Finished d20srd weapon abilities.
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abilities.yml
293
abilities.yml
@ -608,7 +608,7 @@
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- name: Disruption
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- name: Disruption
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slots: [weapon]
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slots: [weapon]
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weapon:
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weapon:
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damage: [bludgeoning]
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damagetypes: [bludgeoning]
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school: Conjuration
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school: Conjuration
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grade: strong
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grade: strong
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cl: 14
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cl: 14
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@ -703,6 +703,28 @@
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as either corporeal or incorporeal at any given time, whichever is
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as either corporeal or incorporeal at any given time, whichever is
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more beneficial to the wielder.
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more beneficial to the wielder.
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- name: Holy
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slots: [weapon]
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school: Evocation
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alignment: good
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alignments: [good]
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grade: moderate
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cl: 7
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feats: [Craft Magic Arms and Armor]
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spells: [Holy Smite]
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modifier: 2
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description: >-
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A holy weapon is imbued with holy power. This power makes the weapon
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good-aligned and thus bypasses the corresponding damage reduction.
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It deals an extra 2d6 points of damage against all of evil alignment.
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It bestows one negative level on any evil creature attempting to
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wield it. The negative level remains as long as the weapon is in hand
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and disappears when the weapon is no longer wielded. This negative
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level never results in actual level loss, but it cannot be overcome
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in any way (including restoration spells) while the weapon is
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wielded. Bows, crossbows, and slings so crafted bestow the holy
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power upon their ammunition.
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- name: Icy Burst
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- name: Icy Burst
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slots: [weapon]
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slots: [weapon]
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school: Evocation
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school: Evocation
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@ -726,7 +748,7 @@
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- name: Keen
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- name: Keen
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slots: [weapon]
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slots: [weapon]
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weapon:
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weapon:
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damage: [slashing, piercing]
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damagetypes: [slashing, piercing]
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school: Transmutation
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school: Transmutation
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grade: moderate
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grade: moderate
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cl: 10
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cl: 10
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@ -739,4 +761,269 @@
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19-20), the keen longsword scores a threat on a 17-20. Only piercing
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19-20), the keen longsword scores a threat on a 17-20. Only piercing
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or slashing weapons can be keen. This benefit doesn't stack with any
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or slashing weapons can be keen. This benefit doesn't stack with any
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other effect that expands the threat range of the weapon (such as the
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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).
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keen edge spell or the Improved Critical feat).
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- name: Ki Focus
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slots: [weapon]
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weapon:
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ranged: 0
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school: Conjuration
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grade: faint
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cl: 5
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feats: [Craft magic Arms and Armor]
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spells: [Cure Light Wounds]
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modifier: 1
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description: >-
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The magic weapon serves as a channel for the wielder\'s ki, allowing
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her to use her special ki attacks through the weapon as if they were
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unarmed attacks. These attacks include the monk\'s stunning attack,
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ki strike, and quivering palm, as well as the Stunning Fist feat.
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Only melee weapons can have the ki focus ability.
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- name: Merciful
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slots: [weapon]
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school: Conjuration
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grade: faint
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cl: 5
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feats: [Craft magic Arms and Armor]
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spells: [Cure Light Wounds]
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modifier: 1
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description: >-
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The weapon deals an extra 1d6 points of damage, and all damage it
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deals is non lethal damage. On command, the weapon suppresses this
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ability until commanded to resume it. Bows, crossbows, and slings
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so crafted bestow the merciful effect upon their ammunition.
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- name: Mighty Cleaving
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft magic Arms and Armor]
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spells: [Divine Power]
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modifier: 1
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description: >-
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A mighty cleaving weapon allows a wielder with the cleave feat to
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make one additional cleave attempt in a round.
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- name: Returning
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slots: [weapon]
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weapon:
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class: [thrown]
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school: Transmutation
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grade: moderate
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cl: 7
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feats: [Craft magic Arms and Armor]
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spells: [Telekinesis]
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modifier: 1
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description: >-
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This special ability can only be placed on a weapon that can be
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thrown. A returning weapon flies through the air back to the
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creature that threw it. It returns to the thrower just before the
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creature's next turn (and is therefore ready to use again in that
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turn). Catching a returning weapon when it comes back is a free
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action. If the character can't catch it, or if the character has
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moved since throwing it, the weapon drops to the ground in the
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square from which it was thrown.
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- name: Seeking
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slots: [weapon]
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weapon:
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ranged: 1
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school: Divination
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grade: strong
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cl: 12
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feats: [Craft magic Arms and Armor]
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spells: [True Seeing]
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modifier: 1
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description: >-
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Only ranged weapons can have the seeking ability. The weapon veers
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towards its target, negating any miss chances that would otherwise
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apply, such as from concealment. (The wielder still has to aim the
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weapon at the right square. Arrows mistakenly shot into an enemy
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space, for example, do not veer and hit invisible enemies, even if
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they are nearby.)
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- name: Shock
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slots: [weapon]
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school: Evocation
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grade: moderate
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cl: 8
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feats: [Craft magic Arms and Armor]
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spells: [Call Lightning, Lightning Bolt]
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modifier: 1
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description: >-
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Upon command, a shock weapon is sheathed in crackling electricity.
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The electricity does not harm the wielder. The effect remains until
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another command is given. A shock weapon deals an extra 1d6 points of
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electricity damage on a successful hit. Bows, crossbows, and slings
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so crafted bestow the electricity energy upon their ammunition.
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- name: Shocking Burst
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slots: [weapon]
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school: Evocation
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grade: moderate
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cl: 10
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feats: [Craft magic Arms and Armor]
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spells: [Call Lightning, Lightning Bolt]
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modifier: 2
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description: >-
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A shocking burst weapon functions as a shock weapon that also
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explodes with electricity upon striking a successful critical hit.
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The electricity does not harm the wielder. In addition to the extra
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electricity damage from the shock ability, a shocking burst weapon
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deals an extra 1d10 points of electricity damage on a successful
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critical hit. If the weapon's critical multiplier is x3, add an extra
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2d10 points of electricity damage instead, and if the multiplier is
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x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted
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bestow the electricity energy upon their ammunition. Even if the
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shock ability is not active, the weapon still deals its extra
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electricity damage on a successful critical hit.
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- name: Speed
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slots: [weapon]
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school: Transmutation
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grade: moderate
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cl: 7
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feats: [Craft magic Arms and Armor]
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spells: [Haste]
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modifier: 3
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description: >-
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When making a full attack action, the wielder of a speed weapon
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may take one extra attack with it. The attack uses the wielder's
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full base attack bonus, plus any modifiers appropriate to the
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situation. (This benefit is not cumulative with similar effects,
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such as a haste spell.)
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- name: Spell Storing
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slots: [weapon]
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school: Evocation
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grade: strong
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cl: 12
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feats: [Craft magic Arms and Armor]
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modifier: 1
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description: >-
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A spell storing weapon allows a spellcaster to store a single
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targeted spell of up to 3rd level in the weapon. (The spell must
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have a casting time of 1 standard action.) Anytime the weapon strikes
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a creature and the creature takes damage from it, the weapon can
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immediately cast the spell on that creature as a free action if
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the wielder desires. (This special ability is an exception to the
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general rule that casting a spell from an item takes at least as
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long as casting that spell normally.) Inflict serious wounds,
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contagion, blindness, and hold person are all common choices for
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the stored spell. Once the spell has been cast from the weapon, a
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spell caster can cast any other targeted spell of up to 3rd level
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into it. The weapon magically imparts to the wielder the name of
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the spell currently stored within it. A randomly rolled spell storing
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weapon has a 50% chance to have a spell stored in it already.
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- name: Thundering
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slots: [weapon]
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school: Necromancy
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grade: faint
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cl: 5
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feats: [Craft magic Arms and Armor]
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spells: [Blindness/deafness]
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modifier: 1
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description: >-
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A thundering weapon creates a cacophonous roar like thunder upon
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striking a successful critical hit. The sonic energy does not harm
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the wielder. A thundering weapon deals an extra 1d8 points of sonic
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damage on a successful critical hit. If the weapon's critical
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multiplier is x3, add an extra 2d8 points of sonic damage instead,
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and if the multiplier is x4, add an extra 3d8 points of sonic damage.
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Bows, crossbows, and slings so crafted bestow the sonic energy upon
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their ammunition. Subjects dealt a critical hit by a thundering
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weapon must make a DC 14 Fortitude save or be deafened permanently.
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- name: Throwing
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slots: [weapon]
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weapon:
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ranged: 0
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school: Transmutation
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grade: faint
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cl: 5
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feats: [Craft magic Arms and Armor]
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spells: [Magic Stone]
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modifier: 1
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description: >-
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This ability can only be placed on a melee weapon. A melee weapon
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crafted with this ability gains a range increment of 10 feet and can
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be thrown by wielder proficient in its normal use.
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- name: Unholy
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slots: [weapon]
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school: Evocation
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grade: moderate
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alignment: evil
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cl: 7
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feats: [Craft magic Arms and Armor]
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spells: [Unholy Blight]
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modifier: 2
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description: >-
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An unholy weapon is imbued with unholy power. This power makes the
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weapon evil aligned and thus bypasses the corresponding damage
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reduction. It deals an extra 2d6 points of damage against all of
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good alignment. It bestows one negative level on any good creature
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attempting to wield it. The negative level remains as long as the
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is in hand and disappears when the weapon is no longer wielded. This
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negative level never results in actual level loss, but it cannot be
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overcome in any way (including restoration spells) while the weapon
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is wielded. Bows, crossbows, and slings so crafted bestow the unholy
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power upon their ammunition.
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- name: Vicious
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slots: [weapon]
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weapon:
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ranged: 0
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school: Necromancy
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grade: moderate
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cl: 9
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feats: [Craft magic Arms and Armor]
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spells: [Enervation]
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modifier: 1
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description: >-
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When a vicious weapon strikes an opponent, it creates a flash of
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disruptive energy that resonates between the opponent and the
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wielder. This energy deals an extra 2d6 points of damage to the
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opponent and 1d6 points of damage to the wielder. Only melee weapons
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can be vicious.
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- name: Vorpal
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slots: [weapon]
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weapon:
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damagetypes: [slashing]
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school: Necromancy
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grade: strong
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cl: 18
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feats: [Craft magic Arms and Armor]
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spells: [Circle of Death, Keen Edge]
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modifier: 5
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description: >-
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This potent and feared ability allows the weapon to sever the heads
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of those it strikes. Upon a roll of natural 20 (followed by a
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successful roll to confirm the critical hit), the weapon severs the
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opponent's head (if it has one) from its body. Some creatures, such
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as many aberrations and all oozes, have no heads. Others, such as
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golems and undead creatures other than vampires, are not affected
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by the loss of their heads. Most other creatures, however, die when
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their heads are cut off. The DM may have to make judgement calls
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about this sword's effect. A vorpal weapon must be slashing weapon.
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(If you roll this property randomly for an inappropriate weapon,
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reroll.)
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- name: Wounding
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slots: [weapon]
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school: Evocation
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grade: moderate
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cl: 10
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feats: [Craft Magic Arms and Armor]
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spells: [Mordenkainen\'s Sword]
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modifier: 2
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description: >-
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A wounding weapon deals 1 point of constitution damage from blood
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loss when it hits a creature. A critical hit does not multiply the
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Constitution damage. Creatures immune to critical hits (such as
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plants and constructs) are immune to the Constitution damage dealt
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by this weapon.
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