+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
|
Benevolent, Perfectly |
Increase Aid Another bonus by +5 and add or subtract bonus damage to a successful attack. |
+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)
|
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)
|
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)
|
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)
|
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)
|
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)
|
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)
|
+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)
|
Countering, Perfectly |
Allows an immediate action counterattack after one attempted attack per round, and provides a +3 bonus to Maneuver Defense. |
+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)
|
Precognitive, Perfect |
Wielder gains +3 Dodge AC and +3 to all saves. Once per round, automatically inflicts a critical hit. |
+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)
|
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)
|
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)
|
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)
|
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)
|
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)
|