loosed it
has an unoccupied, she can grasp it while it is attacking on its own
as a free action; when so retrieved the weapon can't dance (attack
on its own) again for 4 rounds.
- name: Defending
slots: [weapon]
school: Abjuration
grade: medium
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Shield of Shield of Faith]
modifier: 1
description: >-
A defending weapon allows the wielder to transfer some or all
of the sword's enhancement bonus to his AC as a bonus that stacks
with all others. As a free action, the wielder chooses how to
allocate the weapon's enhancement bonus at the start of his turn
before using the weapon, and the effect to AC lasts until his next
turn.
- name: Disruption
slots: [weapon]
weapon:
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damagetypes: [bludgeoning]
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school: Conjuration
grade: strong
cl: 14
feats: [Craft Magic Arms and Armor]
spells: [Heal]
modifier: 2
description: >-
A weapon of disruption is the bane of all undead. Any undead creature
struck in combat must succeed on a DC 14 Will save or be destroyed. A
weapon of disruption must be a bludgeoning weapon.
- name: Distance
slots: [weapon]
weapon:
ranged: 1
school: Divination
grade: medium
cl: 6
feats: [Craft Magic Arms and Armor]
spells: [Clairaudience/Clairvoyance]
modifier: 1
description: >-
This property can only be placed on a ranged weapon. A weapon of
distance has double the range of other weapons of its kind.
- name: Flaming
slots: [weapon]
school: Evocation
grade: moderate
cl: 10
feats: [Craft Magic Arms and Armor]
spells: [Flame Blade, Flame Strike, Fireball]
modifier: 1
description: >-
Upon command, a flaming weapon is sheathed in fire. The fire does not
harm the wielder. The effect remains until another command is given.
A flaming weapon deals an extra 1d6 points of fire damage on a
successful hit. Bows, crossbows, and slings so crafted bestow the
fire energy upon their ammunition.
- name: Flaming Burst
slots: [weapon]
school: Evocation
grade: strong
cl: 12
feats: [Craft Magic Arms and Armor]
spells: [Flame Blade, Flame Strike, Fireball]
modifier: 2
description: >-
A flaming burst weapon function as a flaming weapon that also
explodes with flame upon striking a successful critical hit. The fire
does not harm the wielder. In addition to the extra fire damage from
the flaming ability , a flaming burst weapon deals an extra 1d10
points of fire damage on a successful critical hit. If the weapon's
critical multiplier is x3, add an extra 2d10 points of fire damage
instead, and if the multiplier is x4, add an extra 3d10 points of
fire damage. Bows, crossbows and slings so crafted bestow the fire
energy upon their ammunition. Even if the flaming ability is not
active, the weapon still deals its extra fire damage on a successful
hit.
- name: Frost
slots: [weapon]
school: Evocation
grade: moderate
cl: 8
feats: [Craft Magic Arms and Armor]
spells: [Chill Metal, Ice Storm]
modifier: 1
description: >-
Upon command, a frost weapon is sheathed in icy cold. The cold does
not harm the wielder. The effect remains until another command is
given. A frost weapon deals an extra 1d6 points of cold damage on a
successful hit. Bows, crossbows and slings so crafted bestow the cold
energy upon their ammunition.
- name: Ghost Touch
slots: [weapon]
school: Conjuration
grade: moderate
cl: 9
feats: [Craft Magic Arms and Armor]
spells: [Plane Shift]
modifier: 1
description: >-
A ghost touch weapon deals damage normally against incorporeal
creatures, regardless of its bonus. (An incorporeal creatures 50%
chance to avoid damage does not apply to attacks with ghost touch
weapons.) The weapon can be picked up and moved by an incorporeal
creature at any time. A manifesting ghost can wield the weapon
against corporeal foes. Essentially, a ghost touch weapon counts
as either corporeal or incorporeal at any given time, whichever is
more beneficial to the wielder.
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- name: Holy
slots: [weapon]
school: Evocation
alignment: good
alignments: [good]
grade: moderate
cl: 7
feats: [Craft Magic Arms and Armor]
spells: [Holy Smite]
modifier: 2
description: >-
A holy weapon is imbued with holy power. This power makes the weapon
good-aligned and thus bypasses the corresponding damage reduction.
It deals an extra 2d6 points of damage against all of evil alignment.
It bestows one negative level on any evil creature attempting to
wield it. The negative level remains as long as the weapon is in hand
and disappears when the weapon is no longer wielded. This negative
level never results in actual level loss, but it cannot be overcome
in any way (including restoration spells) while the weapon is
wielded. Bows, crossbows, and slings so crafted bestow the holy
power upon their ammunition.
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- name: Icy Burst
slots: [weapon]
school: Evocation
grade: moderate
cl: 10
feats: [Craft Magic Arms and Armor]
spells: [Chill Metal, Ice Storm]
modifier: 2
description: >-
An icy burst weapon function as a frost weapon that also explodes
with frost upon striking a successful critical hit. The frost does
not harm the wielder. In addition to the extra damage from the frost
ability, an icy burst weapon deals an extra 1d10 points of cold
damage on a successful critical hit. If the weapon's critical
multiplier is x3, add an extra 2d10 points of cold damage instead,
and if the modifier is x4, add an extra 3d10 points. Bows, crossbows,
and slings so crafted add the cold energy upon their ammunition. Even
if the frost ability is not active, the weapon still does extra cold
damage on a successful critical hit.
- name: Keen
slots: [weapon]
weapon:
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damagetypes: [slashing, piercing]
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school: Transmutation
grade: moderate
cl: 10
feats: [Craft Magic Arms and Armor]
spells: [Keen Edge]
modifier: 1
description: >-
This ability doubles the threat range of a weapon. For instance, if
it is placed on a longsword (which has a normal threat range of
19-20), the keen longsword scores a threat on a 17-20. Only piercing
or slashing weapons can be keen. This benefit doesn't stack with any
other effect that expands the threat range of the weapon (such as the
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keen edge spell or the Improved Critical feat).
- name: Ki Focus
slots: [weapon]
weapon:
ranged: 0
school: Conjuration
grade: faint
cl: 5
feats: [Craft magic Arms and Armor]
spells: [Cure Light Wounds]
modifier: 1
description: >-
The magic weapon serves as a channel for the wielder\'s ki, allowing
her to use her special ki attacks through the weapon as if they were
unarmed attacks. These attacks include the monk\'s stunning attack,
ki strike, and quivering palm, as well as the Stunning Fist feat.
Only melee weapons can have the ki focus ability.
- name: Merciful
slots: [weapon]
school: Conjuration
grade: faint
cl: 5
feats: [Craft magic Arms and Armor]
spells: [Cure Light Wounds]
modifier: 1
description: >-
The weapon deals an extra 1d6 points of damage, and all damage it
deals is non lethal damage. On command, the weapon suppresses this
ability until commanded to resume it. Bows, crossbows, and slings
so crafted bestow the merciful effect upon their ammunition.
- name: Mighty Cleaving
slots: [weapon]
school: Conjuration
grade: moderate
cl: 8
feats: [Craft magic Arms and Armor]
spells: [Divine Power]
modifier: 1
description: >-
A mighty cleaving weapon allows a wielder with the cleave feat to
make one additional cleave attempt in a round.
- name: Returning
slots: [weapon]
weapon:
class: [thrown]
school: Transmutation
grade: moderate
cl: 7
feats: [Craft magic Arms and Armor]
spells: [Telekinesis]
modifier: 1
description: >-
This special ability can only be placed on a weapon that can be
thrown. A returning weapon flies through the air back to the
creature that threw it. It returns to the thrower just before the
creature's next turn (and is therefore ready to use again in that
turn). Catching a returning weapon when it comes back is a free
action. If the character can't catch it, or if the character has
moved since throwing it, the weapon drops to the ground in the
square from which it was thrown.
- name: Seeking
slots: [weapon]
weapon:
ranged: 1
school: Divination
grade: strong
cl: 12
feats: [Craft magic Arms and Armor]
spells: [True Seeing]
modifier: 1
description: >-
Only ranged weapons can have the seeking ability. The weapon veers
towards its target, negating any miss chances that would otherwise
apply, such as from concealment. (The wielder still has to aim the
weapon at the right square. Arrows mistakenly shot into an enemy
space, for example, do not veer and hit invisible enemies, even if
they are nearby.)
- name: Shock
slots: [weapon]
school: Evocation
grade: moderate
cl: 8
feats: [Craft magic Arms and Armor]
spells: [Call Lightning, Lightning Bolt]
modifier: 1
description: >-
Upon command, a shock weapon is sheathed in crackling electricity.
The electricity does not harm the wielder. The effect remains until
another command is given. A shock weapon deals an extra 1d6 points of
electricity damage on a successful hit. Bows, crossbows, and slings
so crafted bestow the electricity energy upon their ammunition.
- name: Shocking Burst
slots: [weapon]
school: Evocation
grade: moderate
cl: 10
feats: [Craft magic Arms and Armor]
spells: [Call Lightning, Lightning Bolt]
modifier: 2
description: >-
A shocking burst weapon functions as a shock weapon that also
explodes with electricity upon striking a successful critical hit.
The electricity does not harm the wielder. In addition to the extra
electricity damage from the shock ability, a shocking burst weapon
deals an extra 1d10 points of electricity damage on a successful
critical hit. If the weapon's critical multiplier is x3, add an extra
2d10 points of electricity damage instead, and if the multiplier is
x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted
bestow the electricity energy upon their ammunition. Even if the
shock ability is not active, the weapon still deals its extra
electricity damage on a successful critical hit.
- name: Speed
slots: [weapon]
school: Transmutation
grade: moderate
cl: 7
feats: [Craft magic Arms and Armor]
spells: [Haste]
modifier: 3
description: >-
When making a full attack action, the wielder of a speed weapon
may take one extra attack with it. The attack uses the wielder's
full base attack bonus, plus any modifiers appropriate to the
situation. (This benefit is not cumulative with similar effects,
such as a haste spell.)
- name: Spell Storing
slots: [weapon]
school: Evocation
grade: strong
cl: 12
feats: [Craft magic Arms and Armor]
modifier: 1
description: >-
A spell storing weapon allows a spellcaster to store a single
targeted spell of up to 3rd level in the weapon. (The spell must
have a casting time of 1 standard action.) Anytime the weapon strikes
a creature and the creature takes damage from it, the weapon can
immediately cast the spell on that creature as a free action if
the wielder desires. (This special ability is an exception to the
general rule that casting a spell from an item takes at least as
long as casting that spell normally.) Inflict serious wounds,
contagion, blindness, and hold person are all common choices for
the stored spell. Once the spell has been cast from the weapon, a
spell caster can cast any other targeted spell of up to 3rd level
into it. The weapon magically imparts to the wielder the name of
the spell currently stored within it. A randomly rolled spell storing
weapon has a 50% chance to have a spell stored in it already.
- name: Thundering
slots: [weapon]
school: Necromancy
grade: faint
cl: 5
feats: [Craft magic Arms and Armor]
spells: [Blindness/deafness]
modifier: 1
description: >-
A thundering weapon creates a cacophonous roar like thunder upon
striking a successful critical hit. The sonic energy does not harm
the wielder. A thundering weapon deals an extra 1d8 points of sonic
damage on a successful critical hit. If the weapon's critical
multiplier is x3, add an extra 2d8 points of sonic damage instead,
and if the multiplier is x4, add an extra 3d8 points of sonic damage.
Bows, crossbows, and slings so crafted bestow the sonic energy upon
their ammunition. Subjects dealt a critical hit by a thundering
weapon must make a DC 14 Fortitude save or be deafened permanently.
- name: Throwing
slots: [weapon]
weapon:
ranged: 0
school: Transmutation
grade: faint
cl: 5
feats: [Craft magic Arms and Armor]
spells: [Magic Stone]
modifier: 1
description: >-
This ability can only be placed on a melee weapon. A melee weapon
crafted with this ability gains a range increment of 10 feet and can
be thrown by wielder proficient in its normal use.
- name: Unholy
slots: [weapon]
school: Evocation
grade: moderate
alignment: evil
cl: 7
feats: [Craft magic Arms and Armor]
spells: [Unholy Blight]
modifier: 2
description: >-
An unholy weapon is imbued with unholy power. This power makes the
weapon evil aligned and thus bypasses the corresponding damage
reduction. It deals an extra 2d6 points of damage against all of
good alignment. It bestows one negative level on any good creature
attempting to wield it. The negative level remains as long as the
is in hand and disappears when the weapon is no longer wielded. This
negative level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the weapon
is wielded. Bows, crossbows, and slings so crafted bestow the unholy
power upon their ammunition.
- name: Vicious
slots: [weapon]
weapon:
ranged: 0
school: Necromancy
grade: moderate
cl: 9
feats: [Craft magic Arms and Armor]
spells: [Enervation]
modifier: 1
description: >-
When a vicious weapon strikes an opponent, it creates a flash of
disruptive energy that resonates between the opponent and the
wielder. This energy deals an extra 2d6 points of damage to the
opponent and 1d6 points of damage to the wielder. Only melee weapons
can be vicious.
- name: Vorpal
slots: [weapon]
weapon:
damagetypes: [slashing]
school: Necromancy
grade: strong
cl: 18
feats: [Craft magic Arms and Armor]
spells: [Circle of Death, Keen Edge]
modifier: 5
description: >-
This potent and feared ability allows the weapon to sever the heads
of those it strikes. Upon a roll of natural 20 (followed by a
successful roll to confirm the critical hit), the weapon severs the
opponent's head (if it has one) from its body. Some creatures, such
as many aberrations and all oozes, have no heads. Others, such as
golems and undead creatures other than vampires, are not affected
by the loss of their heads. Most other creatures, however, die when
their heads are cut off. The DM may have to make judgement calls
about this sword's effect. A vorpal weapon must be slashing weapon.
(If you roll this property randomly for an inappropriate weapon,
reroll.)
- name: Wounding
slots: [weapon]
school: Evocation
grade: moderate
cl: 10
feats: [Craft Magic Arms and Armor]
spells: [Mordenkainen\'s Sword]
modifier: 2
description: >-
A wounding weapon deals 1 point of constitution damage from blood
loss when it hits a creature. A critical hit does not multiply the
Constitution damage. Creatures immune to critical hits (such as
plants and constructs) are immune to the Constitution damage dealt
by this weapon.