d20srd/abilities.yml

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YAML

# 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
the chaotic power upon their ammunition.
- 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
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
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:
damage: [bludgeoning]
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.
- 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:
damage: [slashing, piercing]
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
keen edge spell or the Improved Critical feat).