diff --git a/abilities.yml b/abilities.yml index 2986377..a413415 100644 --- a/abilities.yml +++ b/abilities.yml @@ -608,7 +608,7 @@ - name: Disruption slots: [weapon] weapon: - damage: [bludgeoning] + damagetypes: [bludgeoning] school: Conjuration grade: strong cl: 14 @@ -703,6 +703,28 @@ as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. +- 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. + - name: Icy Burst slots: [weapon] school: Evocation @@ -726,7 +748,7 @@ - name: Keen slots: [weapon] weapon: - damage: [slashing, piercing] + damagetypes: [slashing, piercing] school: Transmutation grade: moderate cl: 10 @@ -739,4 +761,269 @@ 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 - keen edge spell or the Improved Critical feat). \ No newline at end of file + 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. \ No newline at end of file