Savage (Melee Weapon Magic Property): Difference between revisions
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(Created page with '''Go back to Reese's Campaign page.'' ''Go back to Magic Item Properties page.'' ''Go back to Magic Properties - Melee Weapons page.'' === Savage === * '''P…') |
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This special ability can only be placed on melee weapons. | This special ability can only be placed on melee weapons. | ||
When a savage weapon strikes an opponent, it creates a flash of disruptive negative energy that resonates between the opponent and the wielder. This negative energy deals an extra 6d6 points of damage to the opponent and | When a savage weapon strikes an opponent, it creates a flash of disruptive negative energy that resonates between the opponent and the wielder. This negative energy deals an extra 6d6 points of damage to the opponent and 2d6 points of damage to the wielder. | ||
* ''Craft Magic Arms and Armor, enervation; Cost +3 bonus'' | * ''Craft Magic Arms and Armor, enervation; Cost +3 bonus'' |
Revision as of 00:17, 23 November 2013
Go back to Reese's Campaign page.
Go back to Magic Item Properties page.
Go back to Magic Properties - Melee Weapons page.
Savage
- Price: +3 bonus
- Aura overwhelming necromancy; CL 21st; Weight —
This special ability can only be placed on melee weapons.
When a savage weapon strikes an opponent, it creates a flash of disruptive negative energy that resonates between the opponent and the wielder. This negative energy deals an extra 6d6 points of damage to the opponent and 2d6 points of damage to the wielder.
- Craft Magic Arms and Armor, enervation; Cost +3 bonus