1029 lines
37 KiB
YAML
1029 lines
37 KiB
YAML
# Enhantment? ENCHANTMENT!
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# Weapons
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- name: Anarchic
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slots: [weapon]
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school: Evocation
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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: [Chaos Hammer]
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alignments: [chaotic]
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modifier: 2
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description: >-
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An anarchic weapon is chaotically aligned and infused with
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the power of chaos. It makes the weapon chaos-aligned and thus
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bypasses the corresponding damage reduction. It deals an extra
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2d6 points of damage against all of lawful alignment. It bestows
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one negative level on any lawful creatureattempting to wield it.
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The negative level remains as long as the weapon is in hand and
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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
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overcome in any way (including restoration spells) while the
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weapon is wielded. Bows, crossbows, and slings so crafted bestow
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the chaotic power upon their ammunition.
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- name: Axiomatic
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slots: [weapon]
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school: Evocation
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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: [Order\'s Wrath]
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alignments: [lawful]
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modifier: 2
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description: >-
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An axiomatic weapon is lawfully aligned and infused with the
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power of law. It makes the weapon law-aligned and thus bypasses
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the corresponding damage reduction. It deals an extra 2d6 points
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of damage against all of chaotic alignment. It bestows one negative
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level on any chaotic creature attempting to wield it. The negative
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level remains as long as the weapon is in hand and disappears when
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the weapon is no longer wielded. This negative level never results
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in actual level loss, but it cannot be overcome in any way
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(including restoration spells) while the weapon is wielded. Bows,
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crossbows, and slings so crafted bestow the lawful power upon thier
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ammunition.
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- name: Aberration Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Animal Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Construct Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Dragon Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Elemental Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Fey Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Giants Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Aquatic Humanoid Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Dwarven Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Elven Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Gnoll Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Gnome Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Goblinoid Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Halfling Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Human Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Reptilian Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Orc Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Magical Beast Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Monstrous Humanoid Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Ooze Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Air Outsider Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
|
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Chaotic Outsider Bane
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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: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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|
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
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Earth Outsider Bane
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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: [Summon Monster I]
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modifier: 1
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|
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
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against the foe. Bows, crossbows, and slings so crafted bestow the
|
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bane quality upon their ammunition.
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- name: Evil Outsider Bane
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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: [Summon Monster I]
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|
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.
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|
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- name: Fire Outsider Bane
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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: [Summon Monster I]
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|
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.
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|
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- name: Good Outsider Bane
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|
slots: [weapon]
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school: Conjuration
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|
grade: moderate
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cl: 8
|
|
feats: [Craft Magic Arms and Armor]
|
|
spells: [Summon Monster I]
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|
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
|
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bane quality upon their ammunition.
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|
- name: Lawful Outsider Bane
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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: [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
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|
slots: [weapon]
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|
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:
|
|
damagetypes: [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: 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
|
|
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:
|
|
damagetypes: [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).
|
|
|
|
- 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. |