Ranged Magic Properties
Introduction
Magic weapon properties grant the wearer special abilities while the weapon is wielded. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to weapon.
A magic weapon cannot have any magic weapon properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a longsword with the +2 magic weapon property of Flaming Burst unless it has at least a +1 enhancement bonus (and therefore an Absolute Bonus of +3). No weapon may be enchanted with Epic magic weapon properties unless it has an Enhancement bonus of at least +6.
Magic Weapon Costs
To determine the cost of a magic weapon, three elements must be added together:
- The cost of the weapon.
- The cost of any special materials used to create the weapon (e.g. mithril, adamantine, etc.).
- The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).
Dweomermetals
Dweomermetals, such as mithril, argent and bloodgold, can grant a weapon special qualities. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals page.
Dweomermetals do not alter the Absolute Bonus of a weapon, though the cost for a weapon made with a dweomermetal is added to the overall cost of the weapon.
Note that special materials cannot be added to an existing weapon. The weapon must be built from the special material before it can be enchanted. If a character already has a +3 longsword, and wants it to be a +3 argent longsword, he would have to sell his old sword and buy an argent one. He cannot simply upgrade it. (This rule can be broken, at GM discretion, in cases where the weapon is a family heirloom, an artifact, or any sort of magic item that is meant to grow with the player, where replacing it with a new weapon would disrupt the story continuity for the character. In these cases, the item may have always been made from the special material, but only exhibits its qualities when the character reaches a high enough level to appreciate it, or perhaps it acquires the special materials qualities after some event transpires (like the character gets splashed with molten mithril).)
Campaign Level
Heroic tier characters (characters from level 1 to level 20) can wield a weapon with an enhancement bonus up to +5, and can have up to +5 pluses worth of magic weapon properties applied to their weapon, though there must always be at least +1 Enhancement bonus on the weapon before any magic weapon properties can be applied. As a result, heroic tier characters can wield a weapon with an absolute bonus of anything from +1 to +10.
Epic tier characters (characters level 21 to level 35) can wield a weapon with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of magic weapon properties applied to their weapon (resulting in an Absolute Bonus as high as +18). However, the enhancement bonus of the weapon must be raised to at least +6 before it can have any Epic magic weapon properties applied to it.
Any attempt to wield a weapon more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the weapon (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the weapon).
At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the weapon may be enchanted in any way the character can afford.
Upgrading and Changing Magic Weapon Properties
Enhancement bonuses cannot be removed from a magic weapon once applied, but the enhancement bonus can be increased. If the weapon is made from a dweomermetal that offers an alternate way of allocating the enhancement bonus, this can also be changed by a craftsman (or a character with the Creator feat), but performing this work takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day.
Magic weapon properties can be removed from a magic weapon, replaced with altogether new properties, or upgraded to a higher version of the existing magic weapon property (when applicable). The cost to do so is the difference in cost between the old Absolute Bonus and the new Absolute Bonus. However, if the Absolute Bonus goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic weapon property swaps and upgrades takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the weapon while the craftsman is working on it. Some craftsmen might offer to lend or rent out a weapon while their customers wait, though they would expect the loaner weapon to return to them in good condition.
A magic weapon which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wielder, or worse.
Absolute Bonus
The Absolute Bonus is determined by adding together the 'plus' values of the weapon's Enhancement Bonus and any Magic Properties it will be enchanted with. For example, a +2 Advancing Rapier has a +4 Absolute Bonus, which is the sum of the +2 Enhancement bonus and the +2 Advancing property.+1 Ranged Magic Properties
+2 Ranged Magic Properties
+3 Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
Speed (Magic Property) | Speed | Speed (Magic Property) | Speed (Magic Property) | Speed (Magic Property) |
+4 Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+4 | Brilliant Energy3 | Ignores armor and shield bonuses to AC. | 16th | |
+4 | Designating, Greater | Grants allies a +4 to attack and damage rolls when an opponent is hit | 12th | |
+4 | Nimble Shot | A nimble shot weapon doesn't provoke attacks of opportunity when fired. | 11th | |
+4 | Second Chance3 | Once per round, a missed attack can be re-rolled as a free action | 11th |
+3 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+3 | Bane, Greater | The weapon excels against certain foes. | 21st | |
+3 | Beatific | The weapon grants boons. | 21st | |
+3 | Coruscating | Surrounds foes with brilliant light. | 21st | |
+3 | Harrowing | A harrowing weapon tracks and slays prey. | 21st | |
+3 | Heartpiercer | Nothing can hide from a heartpiercer weapon. | 21st | |
+3 | Lionhearted | Fortifies the wielders courage and morale in battle. | 21st | |
+3 | Threatening | Able to threaten foes in battle without peer. | 21st | |
+3 | Tethered | The weapon appears when called utterly without fail. | 21st | |
+3 | Terrifying | Intimidation in battle breeds terror wherever this weapon goes. | 21st | |
+3 | Planar, Improved | Defeats the defenses of outsiders. | 21st | |
+3 | Savage | Damages foes...and the wielder. | 21st | |
+3 | Shattered | When broken, this weapon gains bonuses and inflicts bleed. | 26th |
+4 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+4 | Antimagic | Deadly to any user of magic of any kind. | 24th | |
+4 | Corrosive Blast | Sprays and splatters acid damage, uncaring of friend or foe. | 21st | |
+4 | Crushing | Increases the base damage of a bludgeoning weapon by 1d6. | 28th | |
+4 | Deathly | Increases the critical range of a melee weapon by two. | 25th | |
+4 | Flaming Blast | Erupts in blasts of flame, uncaring of friend or foe. | 21st | |
+4 | Icy Blast | Gusts out the bitterest cold, uncaring of friend or foe. | 21st | |
+4 | Impaling | Increases the base damage of a piercing weapon by 1d6. | 28th | |
+4 | Indomitable | The wielder is immune to fear. | 21st | |
+4 | Lacerating | Increases the base damage of a slashing weapon by 1d6. | 28th | |
+4 | Shadowy | Adds five feet of inclusive reach to all attacks made by the weapon. | 24th | |
+4 | Shocking Blast | Shocks all within reach, uncaring of friend or foe. | 21st | |
+4 | Thundering Blast | Creates vast peals of thunder, uncaring of friend or foe. | 21st | |
+4 | Triple-Throw | A triple-throw weapon creates two duplicates of itself when thrown. | 21st | |
+4 | Unerring Accuracy | Ranged attacks ignore concealment and most cover. | 26th |
+5 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+5 | Bane, True | The weapon excels against certain foes. | 25th | |
+5 | Caustic | Soaks enemies in deadly acid. | 26th | |
+5 | Desiccation | This weapon is the bane of all water. | 24th | |
+5 | Distant Shot | The weapon no longer takes range penalties. | 26th | |
+5 | Dread | This weapon excels against a certain type of foe. | 22nd | |
+5 | Frigid | This weapon is the pride of winter. | 25th | |
+5 | Incendiary | A fearsome brand of pure fire. | 24th | |
+5 | Lightning Bolt | A bolt of nearly pure lightning...In Your Hand! | 26th | |
+5 | Planar, Greater | Outsiders fear this weapon, with good reason. | 25th | |
+5 | Precognitive | Once per day you may declare an attack roll to be a natural 20 and automatically confirm the critical. | 22nd | |
+5 | Thunderstrike | The fury of the storm, to destroy your enemies. | 25th |
+6 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+6 | Anarchic Power | This Chaotic weapon is deadly to Lawful foes. | 25th | |
+6 | Axiomatic Power | This Lawful weapon is deadly to Chaotic foes. | 25th | |
+6 | Force | The weapon inflicts force damage. | 26th | |
+6 | Glacial | Freezes foes, friends, even the scenery. | 26th | |
+6 | Gory | This weapon punishes the wielder, but punishes foes far worse. | 27th | |
+6 | Holy Power | This Good weapon is deadly to Evil foes. | 25th | |
+6 | Lightning | Shocks foes, friends, even the scenery. | 26th | |
+6 | Greater Shadowy | Adds ten feet of inclusive reach to all attacks made by the weapon. | 27th | |
+6 | Supersonic | Inflicts sonic damage on foes, friends, even the scenery. | 26th | |
+6 | Unholy Power | This Evil weapon is deadly to Good foes. | 25th | |
+6 | Vitriol | Inflicts acidic damage on foes, friends, even the scenery | 26th | |
+6 | Volcanic | Burns foes, friends, even the scenery. | 26th |
+7 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+7 | Astringent | Creates a large area of deadly acid | 30th | |
+7 | Balefire | Creates a large area filled with deadly flame | 30th | |
+7 | Bane, Utter | The weapon utterly excels against certain foes. | 29th | |
+7 | Frostheart | Creates a large zone of freezing cold | 30th | |
+7 | Planar, Mighty | Outsiders avoid the material plane for a reason. | 30th | |
+7 | Greater Precognitive | Once per encounter you may declare an attack roll to be a natural 20 and confirm the critical. | 28th | |
+7 | Leaching | This weapon deals desiccation damage and inflicts bleed. | 28th | |
+7 | Ionic | Creates a large area filled with lightning | 30th | |
+7 | Stentorian | Creates a large zone of deadly sonic vibrations | 30th |
+8 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+8 | Angelic Glory | This Lawful Good weapon is anathema to both chaotic and evil foes. | 30th | |
+8 | Calamity | This force weapon is deadly to all foes and the terrain as well. | 27th | |
+8 | Celestial Grandeur | This Chaotic Good weapon is anathema to both lawful and evil foes. | 30th | |
+8 | Coring | Raises the base damage of a piercing weapon by 2d6 | 32nd | |
+8 | Demonic Horror | This Chaotic Evil weapon is anathema to both Lawful and Good foes. | 30th | |
+8 | Diabolic Misery | This Lawful Evil weapon is anathema to both Chaotic and Good foes. | 30th | |
+8 | Razing | Raises the base damage of a slashing weapon by 2d6 | 32nd | |
+8 | Wracking | Raises the base damage of a bludgeoning weapon by 2d6 | 32nd |
+9 Epic Ranged Magic Properties
Price | Name | Benefit | Aura | CL |
---|---|---|---|---|
+9 | Bane, Absolute | For some creatures, this weapon is Death. | 34th | |
+9 | Jaunting | This weapon allows the wielder to dimension door every round after a successful attack. | 32nd | |
+9 | Perfect Precognitive | Once per round you may declare an attack roll to be a natural 20 and confirm the critical. | 32nd | |
+9 | Planar, Utter | Outsiders will pay the wielder to remain in the Prime Plane | 34th | |
+9 | Vampiric | This weapon inflicts desiccation damage and transfers it to the wielder. | 33rd | |
+9 | Void | This unaligned weapon is utterly deadly to all alignments. | 35th |