Finished d20srd weapon abilities.

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Florian Stinglmayr 2015-06-13 11:21:34 +02:00
parent 158bd88e59
commit fd8366bb20

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@ -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
@ -740,3 +762,268 @@
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).
- 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.