Finished d20srd weapon abilities.
This commit is contained in:
		
							parent
							
								
									158bd88e59
								
							
						
					
					
						commit
						fd8366bb20
					
				
							
								
								
									
										291
									
								
								abilities.yml
									
									
									
									
									
								
							
							
						
						
									
										291
									
								
								abilities.yml
									
									
									
									
									
								
							@ -608,7 +608,7 @@
 | 
				
			|||||||
- name: Disruption
 | 
					- name: Disruption
 | 
				
			||||||
  slots: [weapon]
 | 
					  slots: [weapon]
 | 
				
			||||||
  weapon:
 | 
					  weapon:
 | 
				
			||||||
    damage: [bludgeoning]
 | 
					    damagetypes: [bludgeoning]
 | 
				
			||||||
  school: Conjuration
 | 
					  school: Conjuration
 | 
				
			||||||
  grade: strong
 | 
					  grade: strong
 | 
				
			||||||
  cl: 14
 | 
					  cl: 14
 | 
				
			||||||
@ -703,6 +703,28 @@
 | 
				
			|||||||
    as either corporeal or incorporeal at any given time, whichever is
 | 
					    as either corporeal or incorporeal at any given time, whichever is
 | 
				
			||||||
    more beneficial to the wielder.
 | 
					    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
 | 
					- name: Icy Burst
 | 
				
			||||||
  slots: [weapon]
 | 
					  slots: [weapon]
 | 
				
			||||||
  school: Evocation
 | 
					  school: Evocation
 | 
				
			||||||
@ -726,7 +748,7 @@
 | 
				
			|||||||
- name: Keen
 | 
					- name: Keen
 | 
				
			||||||
  slots: [weapon]
 | 
					  slots: [weapon]
 | 
				
			||||||
  weapon:
 | 
					  weapon:
 | 
				
			||||||
    damage: [slashing, piercing]
 | 
					    damagetypes: [slashing, piercing]
 | 
				
			||||||
  school: Transmutation
 | 
					  school: Transmutation
 | 
				
			||||||
  grade: moderate
 | 
					  grade: moderate
 | 
				
			||||||
  cl: 10
 | 
					  cl: 10
 | 
				
			||||||
@ -740,3 +762,268 @@
 | 
				
			|||||||
    or slashing weapons can be keen. This benefit doesn't stack with any
 | 
					    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
 | 
					    other effect that expands the threat range of the weapon (such as the
 | 
				
			||||||
    keen edge spell or the Improved Critical feat).
 | 
					    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.
 | 
				
			||||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user