Melee Magic Properties: Difference between revisions
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The rules for [[Weapons]] reside here. | |||
The rules for [[Magic Weapons]] reside here. | The rules for [[Magic Weapons]] reside here. | ||
Revision as of 15:03, 18 July 2020
The rules for Weapons reside here. The rules for Magic Weapons reside here.
+0 Melee Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Returning | Weapon returns to wielder's hand immediately after being thrown, even with a full attack. | 50 gp |
+1 Melee Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Benevolent | Increase Aid Another bonus by +2 | +1 |
Called | A called weapon can be teleported to the wielder's hand. | +1 |
Countering | Allows an immediate action counterattack, and provides a +2 bonus to Maneuver Defense. | +1 |
Dispelling | Allows the wielder to dispel magic once per encounter. | +1 |
Ghost Touch | A ghost touch weapon deals force damage, and does full damage to incorporeal creatures. | +1 |
Grating | Adds 1d6+2 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. | +1 |
Impervious | An impervious item is warded against damage and decay. | +1 |
Keen | Adds +1 to the critical threat range of a weapon. | +1 |
Limning | Outlines foes in faerie fire, negating concealment and hampering stealth. | +1 |
Menacing | Adds +2 bonus to all adjacent flanks while wielded. | +1 |
Merciful | Item inflicts the Secured condition, making it possible to capture an opponent instead of killing them. | +1 |
Mighty Cleaving | Add bonus base weapon damage to attacks with Cleaves | +1 |
Shivery | Adds 1d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. | +1 |
Smoldering | Adds 1d6+2 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. | +1 |
Sparking | Adds 1d6+1 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. | +1 |
Spell Storing | Stores a single spell of up to 3rd level, which can be used as a free action. | +1 |
Stinging | Adds 1d4 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. | +1 |
Throwing | Grants a weapon a thrown range of 10 feet, or increases its thrown range by 10 feet. | +1 |
Vicious | Damages the wielder and foes attacked. | +1 |
+2 Melee Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Advancing | Grants a free five foot step once a round if a foe is damaged. | +2 |
Astringent | Adds 2d6 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. | +2 |
Charged | Adds 3d6+1 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. | +2 |
Dispelling Burst | Wielder can dispel magic as a standard action or as part of a standard action attack. | +2 |
Disruption | Deals 2d6 bonus positive energy damage, or 3d6 bonus positive energy damage versus undead. | +2 |
Drumming | Adds 3d6+2 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. | +2 |
Flaming | Adds 3d6+2 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. | +2 |
Foeseeker | Adds 3d6+12 points of bonus Force (energy, uncommon) damage, deals full damage to incorporeal creatures, and allows easy targeting of the closest enemy. | +5 |
Furyborne | Repeated attacks against the same target increase the weapon enhancement. | +2 |
Glamered | A glamered weapon can be commanded to change its shape and appearance. | +2 |
Glorious | Dazzles on attacks, blinds on critical hits. | +2 |
Icy | Adds 3d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. | +2 |
Impact | Adds +2 base weapon damage to a bludgeoning weapon. | +2 |
Invigorating | Infuses its wielder with vigor of several kinds. | +2 |
Lifesurge | Increases temporary hit points and adds many bonuses versus undead. | +2 |
Sharpness | +1 to threat range, auto-confirm crits, deal full crit damage to any creature. | +3 |
Stalking | By spending actions to study a foe, gain bonus precision damage dice. | +2 |
Wounding | Inflicts a 1 point Ruptured condition (a stacking bleed) each time it hits a target. | +2 |
+3 Melee Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Benevolent, Improved | Increase Aid Another bonus by +2 and add bonus damage to a successfully aided attack. | +3 |
Conflagrant | Adds 3d6+6 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. | +3 |
Countering, Improved | Allows an immediate action counterattack up to once per round, and provides a +2 bonus to Maneuver Defense. | +3 |
Force | Adds 3d6+3 points of bonus Force (energy, uncommon) damage, ignores concealment penalties, and deals full damage to incorporeal creatures. | +3 |
Frost | Adds 3d6+4 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. | +3 |
Heartpiercer | No living thing can hide from a heartpiercer weapon. | +3 |
Mordant | Adds 3d6+3 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. | +3 |
Nullifying | Each hit suppresses a creature's spell resistance. | +3 |
Repositioning | Attempt to reposition a foe as a free action after a successful attack | +3 |
Savage | Damages foes...and the wielder. | +3 |
Sharpness, Greater | Inflict Crippled on your opponents on a roll of a natural 20. | +3 |
Shattered | When broken, this weapon gains bonuses and inflicts bleed. | +3 |
Shocking | Adds 3d6+5 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. | +3 |
Speed | Once per encounter, gain a bonus attack action when you make a full attack. | +3 |
Terrifying | Intimidation in battle breeds terror wherever this weapon goes. | +3 |
Tethered | The weapon appears when called utterly without fail. | +3 |
Threatening | Able to threaten foes in battle without peer. | +3 |
Thundering | Adds 3d6+6 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. | +3 |
+4 Melee Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Acrid | Adds 3d6+7 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. | +4 |
Brilliant Energy | All attacks made with this weapon are resolved as touch attacks. | +4 |
Crushing | Increases the base damage of a bludgeoning weapon by 1d6+3. | +4 |
Deathly | +2 to threat range, auto-confirm crits, deal full crit damage to any creature, and inflict Impaired on a crit. | +5 |
Impaling | Increases the base damage of a piercing weapon by 1d6+3. | +4 |
Incendiary | Adds 3d6+10 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. | +4 |
Lacerating | Increases the base damage of a slashing weapon by 1d6+3. | +4 |
Negating | Reduces the target's damage resistance with each hit. | +4 |
Pouncing | By spending actions to study a foe, gain bonus precision damage dice. | +4 |
Shadowy | Adds 5 feet of Inclusive Reach to all attacks made by the weapon. | +4 |
Shredding | Inflicts a 3 point Ruptured condition (a stacking bleed) each time it hits a target. | +4 |
Transformative | This weapon becomes a different type of weapon at its wielder's command. | +4 |
Triple-Throw | A triple-throw weapon creates two duplicates of itself when thrown. | +4 |
Uproarious | Adds 3d6+10 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. | +4 |
Voltaic | Adds 3d6+9 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. | +4 |
Wintry | Adds 3d6+8 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. | +4 |
+5 Melee Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Carnage | Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. | +5 |
Clamorous | Adds 3d6+16 points of bonus Sonic (energy, common) damage, and can strike targets in a 2x2 square area once per round. | +5 |
Electrifying | Adds 3d6+15 points of bonus Lightning (energy, common) damage, and can strike targets in a 1x2 square area once per round. | +5 |
Fiery | Adds 3d6+16 points of bonus Fire (energy, common) damage, and can strike targets in a 1x2 square area once per round. | +5 |
Force Majeure | Force Majeure (Melee Weapon Magic Property) | Force Majeure (Melee Weapon Magic Property) |
Frigid | Adds 3d6+14 points of bonus Cold (energy, common) damage, and can strike targets in a 1x2 square area once per round. | +5 |
Piquant | Adds 3d6+12 points of bonus Acid (energy, common) damage, and can strike targets in a 1x2 square area once per round. | +5 |
Precognitive | Once per day, declare that an attack is a critical hit. | +5 |
Velocity | Once per round, gain a bonus attack action when you make a full attack. | +5 |
Vorpal | +3 to threat range, auto-confirm crits, deal full crit damage to any creature, and inflict Maimed on a crit. | +9 (epic) |
Warping | Successful attacks allow the wielder to Dimension Door once per encounter. | +5 |
+6 Epic Melee Magic Properties
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
Magic Item Name | Description | Cost |
---|---|---|
Acetic | Adds 3d6+18 points of bonus Acid (energy, common) damage, and can strike targets in a 2x3 square area once per round. | +6 (epic) |
Benevolent, Greater | Increase Aid Another bonus by +5 and add bonus damage to a successfully aided attack. | +6 (epic) |
Countering, Greater | Allows an immediate action counterattack after one attempted attack per encounter, and provides a +3 bonus to Maneuver Defense. | +6 (epic) |
Foeslayer | Foeslayer (Melee Weapon Magic Property) | Foeslayer (Melee Weapon Magic Property) |
Galvanic | Adds 3d6+20 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x3 square area once per round. | +6 (epic) |
Glacial | Adds 3d6+19 points of bonus Cold (energy, common) damage, and can strike targets in a 2x3 square area once per round. | +6 (epic) |
Gory | Deals 8d8 points of bonus damage per hit, but deals 3d6 points of damage to its wielder. | +6 (epic) |
Inferno | Adds 3d6+22 points of bonus Fire (energy, common) damage, and can strike targets in a 2x3 square area once per round. | +6 (epic) |
Shadowy, Greater | Adds 10 feet of inclusive reach to the melee weapon it is enchanted upon. | +6 (epic) |
Slaughter | Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. | +6 (epic) |
Stentorian | Adds 3d6+22 points of bonus Sonic (energy, common) damage, and can strike targets in a 3x3 square area once per round. | +6 (epic) |
+7 Epic Melee Magic Properties
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
Magic Item Name | Description | Cost |
---|---|---|
Arcing | Adds 3d6+26 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x5 square area once per round. | +7 (epic) |
Boreal | Adds 3d6+25 points of bonus Cold (energy, common) damage, and can strike targets in a 2x5 square area once per round. | +7 (epic) |
Butchering | +2 to threat range, auto-confirm crits, deal full crit damage to any creature, and inflict Crippled on a crit. | +7 (epic) |
Calamity | Calamity (Melee Weapon Magic Property) | Calamity (Melee Weapon Magic Property) |
Corrosive | Adds 3d6+24 points of bonus Acid (energy, common) damage, and can strike targets in a 2x5 square area once per round. | +7 (epic) |
Leaching | Deals 3d6 bonus desiccation damage with each hit, and inflicts a bleed. | +7 (epic) |
Lifetapping | Inflicts a 5 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Fast Healing. | +7 (epic) |
Mauling | By spending actions to study a foe, gain bonus precision damage dice. | +7 (epic) |
Precognitive, Greater | Wielder gains +2 Dodge AC and +2 to all saves. Once per encounter, automatically inflicts a critical hit. | +7 (epic) |
Resounding | Adds 3d6+30 points of bonus Sonic (energy, common) damage, and can strike targets in a 4x4 square area once per round. | +7 (epic) |
Ruination | Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. | +7 (epic) |
Volcanic | Adds 3d6+30 points of bonus Fire (energy, common) damage, and can strike targets in a 2x5 square area once per round. | +7 (epic) |
+8 Epic Melee Magic Properties
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
Magic Item Name | Description | Cost |
---|---|---|
Balefire | Adds 3d6+34 points of bonus Fire (energy, common) damage, and can strike targets in a 2x7 square area once per round. | +8 (epic) |
Benevolent, Perfectly | Increase Aid Another bonus by +5 and add or subtract bonus damage to a successful attack. | +8 (epic) |
Booming | Adds 3d6+34 points of bonus Sonic (energy, common) damage, and can strike targets in a 5x5 square area once per round. | +8 (epic) |
Caustic | Adds 3d6+30 points of bonus Acid (energy, common) damage, and can strike targets in a 2x7 square area once per round. | +8 (epic) |
Coring | Adds 2d6+7 base weapon damage to a piercing weapon | +8 (epic) |
Dispatch | Once per round, gain a bonus attack action. | +8 (epic) |
Exsanguinating | Inflicts a 7 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Instant Healing. | +8 (epic) |
Extinction | Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. | +8 (epic) |
Foecaller | Adds 3d6+24 points of bonus Force (energy, uncommon) damage, deals full damage to incorporeal creatures, and reveals enemies within reach, ignoring concealment and partial cover. | +7 (epic) |
Frostheart | Adds 3d6+31 points of bonus Cold (energy, common) damage, and can strike targets in a 2x7 square area once per round. | +8 (epic) |
Ionic | Adds 3d6+33 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x7 square area once per round. | +8 (epic) |
Razing | Adds 2d6+7 base weapon damage to a slashing weapon | +8 (epic) |
Wracking | Adds 2d6+7 base weapon damage to a bludgeoning weapon | +8 (epic) |
+9 Epic Melee Magic Properties
You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.
Magic Item Name | Description | Cost |
---|---|---|
Annihilation | Adds 3d6+35 points of bonus Force (energy, uncommon) damage, deals full damage to incorporeal creatures, and reveals enemies within reach, ignoring concealment and partial cover. | +9 (epic) |
Cacophonous | Adds 3d6+38 points of bonus Sonic (energy, common) damage, and can strike targets in a 6x6 square area once per round. | +9 (epic) |
Countering, Perfectly | Allows an immediate action counterattack after one attempted attack per round, and provides a +3 bonus to Maneuver Defense. | +9 (epic) |
Dynamic | Adds 3d6+37 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x9 square area once per round. | +9 (epic) |
Grievous | Inflict Maimed your opponents on a roll of a natural 20, or Crippled on any confirmed critical. | +9 (epic) |
Jaunting | Deals 3d6+25 points of bonus Interstice (physical, rare) damage damage with each hit, and allows dimension door during a full attack. | +9 (epic) |
Oblivion | Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. | +9 (epic) |
Polar | Adds 3d6+35 points of bonus Cold (energy, common) damage, and can strike targets in a 2x9 square area once per round. | +9 (epic) |
Precognitive, Perfect | Wielder gains +3 Dodge AC and +3 to all saves. Once per round, automatically inflicts a critical hit. | +9 (epic) |
Pyroclasmic | Adds 3d6+38 points of bonus Fire (energy, common) damage, and can strike targets in a 2x9 square area once per round. | +9 (epic) |
Slaying | By spending actions to study a foe, gain bonus precision damage dice. | +9 (epic) |
Vampiric | Inflicts a 9 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Instant Healing. | +9 (epic) |
Vitriolic | Adds 3d6+34 points of bonus Acid (energy, common) damage, and can strike targets in a 2x9 square area once per round. | +9 (epic) |