Calamity (Ranged Weapon Magic Property)

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Calamity (Ranged Weapon Magic Property)

Enchant Cost: +7 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

The wielder of this weapon may activate this property with a swift action, causing the weapon to fade into an iridescent translucence, gently glowing, and, if examined, providing glimpses into a vast, deep space inside itself, that seems full of mysterious shapes and movement. Once transformed, a calamity weapon inflicts 3d6+20 points of bonus Force (energy, uncommon) damage on each successful hit as bonus damage, and all of the weapon's damage is delivered as force damage. The force damage 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.

Unlike normal bonus damage, when a calamity weapon critically hits a target, the bonus force damage is doubled, assuming the weapon has a critical multiplier of x2. The bonus damage is instead tripled if the weapon has a critical modifier of x3, and it is quadrupled if the weapon has a critical multiplier of x4.

When attacking a foe within the first or second range increment of the weapon, the calamity weapon never automatically misses an attack due to a low die roll, unless the roll is a natural 1. This means the calamity weapon never suffers the penalty caused by partial or total concealment, for example, when making an attack into the first or second range increment of the weapon.

While active, a calamity weapon also adds +2 to the critical threat range of the weapon. For example, a Longbow has a normal critical threat range if 20. With the calamity property, it becomes 18-20. This property does not modify the weapon's critical multiplier. This benefit does not stack with the benefit provided by Keen or any other magic property that improves critical threat range, but it does stack with feats, racial traits, and/or class features that expand the critical threat range of a weapon (such as the Improved Critical feat). Spells and other effects do not stack.

Also while active, the weapon exists fully in both a corporeal and incorporeal state, and therefore it ignores the 50% reduction in damage that is normally granted to incorporeal creatures, or when the wielder and the target exist in different corporeal states. It also deals normal damage to targets in the same corporeal (or incorporeal) state as its wielder.

A calamity weapon cannot be made Broken with the Sunder combat maneuver, except by attacks that deal force damage, or weapons with the Ghost Touch magic property.

While the calamity effect is active, the weapon gives off light as a weak torch (20 feet of bright light, 20 additional feet of dim light). Since this is a light source, it is not possible to use stealth while this property's effect is active. This light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 57), a blazing remnant (tier 5), and an item symbolic of the enchantment.