Frost (Ranged Weapon Magic Property)
Frost (Ranged Weapon Magic Property)
The wielder of this weapon may activate this property with a swift action, causing the weapon to become rimed in crackling, icy crystals, dealing 3d6+3 points of bonus Cold (energy, common) damage on a successful hit. The cold does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first.
As an additional swift action, if the wielder wishes, they may declare that all of the weapon's damage is dealt as cold damage. This effect persists for as long as the cold effect is active, or until another swift action is spent to return the weapon's damage back to normal.
The cold damage granted by this property is bonus damage, which is not increased by a critical hit. However, upon a successful critical hit, the wielder inflicts the Torpid condition on the target, in addition to the weapon's normal critical damage. This condition persists until the end of the encounter, or until replaced by another condition on the target (or until the creature is slain), whichever comes first.
While the Frost effect is active, the weapon gently numbs the hands and fingers of the wielder. As a result, using Use Magic Device while this property is active suffers a -2 penalty.
- Creation: Creator (Feat), Bailiwick Check (DC 30), a pale remnant (tier 2), and an item symbolic of the enchantment.