Implement Magic Properties

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Introduction

Magic implement properties grant the wearer special abilities while the implement is wielded. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to implements.

A magic implement cannot have any magic implement properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make an Onyx Orb with the +2 magic implement property of Flaming Burst unless it has at least a +1 enhancement bonus (and therefore an Absolute Bonus of +3). No implement may be enchanted with Epic magic implement properties unless it has an Enhancement bonus of at least +6.

Magic Implement Costs

To determine the cost of a magic implement, the following elements must be added together:

  • The cost of the implement itself
  • The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).

Absolute Bonus

The Absolute Bonus is determined by adding together the plus values of the implement's Enhancement Bonus and any Magical Properties it will be enchanted with. For example, a +2 Glamered Hat has a +4 Absolute Bonus, since it has a +2 enhancement bonus (the +2 in the name), and the Glamered property has a +2 cost associated with it.

Campaign Level

Heroic tier characters (characters from level 1 to level 20) can wield an implement with an enhancement bonus up to +5, and can have up to +5 pluses worth of magic implement properties applied to their implement, though there must always be at least +1 Enhancement bonus on the implement before any magic implement properties can be applied. As a result, heroic tier characters can wield a implement with an absolute bonus of anything from +1 to +10.

Epic tier characters (characters level 21 to level 35) can wield an implement with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of magic implement properties applied to their implement (resulting in an Absolute Bonus as high as +18). However, the enhancement bonus of the implement must be raised to at least +6 before it can have any Epic magic implement properties applied to it.

Any attempt to wield an implement more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the implement (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the implement).

At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the implement may be enchanted in any way the character can afford.

Upgrading and Changing Magic Implement Properties

Enhancement bonuses cannot be removed from a magic implement once applied, but the enhancement bonus can be increased.

Magic implement properties can be removed from a magic implement, replaced with altogether new properties, or upgraded to a higher version of the existing magic implement 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 implement property swaps and upgrades takes one full day of work per +1 of 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 implement while the craftsman is working on it. Some craftsmen might offer to lend or rent out an implement while their customers wait, though they would expect the loaner implement to return to them in good condition.

A magic implement 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.

+1 Implement Magic Properties

Price Name Benefit Aura CL
+1 Allying Allows the wielder to transfer enhancement bonuses to an ally's weapon. transmutation, faint 5th
+1 Bane Deal +2d6 bonus damage against certain creature types. conjuration, moderate 8th
+1 Called A called weapon can be teleported to the wielder's hand. conjuration, moderate 9th
+1 Conductive Deliver a magical attack with your weapon's attack. necromancy, moderate 8th
+1 Corrosive Your weapon drips with acid, dealing +1d6 bonus acid damage on all successful attacks. evocation, moderate 10th
+1 Cruel Sicken a creature which is already frightened necromancy, faint 5th
+1 Cunning Grants bonuses to critical attacks if the wielder is knowledgeable about this foes. divination, moderate 6th
+1 Flaming This item is sheathed in fire, dealing +2d6 bonus fire damage on all successful attacks. evocation, moderate 10th
+1 Frost The item is rimed in frost, dealing an extra 1d6 points of cold damage on a successful hit. evocation, moderate 8th
+1 Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures. conjuration, moderate 9th
+1 Huntsman A huntsman weapon helps its wielder track and slay his prey. divination, moderate 7th
+1 Impervious An impervious item is warded against damage and decay. transmutation, moderate 7th
+1 Keen Adds +1 to the threat range of a weapon. transmutation, moderate 10th
+1 Limning Outlines foes in faerie fire, negating concealment and hampering stealth. evocation, faint 5th
+1 Merciful Item deals more damage, but it is all non-lethal. conjuration, moderate 5th
+1 Planar When used to attack outsiders, ignores 5 points of their damage reduction. conjuration, moderate 9th
+1 Seeking Ranged weapon ignores any miss chance of its target caused by concealment. divination, strong 12th
+1 Shock Item is sheathed in electricity that deals an extra 1d6 points of damage. evocation, moderate 8th
+1 Thundering Roars like thunder, weapon deals an extra 1d6 points of sonic damage on a successful hit. necromancy, faint 5th

+2 Implement Magic Properties

Price Name Benefit Aura CL
+2 Anarchic An anarchic weapon is infused with the power of chaos evocation, moderate 7th
+2 Anchoring Pins a target in place and prevents it from moving. transmutation, moderate 10th
+2 Axiomatic An axiomatic weapon is infused with lawful power. evocation, moderate 7th
+2 Corrosive Burst Does extra acid damage and bonus acid damage on criticals. evocation, moderate 12th
+2 Designating, Lesser Grants allies a +2 bonus to hit and damage against a foe struck by a ranged attack with this property. enchantment, moderate 7th
+2 Flaming Burst Does extra fire damage and bonus fire damage on criticals. evocation, strong 12th
+2 Glamered A glamered weapon can be commanded to change its shape and appearance. illusion, moderate 10th
+2 Holy Deals an extra 2d6 points of damage against all creatures of evil alignment. evocation, moderate 7th
+2 Icy Burst Does extra cold damage and bonus cold damage on criticals. evocation, moderate 10th
+2 Igniting Causes the target to catch fire upon a critical hit. evocation, strong 12th
+2 Phase Locking Places a dimensional anchor upon foes struck. abjuration, moderate 7th
+2 Shocking Burst Does extra electricity damage and bonus electricity damage on criticals. evocation, moderate 10th
+2 Stalking By spending actions to study a foe, gain bonus precision damage dice. divination, moderate 10th
+2 Unholy Deals an extra 2d6 points of damage against all creatures of good alignment. evocation, moderate 7th

+4 Implement Magic Properties

Price Name Benefit Aura CL
+4 Designating, Greater Grants allies a +4 bonus to hit and damage against a foe struck by a ranged attack with this property. enchantment, moderate 12th
+4 Nimble Shot A nimble shot weapon doesn't provoke attacks of opportunity when fired. abjuration, moderate 11th
+4 Second Chance Once per round, a missed attack can be re-rolled as a free action abjuration, moderate 11th

+3 Epic Implement Magic Properties

Price Name Benefit Aura CL
+3 (epic) Bane, Greater The weapon excels against certain foes. strong conjuration 21st
+3 (epic) Coruscating Surrounds foes with brilliant light. evocation, faint 21st
+3 (epic) Harrowing A harrowing weapon tracks and slays prey. Divination, Overwhelming 21st
+3 (epic) Heartpiercer No living thing can hide from a heartpiercer weapon. necromancy, overwhelming 21st
+3 (epic) Lionhearted Fortifies the wielders courage and morale in battle. enchantment, overwhelming 21st
+3 (epic) Tethered The weapon appears when called utterly without fail. conjuration, strong 21st
+3 (epic) Planar, Improved Defeats the defenses of outsiders. conjuration, moderate 21st

+4 Epic Implement Magic Properties

Price Name Benefit Aura CL
+4 (epic) Corrosive Blast Sprays and splatters acid damage, uncaring of friend or foe. evocation, strong 21st
+4 (epic) Deathly Increases the critical range of a melee weapon by two. transmutation, strong 25th
+4 (epic) Flaming Blast Erupts in blasts of flame, uncaring of friend or foe. evocation, strong 21st
+4 (epic) Icy Blast Gusts out the bitterest cold, uncaring of friend or foe. evocation, strong 21st
+4 (epic) Indomitable The wielder is immune to fear. enchantment, strong 21st
+4 (epic) Shadowy Adds 5 feet of Inclusive Reach to all attacks made by the weapon. transmutation, overwhelming 24th
+4 (epic) Shocking Blast Shocks all within reach, uncaring of friend or foe. evocation, strong 21st
+4 (epic) Thundering Blast Creates vast peals of thunder, uncaring of friend or foe. evocation, strong 21st
+4 (epic) Unerring Accuracy Ranged weapons with this property can ignore the penalties and miss chances associated with partial concealment, total concealment, and partial cover. divination, strong 24th

+5 Epic Implement Magic Properties

Price Name Benefit Aura CL
+5 (epic) Bane, True The weapon excels against certain foes. conjuration, overwhelming 25th
+5 (epic) Caustic Soaks enemies in deadly acid. transmutation, overwhelming 26th
+5 (epic) Desiccation This weapon is the bane of all water. transmutation, overwhelming 24th
+5 (epic) Dread This weapon excels against a certain type of foe. conjuration, overwhelming 22nd
+5 (epic) Frigid Deals +3d6 bonus cold damage on attacks, and covers enemies in a shell of bitter frost on critical hits. transmutation, overwhelming 25th
+5 (epic) Incendiary A fearsome brand of pure fire. transmutation, overwhelming 24th
+5 (epic) Lightning Bolt A bolt of nearly pure lightning...In Your Hand! transmutation, overwhelming 26th
+5 (epic) Planar, Greater Outsiders fear this weapon, with good reason. conjuration, moderate 25th
+5 (epic) Precognitive Once per day, declare that an attack is a critical hit. divination, overwhelming 24th
+5 (epic) Thunderstrike Deals 3d6 bonus sonic damage, and allows wielder to convert all damage dealt to sonic. transmutation, overwhelming 25th

+6 Epic Implement Magic Properties

Price Name Benefit Aura CL
+6 (epic) Anarchic Power Deals +3d6 points of bonus chaotic damage, and inflicts Essence Destruction on lawful targets. evocation, overwhelming 25th
+6 (epic) Axiomatic Power Deals +3d6 points of bonus lawful damage, and inflicts Essence Destruction on lawful targets. overwhelming evocation 25th
+6 (epic) Force Deals 5d6 points of bonus damage with all attacks, as force damage. transmutation, overwhelming 26th
+6 (epic) Glacial Deals 3d10 points of bonus cold damage in a 3x3 area with each hit. evocation, overwhelming 26th
+6 (epic) Gory Deals 8d8 points of bonus damage per hit, but deals 3d6 points of damage to its wielder. necromancy, overwhelming 27th
+6 (epic) Holy Power Deals +3d6 points of bonus good damage, and inflicts Essence Destruction on evil targets. evocation, overwhelming 25th
+6 (epic) Lightning Deals 3d10 bonus electrical damage in a 3x3 area with each hit. evocation, overwhelming 26th
+6 (epic) Shadowy, Greater Adds 10 feet of inclusive reach to the melee weapon it is enchanted upon. transmutation, overwhelming 27th
+6 (epic) Supersonic Deals 3d10 points of bonus sonic damage in a 3x3 area with each hit. evocation, overwhelming 26th
+6 (epic) Unholy Power Deals +3d6 points of bonus evil damage, and inflicts Essence Destruction on good targets. evocation, overwhelming 25th
+6 (epic) Vitriol Deals 3d10 bonus acid damage in a 3x3 area with each hit. evocation, overwhelming 26th
+6 (epic) Volcanic Deals 4d10 bonus fire damage in a 3x3 area with each hit. evocation, overwhelming 26th

+7 Epic Implement Magic Properties

Price Name Benefit Aura CL
+7 (epic) Astringent Deals 4d10 bonus acid damage in a 5x5 area with each hit. evocation, overwhelming 30th
+7 (epic) Balefire Deals 5d10 bonus fire damage in a 5x5 area with each hit. evocation, overwhelming 30th
+7 (epic) Bane, Utter Acts as a much more powerful weapon against certain monster types. conjuration, overwhelming 28th
+7 (epic) Frostheart Deals 4d10 bonus cold damage in a 5x5 area with each hit. evocation, overwhelming 30th
+7 (epic) Planar, Mighty Ignores most resistances of outsiders and aberrations, and inflicts 6d6 bonus damage against them with each hit. conjuration, overwhelming 30th
+7 (epic) Precognitive, Greater Wielder gains +2 Dodge AC and +2 to all saves. Once per encounter, automatically inflicts a critical hit. divination, overwhelming 28th
+7 (epic) Leaching Deals 3d6 bonus dessication damage with each hit, and inflicts a bleed. transmutation, overwhelming 28th
+7 (epic) Ionic Deals 4d10 bonus electricity damage in a 5x5 area with each hit. evocation, overwhelming 30th
+7 (epic) Stentorian Deals 4d10 bonus sonic damage in a 5x5 area with each hit. evocation, overwhelming 30th

+8 Epic Implement Magic Properties

Price Name Benefit Aura CL
+8 (epic) Angelic Glory Deals +3d6 points of bonus lawful good damage, and inflicts Essence Destruction on chaotic or evil targets. evocation, overwhelming 30th
+8 (epic) Calamity Deals 5d6 bonus force damage in a 5x5 area with each hit. transmutation, overwhelming 26th
+8 (epic) Celestial Grandeur Deals +3d6 points of bonus chaotic good damage, and inflicts Essence Destruction on lawful or evil targets. evocation, overwhelming 30th
+8 (epic) Demonic Horror Deals +3d6 points of bonus chaotic evil damage, and inflicts Essence Destruction on lawful or good targets. evocation, overwhelming 30th
+8 (epic) Diabolic Misery Deals +3d6 points of bonus lawful evil damage, and inflicts Essence Destruction on chaotic or good targets. evocation, overwhelming 30th

+9 Epic Implement Magic Properties

Price Name Benefit Aura CL
+9 (epic) Bane, Absolute Deals 10d6 bonus damage and crits on every hit against certain foes. conjuration, overwhelming 35th
+9 (epic) Precognitive, Perfect Wielder gains +3 Dodge AC and +3 to all saves. Once per round, automatically inflicts a critical hit. divination, overwhelming 32nd
+9 (epic) Planar, Utter Ignores most resistances of outsiders and aberrations, and inflicts 10d6 bonus damage against them with each hit. conjuration, overwhelming 34th
+9 (epic) Vampiric Deals 3d6 bonus dessication damage with each hit, inflicts a bleed, and heals the wielder. transmutation, surpreme 33rd
+9 (epic) Void Deals +3d10 points of bonus neutral damage, and inflicts Essence Destruction on non-neutral targets. evocation, overwhelming 33rd