Melee Magic Properties

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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.

If a magic weapon property is applied to a weapon with an area of effect, it only applies to one target in that area of effect per attack. For true AOE attacks, the wielder may choose which victim suffers the effect per attack. If applied to a splash weapon, the weapon property effect applies only to the original target, and does not apply to those affected by the splash damage or other AOE damage. A weapon property that generates its own area of effect attacks, such as upon a critical hit, also may not apply further effects to victims struck by that AOE. No, you cannot daisy chain an annihilation blast around a roomful of enemies until there is nothing left. No matter how cool that would be.

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 Melee 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 Benevolent Increase Aid Another bonus by weapon's enhancement bonus enchantment, faint 5th
+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 Countering Provides a +2 bonus to Maneuver Defense versus disarms and sunders. transmutation, faint 5th
+1 Courageous Provides a morale bonus to saves versus fear enchantment, faint 3rd
+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 Deadly Makes non-lethal weapons do normal damage. necromancy, faint 5th
+1 Dueling Grants +2 to perform and resist Disarms and Feints, and +4 initiative transmutation, faint 5th
+1 Defending Allows the wielder to transfer the item's enhancement bonus to his AC abjuration, moderate 8th
+1 Dispelling This property allows an object to spell store dispel magic abjuration, strong 10th
+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 Furious A furious weapon serves as a focus for its wielder's rage. enchantment, moderate 8th
+1 Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures. conjuration, moderate 9th
+1 Grayflame This weapon burns when divine energy is channeled into it. transmutation, moderate 6th
+1 Grounding Items with this earth-infused property are effective against air and electricity. transmutation, faint 5th
+1 Guardian Allows the wielder to transfer the enhancement bonus to his saving throws. abjuration, moderate 8th
+1 Heartseeker Ignores the miss chance for concealment against living targets with a heart. necromancy, moderate 7th
+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 Ki Focus Channels the wielder's ki, allowing ki attacks through the weapon as if unarmed. transmutation, moderate 8th
+1 Limning Outlines foes in faerie fire, negating concealment and hampering stealth. evocation, faint 5th
+1 Menacing Adds +2 bonus to all adjacent flanks while wielded. illusion, moderate 10th
+1 Merciful Item deals more damage, but it is all non-lethal. conjuration, moderate 5th
+1 Mighty Cleaving Make a second bonus attack with Cleave against a third adjacent foe evocation, moderate 8th
+1 Mimetic Mimics upon the wielder any resistances the foe has. abjuration, faint 5th
+1 Neutralizing Neutralizes acids, gains bonuses against creatures of acid and earth. transmutation, faint 5th
+1 Ominous Adds its enhancement bonus to Intimidate checks made by the wielder. evocation, faint 5th
+1 Planar When used to attack outsiders, ignores 5 points of their damage reduction. conjuration, moderate 9th
+1 Quenching Quenches fires, and gains bonuses against fire, orc and goblinoid creature types. transmutation, faint 5th
+1 Returning, Lesser Thrown weapon returns to wielder's hand at the start of his next turn. transmutation, moderate 7th
+1 Seaborne The wielder swims well and takes no penalties for fighting in water. transmutation, moderate 7th
+1 Shock Item is sheathed in electricity that deals an extra 1d6 points of damage. evocation, moderate 8th
+1 Spell Storing Stores a single spell of up to 3rd level, which can be used as a free action. evocation, strong 12th
+1 Thawing Melts ice, and grants bonuses against creatures with the cold sub-type. transmutation, faint 5th
+1 Throwing Grants a weapon a thrown range of 10 feet, or increases its thrown range by 10 feet. transmutation, faint 5th
+1 Thundering Roars like thunder, weapon deals an extra 1d6 points of sonic damage on a successful hit. necromancy, faint 5th
+1 Valiant Gives bonuses against challenged foes. divination, faint 5th
+1 Vicious Damages the wielder and foes attacked. necromancy, moderate 9th

+2 Melee Magic Properties

Price Name Benefit Aura CL
+2 Advancing Grants a free five foot step once a round if a foe is damaged. transmutation, faint 5th
+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 Defiant Helps its wielder stay alive in desperate conditions by adding many bonuses. abjuration, strong 10th
+2 Dispelling Burst May store dispel magic or greater dispel magic. abjuration, strong 12th
+2 Disruption Deals 2d6 bonus positive energy damage, or 3d6 bonus positive energy damage versus undead. conjuration, strong 14th
+2 Flaming Burst Does extra fire damage and bonus fire damage on criticals. evocation, strong 12th
+2 Furyborn Repeated attacks against the same target increase the weapon enhancement. enchantment, moderate 7th
+2 Glamered A glamered weapon can be commanded to change its shape and appearance. illusion, moderate 10th
+2 Glorious Dazzles on attacks, blinds on criticals. evocation, moderate 5th
+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 Impact Adds +2 base weapon damage to a bludgeoning weapon. transmutation, moderate 9th
+2 Invigorating Infuses its wielder with vigor of several kinds. enchantment, faint 5th
+2 Ki Intensifying The wielder may spend Ki to gain free combat maneuvers. transmutation, strong 12th
+2 Lifesurge Increases temporary hit points and adds many bonuses versus undead. conjuration, moderate 8th
+2 Phase Locking Places a dimensional anchor upon foes struck. abjuration, moderate 7th
+2 Returning, Greater Weapon returns to wielder's hand immediately after being thrown, even with a full attack. transmutation, moderate 10th
+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 Thunderburst Does extra sonic damage and bonus sonic damage on criticals. evocation, moderate 10th
+2 Unholy Deals an extra 2d6 points of damage against all creatures of good alignment. evocation, moderate 7th
+2 Wounding Inflicts a 1 point Ruptured condition (a stacking bleed) each time it hits a target. evocation, moderate 10th

+3 Melee Magic Properties

Price Name Benefit Aura CL
+3 Nullifying Each hit suppresses a creature's spell resistance. abjuration, strong 12th
+3 Repositioning Attempt to reposition a foe as a free action after a successful attack enchantment, moderate 10th
+3 Speed When you perform a full-attack, you can make one bonus attack. transmutation, moderate 7th
+3 Spell Stealing Siphon magic from a target and transfer it to the wielder. divination, strong 13th

+4 Melee Magic Properties

Price Name Benefit Aura CL
+4 Brilliant Energy All attacks target your opponent's touch AC instead of regular AC. transmutation, strong 16th
+4 Dancing A dancing object can attack or defend on its own. transmutation, strong 15th
+4 Mentoring Allows a non-proficient user to make attacks as though a master of the weapon enchantment, strong 15th
+4 Negating Reduces the target's damage resistance with each hit. abjuration, moderate 15th
+4 Transformative This weapon becomes a different type of weapon at its wielder's command. transmutation, moderate 10th

+5 Melee Magic Properties

Price Name Benefit Aura CL
+5 Vorpal Maim your opponents on a roll of a natural 20. necromancy, strong 18th

+3 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Price Name Benefit Aura CL
+3 (epic) Bane, Greater The weapon excels against certain foes. strong conjuration 21st
+3 (epic) Beatific Use Aid Another as a swift action, and Aid Another bonus is increased by weapon's enhancement bonus. overwhelming enchantment 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) Threatening Able to threaten foes in battle without peer. illusion, moderate 21st
+3 (epic) Tethered The weapon appears when called utterly without fail. conjuration, strong 21st
+3 (epic) Terrifying Intimidation in battle breeds terror wherever this weapon goes. evocation, overwhelming 21st
+3 (epic) Planar, Improved Defeats the defenses of outsiders. conjuration, moderate 21st
+3 (epic) Savage Damages foes...and the wielder. necromancy, overwhelming 21st
+3 (epic) Shattered When broken, this weapon gains bonuses and inflicts bleed. transmutation, overwhelming 26th

+4 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Price Name Benefit Aura CL
+4 (epic) Antimagic Deadly to any user of magic of any kind. none, overwhelming 24th
+4 (epic) Corrosive Blast Sprays and splatters acid damage, uncaring of friend or foe. evocation, strong 21st
+4 (epic) Crushing Increases the base damage of a bludgeoning weapon by 1d6. evocation, overwhelming 28th
+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) Impaling Increases the base damage of a piercing weapon by 1d6. evocation, overwhelming 28th
+4 (epic) Indomitable The wielder is immune to fear. enchantment, strong 21st
+4 (epic) Lacerating Increases the base damage of a slashing weapon by 1d6. evocation, overwhelming 28th
+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) Triple-Throw A triple-throw weapon creates two duplicates of itself when thrown. illusion, strong 21st

+5 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

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) Shredding This weapon inflicts 1d6 points of Ruptured damage per strike. evocation, strong 26th
+5 (epic) Thunderstrike Deals 3d6 bonus sonic damage, and allows wielder to convert all damage dealt to sonic. transmutation, overwhelming 25th
+5 (epic) Warping Successful attacks allow the wielder to Dimension Door once per encounter. conjuration, strong 26th

+6 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

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) Everdancing Weapon can be loosed to attack on its own. transmutation, overwhelming 24th
+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 Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

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) Ionic Deals 4d10 bonus electricity damage in a 5x5 area with each hit. evocation, overwhelming 30th
+7 (epic) Leaching Deals 3d6 bonus dessication damage with each hit, and inflicts a bleed. transmutation, overwhelming 28th
+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) Stentorian Deals 4d10 bonus sonic damage in a 5x5 area with each hit. evocation, overwhelming 30th

+8 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

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) Coring Adds +2d6 base weapon damage to a piercing weapon evocation, overwhelming 32nd
+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
+8 (epic) Razing Adds +2d6 base weapon damage to a slashing weapon evocation, overwhelming 32nd
+8 (epic) Wracking Adds +2d6 base weapon damage to a bludgeoning weapon evocation, overwhelming 32nd

+9 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Price Name Benefit Aura CL
+9 (epic) Annihilation Deals 5d6 bonus force damage in a 5x5 area with each hit. transmutation, overwhelming 32nd
+9 (epic) Bane, Absolute Deals 10d6 bonus damage and crits on every hit against certain foes. conjuration, overwhelming 35th
+9 (epic) Jaunting Deals 2d6 bonus dimensional energy with each hit, and allows dimension door during a full attack. conjuration, supreme 34th
+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